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.
npx skills add https://github.com/facebook/immersive-web-sdk --skill iwsdk-ray
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.
These steps always execute in order.
Check session status. If not in an active XR session, accept and enter.
xr_get_session_status → if not sessionActive → xr_accept_session
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:
id (e.g., <button id="xr-button">)content.asset uses itUIKitMLAsset withworld.requireSceneObject(sceneNodeId) and resolve the element with
requireElementById(elementId)
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.
Read the target's Transform position from the queried entity or application test
hook from step 2.
ecs_query_entity(entityIndex) → Transform.position
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.
Based on the user's intent and the target's components, choose ONE of the following.
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.
DistanceGrabbable requires press and hold on the trigger (button index 0), not a quick select.
xr_set_gamepad_state({
device: "controller-right",
buttons: [{ index: 0, value: 1 }],
})
The object is now distance-grabbed. Behavior depends on the movementMode:
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).
xr_set_gamepad_state({
device: "controller-right",
buttons: [{ index: 0, value: 0 }],
})
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).
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.
xr_set_select_value 1→0 for quick clicks. Hold it at 1 while moving a DistanceGrabbable, then release with 0.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.
movementMode is set. Use ecs_query_entity if unsure.xr_look_at, don't translate.Take facebook/iwsdk-ray from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
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.