I have my Input Manager configured with TriggerLeft + TriggerRight using Joystick Axis 9/10 as defined at both: https://docs.unity3d.com/Manual/xr_input.html and https://github.com/MozillaReality/unity-webxr-export/blob/master/ProjectSettings/InputManager.asset In my project, this never fires in WebXR: Code (CSharp): void Update () { bool isSpace = Input.GetKey (KeyCode.Space); bool isTrigger = Input.GetAxis ("TriggerLeft") > 0.8f || Input.GetAxis ("TriggerRight") > 0.8f; if (isSpace || isTrigger) { // Do work } } I've also tried attaching a WebXR Controller script and listening for events with: Code (CSharp): WebXRController controller; void Awake () { controller = GetComponent<WebXRController> (); } void Update () { if (controller != null) { if (controller.GetButtonDown ("Trigger")) { /* Do work */ } } } But this still fails to capture Oculus Quest controller input when viewing this content from the Oculus Browser in the WebXR environment. What am I missing to connect these controller inputs to the loop?