mcpbeat

Iwsdk Debug

facebook/iwsdk-debug

Debug continuous behavior in WebXR scenes — physics, animations, collisions, game loops, or any real-time interaction that happens too fast for an agent to observe. Uses ECS pause/step/snapshot/diff to freeze time and inspect state frame by frame.

1k tokens
context cost
the whole folder, loaded on every use
1
files
instructions only
0
copies elsewhere
how many repositories repackaged it
361
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/facebook/immersive-web-sdk --skill iwsdk-debug

The instruction itself

11 sections, as written by the author

Debug Continuous Behavior

Real-time behavior (physics, animations, collisions, game loops) happens too fast for an agent to observe directly. By the time you take a screenshot, the action is over. This skill uses ECS time-control tools to freeze, step, and diff state frame by frame.

User request is in $ARGUMENTS.

Core Workflow

Every debugging session follows this pattern:

  • Set up the scenario (position objects, aim controllers, etc.)
  • ecs_pause — freeze ECS updates right before the interesting moment
  • ecs_snapshot({ "label": "before" }) — capture state before the action
  • Trigger the action (release grip, apply force, start animation, etc.)
  • ecs_step(count, delta) — advance a few frames at fixed timestep
  • browser_screenshot — visually verify what happened
  • ecs_snapshot({ "label": "after" }) — capture state after stepping
  • ecs_diff({ "from": "before", "to": "after" }) — see exactly what changed
  • Repeat steps 5-8, stepping further until the behavior completes

10. ecs_resume — return to normal execution when done

The key insight: pause BEFORE triggering the action, not after. If you pause after, you've already missed the first frames.

Tool Reference

| Tool | Purpose |

| ------------------------------------------------- | ------------------------------------------------------------------------------------ |

| ecs_pause | Freeze all ECS system updates. Render loop continues — screenshots still work. |

| ecs_step({"count":N,"delta":SECONDS}) | Advance N frames with fixed timestep (seconds). Must pause first. |

| ecs_resume | Resume normal execution. First frame uses capped delta to avoid physics explosions. |

| ecs_snapshot({"label":"..."}) | Capture full ECS state. Stores up to 2 snapshots. |

| ecs_diff({"from":"...","to":"..."}) | Compare two snapshots. Shows added/removed entities and field-level value changes. |

| ecs_toggle_system({"name":"...","paused":true}) | Pause/resume a single system. Use ecs_list_systems to discover names. |

| browser_screenshot | Runtime visual verification — works while paused and auto-switches from editor view. |

Stepping Guidelines

  • delta is in seconds. Common values: 0.016 (60fps), 0.0139 (72fps/Quest refresh rate).
  • Start small — step 1-3 frames first to catch the initial moment, then step more.
  • Don't overshoot — stepping 100 frames at once defeats the purpose. Step in batches of 5-20.

Patterns

Short domain-specific tips. Apply the core workflow above, plus these hints.

Physics (falling, bouncing, collisions)

  • Pause BEFORE releasing the object or applying force.
  • Step 1-3 frames at delta: 0.016 to catch initial acceleration.
  • In diffs, check PhysicsBody._linearVelocity and PhysicsBody._angularVelocity to see motion direction and speed.
  • Check Transform.position to track movement.
  • If an object falls through a surface: verify the surface entity has both PhysicsBody (Static) and PhysicsShape (TriMesh for complex geometry).
  • Use ecs_query_entity to inspect PhysicsShape and PhysicsBody on both the falling object and the surface.

Grab and Throw

  • Pause while the object is still held (trigger/grip engaged).
  • Release the input (set button value to 0) while paused.
  • Step frame by frame to observe the release velocity.
  • In diffs, PhysicsBody._linearVelocity shows the throw direction and speed.
  • If the object doesn't move after release: check that it has PhysicsBody with state: Dynamic.

Animations and Transitions

  • Step 1 frame at a time with delta matching your target framerate.
  • Compare Transform.position, Transform.orientation, and Transform.scale across snapshots to track interpolation.
  • Use screenshots between steps to observe visual progression.

Collision Detection

  • Pause just before two objects meet.
  • Step 1 frame at a time.
  • Watch for PhysicsBody._linearVelocity sign changes (indicates bounce/impact).
  • Watch for PhysicsBody._angularVelocity spikes (indicates tumbling from impact).
  • If objects pass through each other: check PhysicsShape exists on both entities, and verify shape types are appropriate (use TriMesh for complex static geometry).

System Isolation

  • Use ecs_list_systems to see all systems and their priorities.
  • Use ecs_toggle_system({ "name": "SystemName", "paused": true }) to pause a suspect system while others run.
  • Step forward and observe — if the bug disappears, that system is the cause.
  • Remember to unpause the system when done.

Notes

  • Snapshots overwrite — only 2 are stored. Label them clearly ("before"/"after") and diff before taking new ones.
  • Resume is safe — the first frame after resume uses a capped delta to prevent physics explosions from accumulated time.
  • Render loop continues while paused — screenshots always work, and the XR session stays alive.
  • Stepping requires pauseecs_step will fail if you haven't called ecs_pause first.

How to use it

Copy the folder

Take facebook/iwsdk-debug from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.