diff --git a/docs/components/hand-controls.md b/docs/components/hand-controls.md
index 761fae48953..3999a778444 100644
--- a/docs/components/hand-controls.md
+++ b/docs/components/hand-controls.md
@@ -9,12 +9,12 @@ examples: []
[tracked]: ./tracked-controls.md
[vive]: ./vive-controls.md
-[oculustouch]: ./oculus-touch-controls.md
+[metatouch]: ./meta-touch-controls.md
[daydream]: ./daydream-controls.md
The hand-controls component provides tracked hands (using a prescribed model)
with animated gestures. hand-controls wraps the [vive-controls][vive] and
-[oculus-touch-controls][oculustouch] which in turn wrap the [tracked-controls
+[meta-touch-controls][metatouch] which in turn wrap the [tracked-controls
component][tracked]. By specifying just `hand-controls`, we have something that
works well with both Vive and Rift. The component gives extra events and
handles hand animations and poses.
diff --git a/docs/components/hand-tracking-controls.md b/docs/components/hand-tracking-controls.md
index d5703ad251a..3d68456bfdb 100644
--- a/docs/components/hand-tracking-controls.md
+++ b/docs/components/hand-tracking-controls.md
@@ -9,7 +9,7 @@ examples: []
[webxrhandinput]: https://immersive-web.github.io/webxr-hand-input/
-Use `hand-tracking-controls` to integrate [hand tracked input][webxrhandinput] in your application. The component provides a visual representation of the hand and basic gesture recognition. It can be used along tracked controllers (e.g: oculus-touch-controls) for applications requiring multiple input methods. Component is only active when the browser and underlying system starts tracking the user's hands.
+Use `hand-tracking-controls` to integrate [hand tracked input][webxrhandinput] in your application. The component provides a visual representation of the hand and basic gesture recognition. It can be used along tracked controllers (e.g: meta-touch-controls) for applications requiring multiple input methods. Component is only active when the browser and underlying system starts tracking the user's hands.
## Example
diff --git a/docs/components/laser-controls.md b/docs/components/laser-controls.md
index 4d5fb720c25..2f89719c892 100644
--- a/docs/components/laser-controls.md
+++ b/docs/components/laser-controls.md
@@ -18,7 +18,7 @@ input, laser-based interactions scale well across 0 DoF (gaze-based,
Cardboard), and 6 DoF (Vive, Oculus Touch). If desired, we can get a consistent form of interaction that works
across all VR platforms with a single line of HTML.
-[oculus-touch-controls]: ./oculus-touch-controls.md
+[meta-touch-controls]: ./meta-touch-controls.md
[vive-controls]: ./vive-controls.md
[windows-motion-controls]: ./windows-motion-controls.md
@@ -27,7 +27,7 @@ configures other components, rather than implementing any logic itself. Under
the hood, laser-controls sets all of the tracked controller components:
- [vive-controls]
-- [oculus-touch-controls]
+- [meta-touch-controls]
- [windows-motion-controls]
[cursor]: ./cursor.md
diff --git a/docs/components/meta-touch-controls.md b/docs/components/meta-touch-controls.md
index ce7f6800328..255a2b0ae28 100644
--- a/docs/components/meta-touch-controls.md
+++ b/docs/components/meta-touch-controls.md
@@ -98,7 +98,5 @@ AFRAME.registerComponent('thumbstick-logging',{
## Assets
-- [Left Controller OBJ](https://cdn.aframe.io/controllers/oculus/oculus-touch-controller-left.obj)
-- [Left Controller MTL](https://cdn.aframe.io/controllers/oculus/oculus-touch-controller-left.mtl)
-- [Right Controller OBJ](https://cdn.aframe.io/controllers/oculus/oculus-touch-controller-right.obj)
-- [Right Controller MTL](https://cdn.aframe.io/controllers/oculus/oculus-touch-controller-right.mtl)
+- [Left Controller glTF](https://cdn.aframe.io/controllers/meta/quest-touch-plus-left.glb)
+- [Right Controller glTF](https://cdn.aframe.io/controllers/meta/quest-touch-plus-right.glb)
diff --git a/docs/components/tracked-controls.md b/docs/components/tracked-controls.md
index 571050680a0..91df54126f0 100644
--- a/docs/components/tracked-controls.md
+++ b/docs/components/tracked-controls.md
@@ -8,14 +8,14 @@ examples: []
---
[handcontrols]: ./hand-controls.md
-[oculustouchcontrols]: ./oculus-touch-controls.md
+[metatouchcontrols]: ./meta-touch-controls.md
[vivecontrols]: ./vive-controls.md
[windowsmotioncontrols]: ./windows-motion-controls.md
The tracked-controls component interfaces with tracked controllers.
