          controllerMesh.quaternion.fromArray(gamepad.pose.orientation);
          controllerMesh.updateMatrixWorld(true);
          controllerMesh.visible = true;
        }
      }
    }
  };
  _updateControllerMeshes();

  const _updateIntersections = () => {
    for (let i = 0; i < 2; i++) {
      const controllerMesh = controllerMeshes[i];
      controllerMesh.update();

      const _setIntersectionDefault = () => {
        controllerMesh.rayMesh.scale.z = rayDistance;
        controllerMesh.rayMesh.upd