- From: Jibb Smart <notifications@github.com>
- Date: Wed, 15 Jul 2026 00:39:13 -0700
- To: w3c/gamepad <gamepad@noreply.github.com>
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Received on Wednesday, 15 July 2026 07:39:17 UTC
JibbSmart left a comment (w3c/gamepad#211) GamepadPose is an interesting one, but appears to be designed for VR applications, where "position" and "orientation" make sense. Standard controllers can only provide: 1. **linearAcceleration** - which will give (0, 0, 0) when in freefall, making it useful for figuring out the direction of gravity when it's _not_ in freefall; 2. **angularVelocity** - which will probably need to be calibrated by the application. If calibration is handled automatically, there should be a way for developers to disable this automatic calibration. Some (but not many) controllers will also have a magnetometer which will help with bearing, but most don't, so games that need an "orientation" will either make do with the gravity direction. Most games with some sort of gyro/motion aiming don't need/want orientation, though :) -- Reply to this email directly or view it on GitHub: https://github.com/w3c/gamepad/issues/211#issuecomment-4978058160 You are receiving this because you are subscribed to this thread. Message ID: <w3c/gamepad/issues/211/4978058160@github.com>
Received on Wednesday, 15 July 2026 07:39:17 UTC