XRInputSource.targetRayMode

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The read-only XRInputSource property targetRayMode indicates the method by which the target ray for the input source should be generated and how it should be presented to the user.

Syntax

let rayMode = xrInputSource.targetRayMode;

Value

DOMString taken from the XRTargetRayMode enumerated type, indicating which method to use when generating and presenting the target ray to the user. The possible values are:

gaze
The user is using a gaze-tracking system (or gaze input) which detects the direction in which the user is looking. The target ray will be drawn originating at the viewer's eyes and will follow the direction in which they're looking.
screen
The direction of the target ray is indicated using a tap on a touch screen, mouse, or other tactile input device.
tracked-pointer
Targeting is being performed using a handheld device or hand-tracking system which the user points in the direction of the target. The target ray extends from the hand (or the object in the hand) in the targeted direction. The direction is determined using platform-specific rules, though if no such rules exist, the direction is chosen by assuming the user is pointing their index finger straight out from their hand.

Usage notes

The input source's targetRaySpace indicates the position and orientation of the target ray, and can be used to determine where to render the ray.

Example

This fragment of code shows part of a function to be called once every frame. It looks for inputs which have a non-NULL targetRaySpace. Inputs which have a value for this property represent inputs that project a target ray outward from the user.

For each such input, this example looks for inputs whose targetRayMode is tracked-pointer, indicating that the input is in fact intended to represent a targeting device rather than a gazing device, screen tap, or mouse click. For tracked pointers, a function myRenderTargetRayAsBeam() is called to render a beam from the input controller's virtual position outward in the direction it's pointing.

The code should continue to perform tasks such as drawing controllers or any objects representative of the user's hands' positions in the virtual space, as well as any other input-related tasks.

function updateInputSources(session, frame, refSpace) {
  for (let source of session.getInputSources()) {
    let targetRayPose = frame.getPose(inputSource.targetRaySpace, refSpace);

    if (targetRayPose) {
      if (source.targetRayMode == "tracked-pointer") {
        myRenderTargetRayAsBeam(targetRayPose);
      }
    }

    /* ... */
  }
}

See the article Inputs and input sources for more details and a more complete example.

Specifications

Specification Status Comment
WebXR Device API
The definition of 'XRInputSource.handedness' in that specification.
Working Draft Initial definition.

Browser compatibility

Update compatibility data on GitHub
DesktopMobile
ChromeEdgeFirefoxInternet ExplorerOperaSafariAndroid webviewChrome for AndroidFirefox for AndroidOpera for AndroidSafari on iOSSamsung Internet
handednessChrome Full support 79Edge Full support 79Firefox No support NoIE No support NoOpera No support NoSafari No support NoWebView Android No support NoChrome Android Full support 79Firefox Android No support NoOpera Android No support NoSafari iOS No support NoSamsung Internet Android Full support 11.2

Legend

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No support

See also