To control WebXR models (rotation, translation) on the Oculus Go touchpad is used e.g. at
https://www.ibiblio.org/e-notes/webxr/mini/micro3q.htm.
They say (e.g.
here) that on the Oculus Quest in WebXR the axes are stored like this:
axes = [X-touchpad,Y-touchpad,X-thumbstick,Y-thumbstick]
not sure what is X,Y-touchpad but I'll try
let source = xrSession.inputSources[0];
let gp = source.gamepad;
if(gp){
let ax, ay;
if(gp.axes.length == 2){ // Go
ax = gp.axes[0]; ay = gp.axes[1];
}else{ // Quest
ax = gp.axes[2]; ay = gp.axes[3];
} ...
It works in the Go. Does it work in the Quest?
Sorry but I get permission for the question here (I was waiting for answers 3 months at Oculus dev, Stackoverflow, Discord, Slack :)
By the way what about High Frequency on the Quest?
Evgeny