metry, material);
    mesh.position.z = -1;
    mesh.visible = true;
    return mesh;
  })();
  controllerMesh.add(dotMesh);
  controllerMesh.dotMesh = dotMesh; */

  controllerMesh.ray = new THREE.Ray();
  controllerMesh.update = () => {
    controllerMesh.ray.origin.copy(controllerMesh.position);
    controllerMesh.ray.direction
      .set(0, 0, -1)
      .applyQuaternion(controllerMesh.quaternion);
  };

  scene.add(controllerMesh);
  controllerMeshes[i] = controllerMesh;
}
const _getControllerIndex = ga