Currently working on a WebVR environment where I've implemented navigation controls for scene movement and DeviceOrientationControls to make it compatible with my cardboard viewer.
The issue I'm facing is that the controls I have in place are not adjusting properly when I tilt my phone to look around. This causes discrepancies between the control's movements and my actual viewing direction.
For instance, if I turn 180° in the scene and then try to move forward using the controls, it appears as though I'm moving backwards because of the rotated vision angle.
I'm considering implementing suggestions from a Stack Overflow post that recommend placing the controls within a THREE.Object3D() so that I can rotate the parent object. However, unsure whether this will yield the desired outcome...