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hz-iwsdk-webxrHZ iwsdk webxr 命令行

Agent Skill

hz-iwsdk-webxr 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

306

周安装

13

GitHub Stars

31

下载量

107
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:hz-iwsdk-webxr(HZ iwsdk webxr 命令行)
来源仓库:https://github.com/meta-quest/agentic-tools
仓库路径:skills/hz-iwsdk-webxr
安装命令:
npx skills add https://github.com/meta-quest/agentic-tools --skill hz-iwsdk-webxr
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/meta-quest/agentic-tools --skill hz-iwsdk-webxr

简介

hz-iwsdk-webxr 处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,支持 WebXR 开发流程。

  • 适用于围绕仓库状态、代码变更或协作事项进行信息整理。
  • 可在 Codex、Claude、Cursor、Gemini CLI 中调用以获取项目上下文。
  • 需确认权限范围和维护状态,避免触发命令执行或文件写入。
  • 建议结合原始 README 核验具体功能和使用限制。

SKILL.md

IWSDK WebXR Skill

Build immersive WebXR experiences for Meta Quest using Meta's Immersive Web SDK (IWSDK). This skill covers the current package layout, ECS architecture, Three.js integration, spatial UI development, XR input handling, and the recommended Vite-based development loop.

When to Use This Skill

Use this skill when you need to:

  • Build a WebXR experience targeting Meta Quest using IWSDK
  • Create 3D scenes using the ECS architecture on top of Three.js
  • Design spatial UI panels with UIKitML and PanelUI
  • Handle XR input from controllers, hands, and world-space pointers
  • Run a closed-loop edit, reload, observe, and fix workflow for IWSDK apps
  • Optimize WebXR performance for Quest hardware
  • Debug and test WebXR applications with IWSDK's Vite dev tooling and Quest Browser

This skill applies to all Meta Quest headsets with Quest Browser.

What Is IWSDK

The Immersive Web SDK (IWSDK) is Meta's framework for building WebXR experiences. It provides:

  • Entity Component System (ECS): a data-oriented architecture built on typed component storage and query-driven systems
  • Three.js integration: IWSDK manages the renderer, scene, camera, and XR session lifecycle so app code can focus on content
  • Spatial UI toolkit: UIKitML plus PanelUI, PanelDocument, and UIKitDocument for in-world and screen-space UI
  • XR input management: unified handling of controllers, hand tracking, pointers, and grabbing
  • Locomotion and interaction systems: opt-in grabbing, teleport, slide, and turning features
  • Asset management: manifest-based preloading and keyed access through AssetManager

IWSDK runs in the browser via the WebXR Device API. Applications are standard web pages that are usually served by Vite during development and opened in Quest Browser for on-device validation.

Current Packaging And Tooling

These details are important because older pre-release guidance is now wrong:

  • The main runtime package is @iwsdk/core
  • The official scaffold command is npm create @iwsdk@latest
  • The default dev loop uses @iwsdk/vite-plugin-dev
  • Local HTTPS is typically handled with vite-plugin-mkcert
  • Current IWSDK packages require Node.js >=20.19.0
  • @iwsdk/core re-exports @iwsdk/xr-input and @iwsdk/locomotor

Quick Start

1. Create A New Project

npm create @iwsdk@latest my-project
cd my-project

If you are starting from the official create flow, it can also install dependencies and initialize git for you.

2. Install Dependencies

npm install

If you are setting up manually, use @iwsdk/core, three, @iwsdk/vite-plugin-dev, and vite-plugin-mkcert instead of the old @meta-quest/iwsdk package.

3. Start The Dev Server

npm run dev

The standard IWSDK Vite setup gives you a secure local dev server, hot module replacement, and an emulator/dev browser workflow through @iwsdk/vite-plugin-dev.

4. Test In XR

There are two normal validation paths:

  • Quest Browser: open the secure dev URL on the headset and launch XR there
  • IWSDK dev tooling: use the Vite plugin's emulator/dev browser path for quick desktop iteration

Quest Browser testing requires HTTPS. If the app works on desktop but will not enter XR on-device, confirm that the dev server URL is secure and headset reachable.

AI-Assisted Development Loop

IWSDK is a strong fit for coding agents because the development loop is already web-native: edit source, reload the page, observe behavior, and iterate.

Recommended loop:

  1. Verify API and platform details against current docs before coding
  2. Edit the code and run the Vite dev server
  3. Reload in Quest Browser or the IWSDK emulator/dev browser
  4. Observe logs, screenshots, and runtime state
  5. Iterate until runtime behavior matches the request

If you are pairing a Quest-native frontend with a host-side coding agent, keep the frontend thin. Let the host machine own the repository, file edits, dependency installs, tests, build steps, and hzdb tool calls.

Project Structure

A typical IWSDK project looks like this:

my-project/
  src/
    index.ts              # Entry point: World.create, scene setup, XR controls
    systems/              # Optional ECS systems
      movement.ts
    components/           # Optional ECS components
      velocity.ts
  public/
    models/               # GLTF / GLB assets
    textures/             # Textures and images
    audio/                # Audio assets
    ui/                   # Compiled UIKitML JSON output
  ui/
    welcome.uikitml       # Source UIKitML files
  vite.config.ts
  package.json
  tsconfig.json

Key Patterns

Creating A Component

import { Types, createComponent } from '@iwsdk/core';

export const Velocity = createComponent(
  'Velocity',
  {
    x: { type: Types.Float32, default: 0 },
    y: { type: Types.Float32, default: 0 },
    z: { type: Types.Float32, default: 0 },
  },
  'Linear velocity in meters per second',
);

