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Iwsdk Depth Occlusion

facebook/iwsdk-depth-occlusion

Guide for implementing depth sensing and occlusion in IWSDK projects. Use when adding depth-based occlusion to hide virtual objects behind real-world surfaces, configuring DepthSensingSystem, choosing occlusion modes, or troubleshooting objects that disappear or fail to occlude.

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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-depth-occlusion

The instruction itself

11 sections, as written by the author

Depth Occlusion

Hide virtual objects behind real-world surfaces using WebXR depth sensing. The system samples a per-pixel depth texture from the XR device and compares it against each virtual fragment's depth — if the real surface is closer, the fragment is faded out.

Setup

Three things are required: XR session depth config, the system, and the component.

1. Enable depth sensing on the XR session

// iwsdk.config.json
{
  "world": {
    "xr": {
      "mode": "ar",
      "referenceSpace": "unbounded",
      "features": {
        "depthSensing": {
          "required": true,
          "usage": "gpu-optimized",
          "format": "float32"
        },
        "hitTest": { "required": true },
        "anchors": { "required": true },
        "unbounded": { "required": true }
      }
    }
  }
}

2. Register DepthSensingSystem and DepthOccludable

import { DepthSensingSystem, DepthOccludable } from '@iwsdk/core';

world
  .registerSystem(DepthSensingSystem, {
    configData: {
      enableDepthTexture: true,
      enableOcclusion: true,
      useFloat32: true,
      blurRadius: 20.0,
    },
  });

3. Add DepthOccludable to entities

import { DepthOccludable, OcclusionShadersMode } from '@iwsdk/core';

// Soft occlusion (default) — smooth edges via 13-tap blur
entity.addComponent(DepthOccludable);

// Hard occlusion — sharp edges, single depth sample
entity.addComponent(DepthOccludable, {
  mode: OcclusionShadersMode.HardOcclusion,
});

// MinMax occlusion — best quality, extra preprocessing pass
entity.addComponent(DepthOccludable, {
  mode: OcclusionShadersMode.MinMaxSoftOcclusion,
});

The material must have transparent: true. The system sets this automatically, but verify it on custom materials.

Occlusion Modes

| Mode | Quality | Cost | Best For |

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

| SoftOcclusion | Good | Low | Most objects — smooth edges, hides depth aliasing |

| HardOcclusion | Basic | Lowest | Small objects or when sharp edges are acceptable |

| MinMaxSoftOcclusion | Best | Medium | Large objects with complex silhouettes against varied backgrounds |

DepthSensingSystem Config

| Property | Type | Default | Description |

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

| enableOcclusion | Boolean | true | Master switch for all occlusion |

| enableDepthTexture | Boolean | true | Create GPU textures from depth data |

| useFloat32 | Boolean | true | Float32 depth textures (higher precision) |

| blurRadius | Float32 | 20.0 | Blur radius for soft occlusion (pixels) |

Depth Sensing Modes

| Mode | When to use |

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

| cpu-optimized | Simpler, works everywhere. Depth as linear meters in a DataArrayTexture. |

| gpu-optimized | Recommended. Matches Quest hardware format. Depth as reverse-Z inverse depth in an ExternalTexture. Required for production parity with on-device behavior. Note that Quest devices only support this mode. |

AR Session Requirements

Depth occlusion only works in AR mode. The scene background must be null for passthrough:

scene.background = null;

Troubleshooting

Objects never occlude (always visible on top)

  • Verify the entity has DepthOccludable component
  • Verify DepthSensingSystem is registered with enableOcclusion: true
  • Check that depthSensing is in the XR features config

Objects always invisible in IWER

  • In the IWER emulator, the SEM must have loaded environment geometry. If no room is loaded, no depth data is produced.
  • Check the console for "Warning: depth-sensing feature not enabled"

Flickering or noisy occlusion edges

  • Increase blurRadius (try 30-40)
  • Switch from HardOcclusion to SoftOcclusion
  • Use MinMaxSoftOcclusion for best edge quality

Notes

  • Only works in AR mode — set world.xr.mode to "ar" and configure

world.xr.features.depthSensing in iwsdk.config.json.

  • DepthOccludable may be incompatible with custom shaders that override diffuse or fog_vertex includes, since the occlusion code is injected at those shader hook points.
  • Non-occludable objects are simply entities without DepthOccludable — they render normally on top of everything.
  • DepthOccludable is built into IWSDK and is already registered — it appears

in scene_get_capabilities under registeredComponents. Do not call

world.registerComponent() for it; only the system needs registering.

How to use it

Copy the folder

Take facebook/iwsdk-depth-occlusion 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.