tracked-controls uses the Gamepad API to handle tracked controllers, and is
abstracted by the [hand-controls component][handcontrols] as well as the
-[vive-controls][vivecontrols], [oculus-touch-controls][oculustouchcontrols],
+[vive-controls][vivecontrols], [meta-touch-controls][metatouchcontrols],
[windows-motion-controls][windowsmotioncontrols] components.
This component elects the appropriate controller, applies pose to
the entity, observes buttons state and emits appropriate events. For non-6DOF controllers,
diff --git a/docs/guides/building-a-minecraft-demo.md b/docs/guides/building-a-minecraft-demo.md
index 52616d4ba0f..3b8de5cb125 100644
--- a/docs/guides/building-a-minecraft-demo.md
+++ b/docs/guides/building-a-minecraft-demo.md
@@ -6,7 +6,7 @@ parent_section: guides
order: 10
examples:
- title: Aincraft
- src: https://github.com/aframevr/aframe/tree/master/examples/docs/aincraft/
+ src: https://github.com/aframevr/aframe/tree/master/examples/docs/aincraft/
---
[source-code]: https://github.com/aframevr/aframe/tree/master/examples/docs/aincraft/
@@ -360,8 +360,8 @@ Adding HTC Vive or Oculus Touch tracked controllers is easy:
-
-
+
+
```
We'll be using `hand-controls` which abstracts and works with both Vive and
@@ -382,9 +382,9 @@ thumbstick to teleport to the end of the arc. Before, we wrote our own A-Frame
components. But we can also use open source components already made from the
community and just use them straight from HTML!
-To enable this, let's first define a `player` entity that wraps the controllers
+To enable this, let's first define a `player` entity that wraps the controllers
and the camera:
-
+
```html
@@ -415,9 +415,9 @@ the `blink-controls` component on the controller on the entity:
```
-By default, `blink-controls` will only teleport on the ground, but we can
-specify with `collisionEntities` to teleport on the blocks *and* the ground
-using selectors. This property is part of the API that the`blink-controls`
+By default, `blink-controls` will only teleport on the ground, but we can
+specify with `collisionEntities` to teleport on the blocks *and* the ground
+using selectors. This property is part of the API that the`blink-controls`
component was created with:
```html
@@ -494,7 +494,7 @@ To generalize creating entities from an intersection event, we've created an
of properties. We won't go into the detail of the implementation, but you can
[check out the simple `intersection-spawn` component source code on
GitHub][intersection-spawn]. We attach `intersection-spawn` capabilities to the
-right hand, and it's also a good idea to give the raycaster a half-meter buffer
+right hand, and it's also a good idea to give the raycaster a half-meter buffer
to prevent voxels from spawning right at the controller:
```html
diff --git a/docs/introduction/entity-component-system.md b/docs/introduction/entity-component-system.md
index 4be001fab49..cd0ba9d509a 100644
--- a/docs/introduction/entity-component-system.md
+++ b/docs/introduction/entity-component-system.md
@@ -170,7 +170,7 @@ entity:
vive-controls
- oculus-touch-controls
+ meta-touch-controls
hand-controls
laser-controls
sphere-collider
@@ -290,7 +290,7 @@ components/
[cursor]: ../components/cursor.md
[hand-controls]: ../components/hand-controls.md
-[oculus-touch-controls]: ../components/oculus-touch-controls.md
+[meta-touch-controls]: ../components/meta-touch-controls.md
[raycaster]: ../components/raycaster.md
[tracked-controls]: ../components/tracked-controls.md
[vive-controls]: ../components/vive-controls.md
@@ -301,8 +301,8 @@ or higher-level component in abstraction.