Writing A System

import { createSystem } from '@iwsdk/core';
import { Velocity } from './components/velocity';

export class MovementSystem extends createSystem({
  moving: { required: [Velocity] },
}) {
  update(delta: number) {
    this.queries.moving.entities.forEach((entity) => {
      if (!entity.object3D) {
        return;
      }
      entity.object3D.position.x += Velocity.data.x[entity.index] * delta;
      entity.object3D.position.y += Velocity.data.y[entity.index] * delta;
      entity.object3D.position.z += Velocity.data.z[entity.index] * delta;
    });
  }
}

Spawning An Entity With A Three.js Mesh

import * as THREE from 'three';
import { Velocity } from './components/velocity';

function spawnCube(world) {
  const mesh = new THREE.Mesh(
    new THREE.BoxGeometry(0.5, 0.5, 0.5),
    new THREE.MeshStandardMaterial({ color: 0x00aaff }),
  );

  const entity = world.createTransformEntity(mesh);
  entity.object3D!.position.set(0, 1.5, -2);
  entity.addComponent(Velocity, { x: 0, y: 0, z: 0 });
}

Creating The World And Launching XR

import {
  ReferenceSpaceType,
  SessionMode,
  World,
} from '@iwsdk/core';

const container = document.getElementById('scene-container') as HTMLDivElement;
const world = await World.create(container, {
  xr: {
    sessionMode: SessionMode.ImmersiveVR,
    referenceSpace: ReferenceSpaceType.LocalFloor,
    offer: 'none',
  },
});

world.registerSystem(MovementSystem);
world.launchXR();

World.create(...) already wires the renderer, core systems, asset loading, and render loop. Do not teach agents to use new World(), createWorld(), world.start(), or the older enterXR(...) path.

Gotchas

These are common pitfalls that cause unexpected failures or wasted debugging time when building IWSDK WebXR apps for Quest.

  • HTTPS required for WebXR on device -- The WebXR Device API only works over HTTPS (or localhost). If you serve your dev build over plain HTTP and open it on the Quest Browser, the "Enter VR" button will not appear. Use ngrok, a self-signed cert, or the --https flag in Vite to tunnel HTTPS during development.
  • Quest Browser is Chromium, not desktop Chrome -- Feature support differs. SharedArrayBuffer, certain WebGL2 extensions, and OffscreenCanvas may behave differently or be unavailable. Always test on actual Quest Browser, not just desktop Chrome with the IWER emulator.
  • 72 Hz default, not 90 Hz -- Quest Browser defaults to 72 Hz for WebXR sessions. You must explicitly request a higher framerate via xrSession.updateTargetFrameRate(90) after session start. Forgetting this is the most common reason a WebXR app feels "sluggish" compared to a native build.
  • Draw call budget is much lower than native -- Aim for under 50-80 draw calls on Quest 2 and under 100-120 on Quest 3. JavaScript overhead per draw call is higher than native. Batch geometries, use instanced rendering, and merge materials aggressively.
  • Texture memory limits -- Quest Browser has a lower GPU memory ceiling than native apps. Large uncompressed textures (4K+) can cause silent OOM crashes or visual corruption. Use compressed textures (KTX2 with Basis Universal or ETC2) and keep total texture memory under 256 MB.
  • requestAnimationFrame vs. XR frame loop -- Once an XR session starts, you must use xrSession.requestAnimationFrame, not window.requestAnimationFrame. Using the wrong one causes the scene to freeze or render at the wrong rate.
  • Hand tracking pinch threshold -- The WebXR hand tracking API reports pinch as a continuous value (0.0-1.0). Many developers threshold at 0.5, but on Quest the reliable activation threshold is closer to 0.7-0.8. Lower thresholds cause false positives, especially during pointing gestures.
  • HMR can break XR sessions -- Hot module replacement sometimes fails to properly tear down and recreate the WebXR session. If your scene goes black after an HMR update, do a full page reload rather than debugging phantom rendering issues.
  • CORS blocks asset loading in VR -- When loading GLTF/GLB models or textures from a CDN, ensure proper CORS headers are set. Quest Browser enforces CORS strictly. Missing headers cause silent asset load failures that are hard to diagnose without DevTools connected.

Development Tips

  • Use World.create(...), world.launchXR(), and world.exitXR() as the runtime control surface
  • Keep HTTPS enabled for Quest Browser development because WebXR is gated on secure contexts
  • Start with @iwsdk/vite-plugin-dev and Quest Browser validation, then layer in emulator/dev browser workflows for faster iteration
  • Search and fetch Meta docs before coding against APIs you have not verified recently
  • Test on a real Quest device early and often because desktop emulation does not capture all input, comfort, and performance issues
  • Keep draw calls low (roughly under 100) for smooth performance on Quest hardware

References

Skill References

  • AI-Assisted Development -- closed-loop edit/reload/observe workflows, Quest Browser testing, host-agent architecture
  • ECS Architecture -- Components, entities, systems, queries, and the World
  • Spatial UI -- UIKitML, PanelUI, PanelDocument, layout, and UI best practices
  • Input Handling -- Controllers, hands, pointers, grabbing, and locomotion
  • Performance Tips -- Frame rate targets, optimization techniques, and profiling tools

适合场景

01

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02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

35.59%
按下载量换算38

Claude

30.49%
按下载量换算33

Cursor

16.84%
按下载量换算18

Gemini CLI

8.67%
按下载量换算9

安全审计

Gen Agent Trust Hub

通过

Socket

未通过

Snyk

通过

权限和风险

操作浏览器

该 Skill 可能涉及浏览器控制能力,使用时可能读取或操作网页内容,需要在受控环境中确认权限边界。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。来源安全扫描存在 warning/failed 结果,不能写成本站确认安全。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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