Threejs Gameplay Systems
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
Builds WebXR experiences for Meta VR and Horizon OS using the Immersive Web SDK (IWSDK) — ECS architecture, Three.js integration, spatial UI.
$ npx skills add meta-quest/agentic-tools --skill hz-iwsdk-webxr -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install meta-quest/agentic-tools hz-iwsdk-webxr --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/meta-quest/agentic-tools.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/hz-iwsdk-webxr .claude/skills/hz-iwsdk-webxr && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "hz-iwsdk-webxr" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-iwsdk-webxr into .claude/skills/hz-iwsdk-webxr/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-iwsdk-webxr", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-iwsdk-webxrType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add meta-quest/agentic-tools --skill hz-iwsdk-webxr -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install meta-quest/agentic-tools hz-iwsdk-webxr --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/meta-quest/agentic-tools.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/hz-iwsdk-webxr .agents/skills/hz-iwsdk-webxr && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "hz-iwsdk-webxr" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-iwsdk-webxr into .agents/skills/hz-iwsdk-webxr/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-iwsdk-webxr", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add meta-quest/agentic-tools --skill hz-iwsdk-webxr -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install meta-quest/agentic-tools hz-iwsdk-webxr --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/meta-quest/agentic-tools.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/hz-iwsdk-webxr .cursor/skills/hz-iwsdk-webxr && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "hz-iwsdk-webxr" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-iwsdk-webxr into .cursor/skills/hz-iwsdk-webxr/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-iwsdk-webxr", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/meta-quest/agentic-tools.git --path skills/hz-iwsdk-webxr--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add meta-quest/agentic-tools --skill hz-iwsdk-webxr -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install meta-quest/agentic-tools hz-iwsdk-webxr --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/meta-quest/agentic-tools.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/hz-iwsdk-webxr .gemini/skills/hz-iwsdk-webxr && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "hz-iwsdk-webxr" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-iwsdk-webxr into .gemini/skills/hz-iwsdk-webxr/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-iwsdk-webxr", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install meta-quest/agentic-tools hz-iwsdk-webxrInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add meta-quest/agentic-tools --skill hz-iwsdk-webxr -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/meta-quest/agentic-tools.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/hz-iwsdk-webxr .github/skills/hz-iwsdk-webxr && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "hz-iwsdk-webxr" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-iwsdk-webxr into .github/skills/hz-iwsdk-webxr/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-iwsdk-webxr", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add meta-quest/agentic-tools --skill hz-iwsdk-webxr -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install meta-quest/agentic-tools hz-iwsdk-webxr --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/meta-quest/agentic-tools.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/hz-iwsdk-webxr .opencode/skills/hz-iwsdk-webxr && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "hz-iwsdk-webxr" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-iwsdk-webxr into .opencode/skills/hz-iwsdk-webxr/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-iwsdk-webxr", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
hz-iwsdk-webxrBuilds WebXR experiences for Meta VR and Horizon OS using the Immersive Web SDK (IWSDK) — ECS architecture, Three.js integration, spatial UI.
Hz Iwsdk Webxr is an agent skill from meta-quest/agentic-tools. 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.
Its SKILL.md is about 3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including reference files (for example `references/ai-assisted-development.md`, `references/desktop-load-profiling.md` and `references/ecs-architecture.md`).
It sits in Game Development, covering 3D graphics and WebGL. It works with Three.js and Vite. The repository describes itself as: Agent Skills for Meta Quest/Horizon OS VR Development. The licence is Apache-2.0.
4 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 3a8553d. It shows what the files ask for, not the result of running them.
Pre-approves these tools, so the agent can use them without asking each time:
Bash(metavr:*)Bash(hzdb:*)From allowed-tools in the SKILL.md frontmatter.
Shell commands in SKILL.md call:
npmFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md. Its commands use npm, which can reach the network depending on how they are called.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Hz Iwsdk Webxr loads about 3k tokens when it runs, and up to ~12k if it reads all its reference files. Until then it costs about 54 tokens; SKILL.md has 1,268 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from meta-quest/agentic-tools at commit 3a8553d, republished under its Apache-2.0 licence (© meta-quest). 1,268 words, ~2,982 tokens.
.claude/skills/hz-iwsdk-webxr/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.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.
Use this skill when you need to:
PanelUIThis skill applies to Meta VR Glasses with gaze-pinch input, and to all Meta Quest headsets with Quest Browser.
The Immersive Web SDK (IWSDK) is Meta's framework for building WebXR experiences. It provides:
PanelUI, PanelDocument, and
UIKitDocument for in-world and screen-space UIAssetManagerIWSDK 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.
These details are important because older pre-release guidance is now wrong:
@iwsdk/corenpm create @iwsdk@latest@iwsdk/vite-plugin-devvite-plugin-mkcert>=20.19.0@iwsdk/core re-exports @iwsdk/xr-input and @iwsdk/locomotornpm create @iwsdk@latest my-project
cd my-projectIf you are starting from the official create flow, it can also install dependencies and initialize git for you.
npm installIf 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.
npm run devThe 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.
There are two normal validation paths:
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).
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:
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.
A typical IWSDK project looks like this:
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.jsonimport { 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',
);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;
});
}
}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 });
}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.
