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Iwsdk Ray

facebook/iwsdk-ray

Ray-based interactions in the WebXR scene — click objects, press UI buttons, or distance-grab with DistanceGrabbable. Use when the user wants to point at and interact with something at a distance, click a UI button, or test ray-based selection.

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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-ray

The instruction itself

15 sections, as written by the author

Ray Interaction

Point at and interact with objects or UI elements in the XR scene using the controller ray. The workflow has a required core (steps 1-4) and optional extensions that depend on whether the target is an object or UI element, and what kind of interaction is needed.

User request is in $ARGUMENTS.

Required Core

These steps always execute in order.

Step 1: Enter XR

Check session status. If not in an active XR session, accept and enter.

xr_get_session_status → if not sessionActive → xr_accept_session

Step 2: Locate the target

For scene objects: Find a live entity by name or interaction component, then

query its component data.

ecs_find_entities({namePattern: target}) → ecs_query_entity(entityIndex)

For UI elements: start from the stable UIKitML identities instead of trying to

discover an internal panel component:

  • Read the UIKITML source file to find the element's id (e.g., <button id="xr-button">)
  • Find the manifest asset ID and the placed scene node whose content.asset uses it
  • In application code, resolve the placed UIKitMLAsset with

world.requireSceneObject(sceneNodeId) and resolve the element with

requireElementById(elementId)

  • Add an application-level test hook exposing the element's world target when the

runtime tools need a precise point to aim at

If the element already has a name in the hierarchy, skip straight to getting its transform.

If the object is not found, report the available named objects and stop.

Step 3: Get its transform

Read the target's Transform position from the queried entity or application test

hook from step 2.

ecs_query_entity(entityIndex) → Transform.position

Step 4: Aim the controller

Point the controller at the target. Default to "controller-right" unless the user specified left. Do NOT move the controller — only rotate it.

xr_look_at({ device: "controller-right", target: { x, y, z } })

The controller ray is now pointing at the target. What happens next depends on the interaction type.

Interaction Branches

Based on the user's intent and the target's components, choose ONE of the following.

Branch A: Click / Select (objects with RayInteractable, or UI buttons)

For simple clicks, send an explicit trigger press and release. Use for UI buttons and objects that respond to the Pressed component.

xr_set_select_value({ device: "controller-right", value: 1 })
xr_set_select_value({ device: "controller-right", value: 0 })

This explicit press/release sequence is deterministic and makes the held state visible

between the two commands.

Branch B: Distance Grab (objects with DistanceGrabbable)

DistanceGrabbable requires press and hold on the trigger (button index 0), not a quick select.

B1: Engage trigger
xr_set_gamepad_state({
  device: "controller-right",
  buttons: [{ index: 0, value: 1 }],
})

The object is now distance-grabbed. Behavior depends on the movementMode:

  • MoveFromTarget / MoveAtSource / RotateAtSource — object stays remote, moves relative to controller movement
  • MoveTowardsTarget — object flies into the controller's hand, then behaves like a proximity grab
B2: Move to destination (optional)

If the user wants to move the object somewhere, animate the controller to the destination.

xr_animate_to({
  device: "controller-right",
  position: { x, y, z },
  duration: 0.5,
})

If no destination specified but user asked to "move" or "bring" the object, animate to in front of the headset: xr_get_transform({ "device": "headset" }) → place at (head.x, head.y - 0.2, head.z - 0.5).

B3: Release trigger
xr_set_gamepad_state({
  device: "controller-right",
  buttons: [{ index: 0, value: 0 }],
})
B4: Return controller

Animate back to resting position.

xr_animate_to({
  device: "controller-right",
  position: { x: 0.2, y: 1.4, z: -0.3 },
  duration: 0.5,
})

Default resting positions: right (0.2, 1.4, -0.3), left (-0.2, 1.4, -0.3).

Step 5: Verify (optional)

Take a screenshot to confirm the result.

browser_screenshot

browser_screenshot is runtime-only. If the editor is visible, the managed workspace

switches to runtime before capture.

Notes

  • Click vs hold: use xr_set_select_value 1→0 for quick clicks. Hold it at 1 while moving a DistanceGrabbable, then release with 0.
  • Trigger vs squeeze: Ray interactions use the trigger (button index 0). Proximity grabs (OneHandGrabbable/TwoHandsGrabbable) use squeeze (button index 1). Don't mix them up.
  • UI element discovery: use manifest asset ID → stable scene node ID → UIKitML

element ID. Expose a test hook for the resolved element when a world-space aim target

is needed. Guessing from panel offsets or transient entity indices is fragile.

  • DistanceGrabbable movement modes: Check the entity's DistanceGrabbable component to see which movementMode is set. Use ecs_query_entity if unsure.
  • Don't move the controller to the target — ray interactions work at a distance. Only rotate via xr_look_at, don't translate.

How to use it

Copy the folder

Take facebook/iwsdk-ray 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.