diff --git a/public/index.html b/public/index.html
index b8be792b0d032c54217a8149a56089f927ee5daf..4cbb5876ddefcaa1cb47ff51d766c02910a335c6 100644
--- a/public/index.html
+++ b/public/index.html
@@ -4,30 +4,38 @@
   <meta charset="UTF-8">
   <meta name="viewport"
         content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0">
-  <title>Hit to Place Demo</title>
+  <title>Cube Demo</title>
 
   <!-- three.js -->
   <script src="https://unpkg.com/three@0.126.0/build/three.js"></script>
-
-  <script src="https://unpkg.com/three@0.126.0/examples/js/loaders/GLTFLoader.js"></script>
 </head>
 <body>
 
 <!-- Starting an immersive WebXR session requires user interaction.
     We start this one with a simple button. -->
-<button onclick="activateXR()">Start Hit to Place Demo</button>
+<button onclick="activateXR()">Start Cube Demo</button>
 <script>
 async function activateXR() {
   // Add a canvas element and initialize a WebGL context that is compatible with WebXR.
   const canvas = document.createElement("canvas");
   document.body.appendChild(canvas);
   const gl = canvas.getContext("webgl", {xrCompatible: true});
-
-  const scene = new THREE.Scene();
-
-  const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
-  directionalLight.position.set(10, 15, 10);
-  scene.add(directionalLight);
+const scene = new THREE.Scene();
+
+// The cube will have a different color on each side.
+const materials = [
+  new THREE.MeshBasicMaterial({color: 0xff0000}),
+  new THREE.MeshBasicMaterial({color: 0x0000ff}),
+  new THREE.MeshBasicMaterial({color: 0x00ff00}),
+  new THREE.MeshBasicMaterial({color: 0xff00ff}),
+  new THREE.MeshBasicMaterial({color: 0x00ffff}),
+  new THREE.MeshBasicMaterial({color: 0xffff00})
+];
+
+// Create the cube and add it to the demo scene.
+const cube = new THREE.Mesh(new THREE.BoxBufferGeometry(0.2, 0.2, 0.2), materials);
+cube.position.set(1, 1, 1);
+scene.add(cube);
 
 // Set up the WebGLRenderer, which handles rendering to the session's base layer.
 const renderer = new THREE.WebGLRenderer({
@@ -45,7 +53,7 @@ const camera = new THREE.PerspectiveCamera();
 camera.matrixAutoUpdate = false;
 
 // Initialize a WebXR session using "immersive-ar".
-const session = await navigator.xr.requestSession("immersive-ar", {requiredFeatures: ['hit-test']});
+const session = await navigator.xr.requestSession("immersive-ar");
 session.updateRenderState({
   baseLayer: new XRWebGLLayer(session, gl)
 });
@@ -53,36 +61,6 @@ session.updateRenderState({
 // A 'local' reference space has a native origin that is located
 // near the viewer's position at the time the session was created.
 const referenceSpace = await session.requestReferenceSpace('local');
-
-// Create another XRReferenceSpace that has the viewer as the origin.
-const viewerSpace = await session.requestReferenceSpace('viewer');
-// Perform hit testing using the viewer as origin.
-const hitTestSource = await session.requestHitTestSource({ space: viewerSpace });
-
-
-
-
-const loader = new THREE.GLTFLoader();
-let reticle;
-loader.load("https://immersive-web.github.io/webxr-samples/media/gltf/reticle/reticle.gltf", function(gltf) {
-  reticle = gltf.scene;
-  reticle.visible = false;
-  scene.add(reticle);
-})
-
-let flower;
-loader.load("https://immersive-web.github.io/webxr-samples/media/gltf/sunflower/sunflower.gltf", function(gltf) {
-  flower = gltf.scene;
-});
-
-session.addEventListener("select", (event) => {
-  if (flower) {
-    const clone = flower.clone();
-    clone.position.copy(reticle.position);
-    scene.add(clone);
-  }
-});
-
 // Create a render loop that allows us to draw on the AR view.
 const onXRFrame = (time, frame) => {
   // Queue up the next draw request.
@@ -106,16 +84,6 @@ const onXRFrame = (time, frame) => {
     camera.projectionMatrix.fromArray(view.projectionMatrix);
     camera.updateMatrixWorld(true);
 
-    const hitTestResults = frame.getHitTestResults(hitTestSource);
-    if (hitTestResults.length > 0 && reticle) {
-      const hitPose = hitTestResults[0].getPose(referenceSpace);
-      reticle.visible = true;
-      reticle.position.set(hitPose.transform.position.x, hitPose.transform.position.y, hitPose.transform.position.z)
-      reticle.updateMatrixWorld(true);
-    }
-
-    
-
     // Render the scene with THREE.WebGLRenderer.
     renderer.render(scene, camera)
   }
@@ -123,8 +91,7 @@ const onXRFrame = (time, frame) => {
 session.requestAnimationFrame(onXRFrame);
 
 
-
-
+  // To be continued in upcoming steps.
 }
 </script>
 </body>