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Agent Skill · 前端设计

hz-iwsdk-webxr(HZ iwsdk webxr 命令行)

hz-iwsdk-webxr 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

hz-iwsdk-webxr 是前端设计类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为操作浏览器;许可证信息还不明确,第三方扫描有未通过项,按安装量在前端设计类的 10,216 个 Skill 里排第 8,200。

总安装 306周安装 13GitHub Stars 31下载 107核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:hz-iwsdk-webxr(HZ iwsdk webxr 命令行)
来源仓库:https://github.com/meta-quest/agentic-tools
仓库路径:skills/hz-iwsdk-webxr
安装命令:
npx skills add https://github.com/meta-quest/agentic-tools --skill hz-iwsdk-webxr
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/meta-quest/agentic-tools --skill hz-iwsdk-webxr

这个 Skill 是做什么的

前端设计类 Skill 关注页面结构、视觉规范和组件写法,输出通常是可运行的界面代码。

hz-iwsdk-webxr 处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,支持 WebXR 开发流程。适用于围绕仓库状态、代码变更或协作事项进行信息整理。可在 Codex、Claude、Cursor、Gemini CLI 中调用以获取项目上下文。

需确认权限范围和维护状态,避免触发命令执行或文件写入。建议结合原始 README 核验具体功能和使用限制。

来源仓库内路径:skills/hz-iwsdk-webxr

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/meta-quest/agentic-tools --skill hz-iwsdk-webx…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要操作浏览器,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

hz-iwsdk-webxr 怎么安装?

在终端执行 npx skills add https://github.com/meta-quest/agentic-tools --skill hz-iwsdk-webxr。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

hz-iwsdk-webxr 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

hz-iwsdk-webxr 需要什么权限?

权限级别是操作浏览器。该 Skill 可能涉及浏览器控制能力,使用时可能读取或操作网页内容,需要在受控环境中确认权限边界。

hz-iwsdk-webxr 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

hz-iwsdk-webxr 用的人多吗?

公开数据是累计安装 306 次,近一周安装 13 次,下载 107 次,GitHub 31 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

hz-iwsdk-webxr 安全吗?

第三方扫描有未通过项,风险较高。除非你确认过源码,否则不建议直接安装到常用环境。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方扫描存在提醒项或未通过项,需要人工逐条确认。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理前端设计类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

前端设计类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
frontend-design

前端设计 · Codex、Claude

8,823,360126,072只读MIT通过
vercel-composition-patterns

Vercel 组合模式 · Codex、Claude

3,858,81625,893需要联网MIT通过
vercel-react-native-skills

Vercel React native skills 前端 · Codex、Claude

2,468,66425,878只读MIT通过
adapt

adapt 搜索 · Codex、Claude

2,027,04023,125操作浏览器未明确通过
bolder

bolder 分析 · Codex、Claude

2,004,28823,130只读未明确通过
hz-iwsdk-webxr

HZ iwsdk webxr 命令行 · 本页

30631操作浏览器未明确未通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

IWSDK WebXR Skill

Build immersive WebXR experiences for Meta Quest 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 Quest 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 Quest hardware
  • Debug and test WebXR applications with IWSDK's Vite dev tooling and Quest Browser

This skill applies 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

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

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

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.

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 Quest-native 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 hzdb tool calls.

Project Structure

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.json

Key Patterns

Creating A Component

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

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

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

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 Quest.

  • 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 Quest 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.

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 Quest 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 Quest 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

平台分布

Codex

35.59%
按下载量换算38

Claude

30.49%
按下载量换算33

Cursor

16.84%
按下载量换算18

Gemini CLI

8.67%
按下载量换算9

安全审计

Gen Agent Trust Hub

通过

Socket

未通过

Snyk

通过

权限和风险

操作浏览器

该 Skill 可能涉及浏览器控制能力,使用时可能读取或操作网页内容,需要在受控环境中确认权限边界。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。来源安全扫描存在提醒或未通过项,安装前请自行复核。目前只有一个公开来源,建议同时核对源仓库。

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