w() % 1000) / 1000 * Math.PI * 2;
    for (let i = 0; i < iconMeshes.length; i++) {
      const iconMesh = iconMeshes[i];
      const child = iconMesh.children[0];
      if (child) {
        child.rotation.y = iconMeshRotation;
      }
    }
  };
  _updateRig();

  const _updateMp = () => {
    /* const vrCamera = renderer.vr.enabled ? renderer.vr.getCamera(camera).cameras[0] : camera;
    vrCamera.matrixWorld.decompose(localVector, localQuaternion, localVector2);
    localSkinMesh.update(vrCamera, controll