diff --git a/public/index.html b/public/index.html
index 559cab087a47f2fed603ba4f9a09f5f685ae9431..6245b386928a2af327d13146bd5448bf52d574c7 100644
--- a/public/index.html
+++ b/public/index.html
@@ -29,31 +29,93 @@ async function activateXR() {
 renderer.shadowMap.enabled = true;
 
 // Create the cube and add it to the demo scene.
-const cubeGeometry = new THREE.BoxBufferGeometry(0.5, 0.5, 0.5);
-const cubeMaterials = [
-  new THREE.MeshLambertMaterial({ color: 0xff0000 }), // Red
-  new THREE.MeshLambertMaterial({ color: 0x0000ff }), // Blue
-  new THREE.MeshLambertMaterial({ color: 0x00ff00 }), // Green
-  new THREE.MeshLambertMaterial({ color: 0xff00ff }), // Magenta
-  new THREE.MeshLambertMaterial({ color: 0x00ffff }), // Cyan
-  new THREE.MeshLambertMaterial({ color: 0xffff00 })  // Yellow
-];
-const cube = new THREE.Mesh(cubeGeometry, cubeMaterials);
-cube.position.set(0, 0, -1);
-cube.castShadow = true; // Enable shadow casting
-scene.add(cube);
-
-
-// Create a sphere geometry.
-const sphereGeometry = new THREE.SphereBufferGeometry(0.3, 32, 32); // Adjust the radius and other parameters as needed.
-
-// Create a material for the sphere (you can customize the color).
-const sphereMaterial = new THREE.MeshBasicMaterial({ color: 0xffff00 });
-
-// Create the sphere and add it to the scene.
-const sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
-sphere.position.set(1, 0, -1); // Position the sphere next to the cube.
-scene.add(sphere);
+// const cubeGeometry = new THREE.BoxBufferGeometry(0.5, 0.5, 0.5);
+// const cubeMaterials = [
+//   new THREE.MeshLambertMaterial({ color: 0xff0000 }), // Red
+//   new THREE.MeshLambertMaterial({ color: 0x0000ff }), // Blue
+//   new THREE.MeshLambertMaterial({ color: 0x00ff00 }), // Green
+//   new THREE.MeshLambertMaterial({ color: 0xff00ff }), // Magenta
+//   new THREE.MeshLambertMaterial({ color: 0x00ffff }), // Cyan
+//   new THREE.MeshLambertMaterial({ color: 0xffff00 })  // Yellow
+// ];
+// const cube = new THREE.Mesh(cubeGeometry, cubeMaterials);
+// cube.position.set(0, 0, -1);
+// cube.castShadow = true; // Enable shadow casting
+// scene.add(cube);
+
+
+// // Create a sphere geometry.
+// const sphereGeometry = new THREE.SphereBufferGeometry(0.3, 32, 32); // Adjust the radius and other parameters as needed.
+
+// // Create a material for the sphere (you can customize the color).
+// const sphereMaterial = new THREE.MeshBasicMaterial({ color: 0xffff00 });
+
+// // Create the sphere and add it to the scene.
+// const sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
+// sphere.position.set(1, 0, -1); // Position the sphere next to the cube.
+// scene.add(sphere);
+
+const scene = new THREE.Scene();
+
+const directionalLight = new THREE.DirectionalLight(0xffffff, 0.3);
+directionalLight.position.set(10, 15, 10);
+scene.add(directionalLight);
+
+const session = await navigator.xr.requestSession("immersive-ar", {requiredFeatures: ['hit-test']});
+
+<!-- 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>
+
+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;
+});
+
+// Create a render loop that allows us to draw on the AR view.
+const onXRFrame = (time, frame) => {
+
+// 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 });
+
+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);
+}
+
+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);
+  }
+});
 
 
 // Set up the WebGLRenderer, which handles rendering to the session's base layer.