r (let i = 0; i < controllerMeshes.length; i++) {
  const controllerMesh = new THREE.Object3D();
  controllerMesh.position.set(i === 0 ? -0.1 : 0.1, 0, -0.1);
  controllerMesh.quaternion.setFromUnitVectors(
    new THREE.Vector3(0, 0, -1),
    new THREE.Vector3(0, -1, -1)
  );

  const rayMesh = (() => {
    const geometry = new THREE.CylinderBufferGeometry(0.001, 0.001, 1, 32, 1)
      .applyMatrix(new THREE.Matrix4().makeRotationX(-Math.PI / 2))
      .applyMatrix(new THREE.Matrix4().makeTranslation(0, 0,