For example, the [cursor component][cursor] sets and builds on top of the
[raycaster component][raycaster]. Or the [hand-controls
component][hand-controls] sets and builds on top of the [vive-controls
-component][vive-controls] and [oculus-touch-controls
-component][oculus-touch-controls] which in turn build on top of the
+component][vive-controls] and [meta-touch-controls
+component][meta-touch-controls] which in turn build on top of the
[tracked-controls component][tracked-controls].
## Community Component Ecosystem
@@ -475,13 +475,13 @@ Registry and using the JSDELIVR CDN. This example can also be viewed in the [A-
Community Components Example
-
+
-
+
-
+
-
+
diff --git a/docs/introduction/interactions-and-controllers.md b/docs/introduction/interactions-and-controllers.md
index 2461d99a5d0..dd4ad4a604c 100644
--- a/docs/introduction/interactions-and-controllers.md
+++ b/docs/introduction/interactions-and-controllers.md
@@ -338,7 +338,7 @@ Internet on an Oculus Go standalone headset:
```
-### Adding 6DoF Controllers (vive-controls, oculus-touch-controls)
+### Adding 6DoF Controllers (vive-controls, meta-touch-controls)
Controllers with *6 degrees of freedom* (6DoF) have both rotational and
positional tracking. Unlike controllers with 3DoF which are constrained to
@@ -366,15 +366,15 @@ desktop browser][rocks]:
```
-[riftcomponent]: ../components/oculus-touch-controls.md
+[metatouchcomponent]: ../components/meta-touch-controls.md
-To add controllers for Oculus Touch, use the [oculus-touch-controls
-component][riftcomponent] for both hands. Then try it out on a [WebVR-enabled
+To add controllers for Oculus Touch, use the [meta-touch-controls
+component][metatouchcomponent] for both hands. Then try it out on a [WebVR-enabled
desktop browser][rocks]:
```html
-
-
+
+
```
## Supporting Multiple Types of Controllers
@@ -398,7 +398,7 @@ controllers since it's geared towards room scale interactions such as grabbing
objects. The hand-controls component works on top of both Vive and Oculus
Touch controllers by:
-- Setting both the vive-controls and oculus-touch-controls component
+- Setting both the vive-controls and meta-touch-controls component
- Overriding the controller models with a simple hand model
- Mapping Vive-specific and Oculus Touch-specific events to hand events and
gestures (e.g., `gripdown` and `triggerdown` to `thumbup`)
@@ -433,7 +433,7 @@ to understand how to do a custom controller without having to do everything
from scratch:
- The tracked-controls component will provide pose and events
-- The vive-controls, oculus-touch-controls... components provide button mappings and controller-specific events
+- The vive-controls, meta-touch-controls... components provide button mappings and controller-specific events
- Our custom controller component will build on all of the above, plus
overriding the model, animations, visual feedback, states, etc.,
@@ -459,7 +459,7 @@ AFRAME.registerComponent('custom-controls', {
// Build on top of controller components.
el.setAttribute('vive-controls', controlConfiguration);
- el.setAttribute('oculus-touch-controls', controlConfiguration);
+ el.setAttribute('meta-touch-controls', controlConfiguration);
el.setAttribute('windows-motion-controls', controlConfiguration);
// Set a model.
@@ -485,7 +485,7 @@ controller component documentation pages at the event tables, then register
event handlers how we want:
- [hand-controls events](../components/hand-controls.md#events)
-- [oculus-touch-controls events](../components/oculus-touch-controls.md#events)
+- [meta-touch-controls events](../components/meta-touch-controls.md#events)
- [vive-controls events](../components/vive-controls.md#events)
- [windows-motion-controls events](../components/windows-motion-controls.md#events)
@@ -506,7 +506,7 @@ AFRAME.registerComponent('x-button-listener', {
Then attach the component:
```html
-
+
```
## Adding Laser Interactions for Controllers