--- name: hz-iwsdk-webxr license: Apache-2.0 description: Builds WebXR experiences for Meta VR and Horizon OS using the Immersive Web SDK (IWSDK) — ECS architecture, Three.js integration, spatial UI. Use when creating web-based VR/MR apps for Quest Browser. allowed-tools: Bash(metavr:*), Bash(hzdb:*) --- # IWSDK WebXR Skill Build immersive WebXR experiences for Meta VR 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 VR 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 Meta VR hardware - Debug and test WebXR applications with IWSDK's Vite dev tooling and Quest Browser This skill applies to Meta VR Glasses with gaze-pinch input, and 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 ```bash 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 ```bash 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 ```bash 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. When XR still won't enter, `metavr log` from the headset often names the failing check (HTTPS, WebXR flags, GPU process). ## 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 native Meta VR 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 metavr tool calls. ## Project Structure A typical IWSDK project looks like this: ```text 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 ```typescript 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 ```typescript 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 ```typescript 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 ```typescript 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 Meta VR. - **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 Meta VR devices 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. - **Lighthouse cannot produce LCP-dependent results for a canvas-only WebXR page** -- `` is never an LCP candidate, so Lighthouse's `largest-contentful-paint`, `interactive`/TTI, and `total-blocking-time` audits abort with `LanternError: NO_LCP`. Compute TTI yourself from CDP long-task and network data, and launch headless Chromium with a hardware ANGLE backend (`--use-angle=d3d11` on Windows, `--use-angle=gl` on Linux) or it silently profiles the SwiftShader software rasterizer at 10x the real frame time. See [Desktop Load Profiling](references/desktop-load-profiling.md). ## 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 Meta VR 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 Meta VR hardware ## References ### Skill References - [AI-Assisted Development](references/ai-assisted-development.md) -- closed-loop edit/reload/observe workflows, Quest Browser testing, host-agent architecture - [ECS Architecture](references/ecs-architecture.md) -- Components, entities, systems, queries, and the World - [Spatial UI](references/spatial-ui.md) -- UIKitML, PanelUI, PanelDocument, layout, and UI best practices - [Input Handling](references/input-handling.md) -- Controllers, hands, pointers, grabbing, and locomotion - [Performance Tips](references/performance-tips.md) -- Frame rate targets, optimization techniques, and profiling tools - [Desktop Load Profiling](references/desktop-load-profiling.md) -- Headless Playwright/Lighthouse, computing TTI for a canvas-only page, and hardware GPU flags