These are common pitfalls that cause unexpected failures or wasted debugging time when building IWSDK WebXR apps for Meta VR.
ngrok, a self-signed cert, or the --https flag in Vite to tunnel HTTPS during development.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.xrSession.updateTargetFrameRate(90) after session start. Forgetting this is the most common reason a WebXR app feels "sluggish" compared to a native build.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.<canvas> 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.World.create(...), world.launchXR(), and world.exitXR() as the
runtime control surface@iwsdk/vite-plugin-dev and Quest Browser validation, then layer
in emulator/dev browser workflows for faster iteration© meta-quest, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 6 other files (references) in skills/hz-iwsdk-webxr of meta-quest/agentic-tools.
Open the folder on GitHubat commit 3a8553d
Hz Iwsdk Webxr next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Hz Iwsdk Webxr this skillmeta-quest/agentic-tools | 215 | — | ~3k | Automated safety check: Pass | Apache-2.0 | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 | |
| New ExperimentTresjs/tres | 3.8k | — | ~782 | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemscorosolto/client | 257 | — | ~1.5k | Automated safety check: Pass | AGPL-3.0 | |
| Vitexecpmndrs/viverse | 132 | — | ~2.5k | Automated safety check: Pass | Custom licence | |
| Threejs Capacitor iOSchongdashu/vibejam-starter-pack | 149 | — | ~1.6k | Automated safety check: Pass | None |
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
Tresjs/tres
Create a new experiment in TresJS Lab with all necessary files
corosolto/client
Build and iterate playable Three.js game systems. An agent skill from corosolto/client.
pmndrs/viverse
A skill your agent uses when an AI agent needs to inspect, verify, debug, or profile a live Vite app by running temporary snippets inside the browser page and reading browser logs or captured…
chongdashu/vibejam-starter-pack
Build and ship Three.js apps on Capacitor iOS with Vite and Swift Package Manager: GLTF loading, assetsindex animation UI, OrbitControls mouse/touch mappings, and iOS sync/run troubleshooting.
Tresjs/tres
Lint local changes, auto-fix, conventional commit, and optionally create PR
meta-quest/agentic-tools
Guides porting existing Android 2D apps to Meta VR and Horizon OS — input adaptation, panel layout, and design requirements.
meta-quest/agentic-tools
Upgrades Meta VR apps to newer Horizon OS SDK versions — migration guides, deprecated API replacements, changelog.
meta-quest/agentic-tools
Build multi-window Meta Horizon OS experiences with the MetaVrx Layout SDK in Jetpack Compose or React Native.
meta-quest/agentic-tools
Scaffolds new Meta VR and Horizon OS projects after the build path is selected — Standard Android, Meta Spatial SDK, Unity, Unreal, or WebXR.
meta-quest/agentic-tools
Analyzes Meta VR and Horizon OS VR performance using Perfetto traces — frame timing, CPU/GPU bottlenecks, render pass analysis.
meta-quest/agentic-tools
Build and iterate on React Native apps for Meta VR / Horizon OS with Expo.
Categories
Builds WebXR experiences for Meta VR and Horizon OS using the Immersive Web SDK (IWSDK) — ECS architecture, Three.js integration, spatial UI. Hz Iwsdk Webxr is an agent skill from meta-quest/agentic-tools.js integration, spatial UI.
Hz Iwsdk Webxr fits situations like: creating web-based VR/MR apps for Quest Browser; tasks that involve 3D graphics and WebGL.
Run `npx skills add meta-quest/agentic-tools --skill hz-iwsdk-webxr -a claude-code`. Or copy the skill folder (skills/hz-iwsdk-webxr in meta-quest/agentic-tools) into .claude/skills/hz-iwsdk-webxr in your project. Claude Code loads it when a task matches its description.
Run `npx skills add meta-quest/agentic-tools --skill hz-iwsdk-webxr -a codex`. Or copy the skill folder (skills/hz-iwsdk-webxr in meta-quest/agentic-tools) into .agents/skills/hz-iwsdk-webxr in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add meta-quest/agentic-tools --skill hz-iwsdk-webxr -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/hz-iwsdk-webxr, .gemini/skills/hz-iwsdk-webxr, .github/skills/hz-iwsdk-webxr and .opencode/skills/hz-iwsdk-webxr in your project.
Going by SKILL.md and its folder, Hz Iwsdk Webxr needs the command-line tools its instructions call (npm). Our summary lists: Node.js. Its frontmatter pre-approves these tools: Bash(metavr:*), Bash(hzdb:*).
SKILL.md contains no URLs. Its commands use npm, which can reach the network depending on how they are called. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Hz Iwsdk Webxr is published under the Apache-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 3k tokens (SKILL.md is roughly 12k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 8.9k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Hz Iwsdk Webxr: Threejs Gameplay Systems (valkor-ai/loom, 1.2k stars), New Experiment (Tresjs/tres, 3.8k stars), Threejs Gameplay Systems (corosolto/client, 257 stars) and Vitexec (pmndrs/viverse, 132 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
meta-quest (a GitHub organization) maintains it in meta-quest/agentic-tools, which has 215 GitHub stars. The repository holds 34 skills in this directory. The repository was last updated on September 24, 2026.
Source: meta-quest/agentic-tools on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.