xrOrigin
Since next
Where XR's tracking space sits in the world (a headset, or the run command's --xr-sim): head, hands and controllers are placed relative to this entity.
Parent it to a vehicle and the player rides with it, the same frame; move or turn it from a script to align a cockpit. One per scene: the first is used. Without one, the tracking space sits at the game camera, turned by its yaw. See docs/status/xr-sim.md.
Use it in a scene entity's components list as { "type": "xrOrigin", … }. The contract writes the fields flat and refuses unknown keys.
Fields
| Field | Type | Required | Default | Allowed values | Description |
|---|---|---|---|---|---|
mode | XrTrackingMode | no | seated, standing | seated (default): the headset's start pose is the eye, eyeHeight above this entity, and recentering puts the eye back there. standing: this entity is the floor of the play area and the head is where the headset tracks it above that floor. | |
eyeHeight | number | no | 1 | Seated: how far above this entity the eye sits, metres, 0.5 to 2.5. Default 1.2. Ignored standing. |