diff --git a/public/Cube.html b/public/Cube.html
deleted file mode 100644
index c3759eb6001bbf5e639da75d5781392732dc5a35..0000000000000000000000000000000000000000
--- a/public/Cube.html
+++ /dev/null
@@ -1,98 +0,0 @@
-<!doctype html>
-<html>
-<head>
-  <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>Cube Demo</title>
-
-  <!-- three.js -->
-  <script src="https://unpkg.com/three@0.126.0/build/three.js"></script>
-</head>
-<body>
-
-<!-- Starting an immersive WebXR session requires user interaction.
-    We start this one with a simple 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();
-
-// 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(0.5, 0.5, 0.5), materials);
-cube.position.set(0, 0, -1);
-scene.add(cube);
-
-// Set up the WebGLRenderer, which handles rendering to the session's base layer.
-const renderer = new THREE.WebGLRenderer({
-  alpha: true,
-  preserveDrawingBuffer: true,
-  canvas: canvas,
-  context: gl
-});
-renderer.autoClear = false;
-
-// The API directly updates the camera matrices.
-// Disable matrix auto updates so three.js doesn't attempt
-// to handle the matrices independently.
-const camera = new THREE.PerspectiveCamera();
-camera.matrixAutoUpdate = false;
-
-// Initialize a WebXR session using "immersive-ar".
-const session = await navigator.xr.requestSession("immersive-ar");
-session.updateRenderState({
-  baseLayer: new XRWebGLLayer(session, gl)
-});
-
-// 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 a render loop that allows us to draw on the AR view.
-const onXRFrame = (time, frame) => {
-  // Queue up the next draw request.
-  session.requestAnimationFrame(onXRFrame);
-
-  // Bind the graphics framebuffer to the baseLayer's framebuffer
-  gl.bindFramebuffer(gl.FRAMEBUFFER, session.renderState.baseLayer.framebuffer)
-
-  // Retrieve the pose of the device.
-  // XRFrame.getViewerPose can return null while the session attempts to establish tracking.
-  const pose = frame.getViewerPose(referenceSpace);
-  if (pose) {
-    // In mobile AR, we only have one view.
-    const view = pose.views[0];
-
-    const viewport = session.renderState.baseLayer.getViewport(view);
-    renderer.setSize(viewport.width, viewport.height)
-
-    // Use the view's transform matrix and projection matrix to configure the THREE.camera.
-    camera.matrix.fromArray(view.transform.matrix)
-    camera.projectionMatrix.fromArray(view.projectionMatrix);
-    camera.updateMatrixWorld(true);
-
-    // Render the scene with THREE.WebGLRenderer.
-    renderer.render(scene, camera)
-  }
-}
-session.requestAnimationFrame(onXRFrame);
-
-}
-</script>
-</body>
-</html>