 = gamepad.buttons[2].pressed;
        const lastBumper = lastButtons[i].bumper;

        if (bumper && !lastBumper) {
          const {position, quaternion} = _getFrontOfCamera();
          localEuler.setFromQuaternion(quaternion, localEuler.order);
          localEuler.x = 0;
          localEuler.z = 0;
          quaternion.setFromEuler(localEuler);
          _openRig(position, quaternion);
        }

        lastButtons[i].bumper = bumper;
      }
    }
  };
  _updateButtons();

  const _render = () => {