Agent skill

Hz Iwsdk Webxr

by meta-quest in 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.

Apache-2.0Auto-check passedGame Development

Install Hz Iwsdk Webxr

skills CLI
$ npx skills add meta-quest/agentic-tools --skill hz-iwsdk-webxr -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install meta-quest/agentic-tools hz-iwsdk-webxr --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ 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-src

Use ~/.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/

Facts

Skill name
hz-iwsdk-webxr
GitHub stars
215
Token cost
~3k tokens
SKILL.md length
1,268 words
Files
7 (incl. references)
Skills in repo
34
Repo updated
First seen
Licence
Apache-2.0

At a glance

Builds WebXR experiences for Meta VR and Horizon OS using the Immersive Web SDK (IWSDK) — ECS architecture, Three.js integration, spatial UI.

  • Works in 4 steps: Create A New Project → Install Dependencies → Start The Dev Server → …
  • Creating web-based VR/MR apps for Quest Browser
  • SKILL.md covers When to Use This Skill, What Is IWSDK, Current Packaging And Tooling and Quick Start, plus 6 more sections
  • Calls npm

What it does

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.

When your agent uses it

  • Creating web-based VR/MR apps for Quest Browser
  • Tasks that involve 3D graphics and WebGL

Example prompts

  • “Use the hz-iwsdk-webxr skill to build WebXR experiences for Meta VR and Horizon OS using the Immersive Web SDK (IWSDK) — ECS architecture, Three.js…”
  • “/hz-iwsdk-webxr”

Requirements

  • Node.js
  • Pre-approved tools (allowed-tools): Bash(metavr:*), Bash(hzdb:*)

Workflow steps

4 steps, taken from the step headings in SKILL.md.

  1. Create A New Project
  2. Install Dependencies
  3. Start The Dev Server
  4. Test In XR

What it can do on your machine

Read from SKILL.md and the folder at commit 3a8553d. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    Shell commands in SKILL.md call:

    • npm

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    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.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

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.

Always · name and description, kept in context so the agent knows when to use it
~54
When it runs · the whole SKILL.md, loaded when a task matches
~3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~12k

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.

Safety

Auto-check passed

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.

SKILL.md

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.

Download SKILL.mdSave it as .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.
name
hz-iwsdk-webxr
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:*)
license
Apache-2.0

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.

Show full SKILL.md (620 more words)Show less

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 -- <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.

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 -- closed-loop edit/reload/observe workflows, Quest Browser testing, host-agent architecture
  • ECS Architecture -- Components, entities, systems, queries, and the World
  • Spatial UI -- UIKitML, PanelUI, PanelDocument, layout, and UI best practices
  • Input Handling -- Controllers, hands, pointers, grabbing, and locomotion
  • Performance Tips -- Frame rate targets, optimization techniques, and profiling tools
  • Desktop Load Profiling -- Headless Playwright/Lighthouse, computing TTI for a canvas-only page, and hardware GPU flags

© 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

Files

SKILL.md and 6 other files (references) in skills/hz-iwsdk-webxr of meta-quest/agentic-tools.

  • SKILL.md
  • references/ai-assisted-development.md
  • references/desktop-load-profiling.md
  • references/ecs-architecture.md
  • references/input-handling.md
  • references/performance-tips.md
  • references/spatial-ui.md

Open the folder on GitHubat commit 3a8553d

Compare with similar skills

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.

Hz Iwsdk Webxr compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Hz Iwsdk Webxr this skillmeta-quest/agentic-tools215—~3kAutomated safety check: PassApache-2.0
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New ExperimentTresjs/tres3.8k—~782Automated safety check: PassMIT
Threejs Gameplay Systemscorosolto/client257—~1.5kAutomated safety check: PassAGPL-3.0
Vitexecpmndrs/viverse132—~2.5kAutomated safety check: PassCustom licence
Threejs Capacitor iOSchongdashu/vibejam-starter-pack149—~1.6kAutomated safety check: PassNone

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Works with

Questions about Hz Iwsdk Webxr

What does Hz Iwsdk Webxr do?

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.

When should I use Hz Iwsdk Webxr?

Hz Iwsdk Webxr fits situations like: creating web-based VR/MR apps for Quest Browser; tasks that involve 3D graphics and WebGL.

How do I install Hz Iwsdk Webxr in Claude Code?

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.

How do I install Hz Iwsdk Webxr in Codex?

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.

Can I use Hz Iwsdk Webxr in Cursor, Gemini CLI or GitHub Copilot?

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.

What does Hz Iwsdk Webxr need to run?

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:*).

Does Hz Iwsdk Webxr access the network?

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.

Is Hz Iwsdk Webxr safe to install?

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.

What licence does Hz Iwsdk Webxr use?

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.

How many tokens does Hz Iwsdk Webxr use?

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.

What are the alternatives to Hz Iwsdk Webxr?

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.

Who maintains Hz Iwsdk Webxr?

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.