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alton47alton47/threejs-skills/skills/threejs-xr/SKILL.md

threejs-xr

Skill13 starsChanged 7 months agoMITView on GitHub

Sets up WebXR in Three.js — VRButton, ARButton, XRSession, controllers, hand tracking, hit testing, and immersive experiences. Use when the user asks about VR, AR, WebXR, immersive experiences, XR controllers, hand tracking, or augmented reality. Trigger keywords: WebXR, VR, AR, VRButton, ARButton, XRSession, controller, hand tracking, immersive, augmented reality, virtual reality.

We split this skill into the rules it gives an agent

1 rule. About 0 are common, 1 is distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈1

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

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  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Always add controllers AND controller grips to scene — grip is for physical location of controller, controller is for ray/pointer

    line 193

≈ “Common” is an estimate: at least 1 in 5 of the 308,232 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Three.js WebXR

VR Setup

import { VRButton } from "three/addons/webxr/VRButton.js";

renderer.xr.enabled = true;
document.body.appendChild(VRButton.createButton(renderer));

// XR render loop — use setAnimationLoop instead of requestAnimationFrame
renderer.setAnimationLoop(() => {
  renderer.render(scene, camera);
});
// setAnimationLoop replaces requestAnimationFrame for XR — both VR and non-VR work

AR Setup

import { ARButton } from "three/addons/webxr/ARButton.js";

renderer.xr.enabled = true;

// AR with hit testing
document.body.appendChild(
  ARButton.createButton(renderer, {
    requiredFeatures: ["hit-test"],
    optionalFeatures: ["dom-overlay"],
    domOverlay: { root: document.body },
  }),
);

renderer.setAnimationLoop((timestamp, frame) => {
  if (frame) {
    const referenceSpace = renderer.xr.getReferenceSpace();
    const session = renderer.xr.getSession();
    // hit test, place objects, etc.
  }
  renderer.render(scene, camera);
});

Controllers

// Controller 0 = right hand (usually), 1 = left hand
const controller1 = renderer.xr.getController(0);
const controller2 = renderer.xr.getController(1);
scene.add(controller1);
scene.add(controller2);

// Visual model for controllers
import { XRControllerModelFactory } from "three/addons/webxr/XRControllerModelFactory.js";
const controllerModelFactory = new XRControllerModelFactory();

const grip1 = renderer.xr.getControllerGrip(0);
grip1.add(controllerModelFactory.createControllerModel(grip1));
scene.add(grip1);

// Controller ray line
const geometry = new THREE.BufferGeometry().setFromPoints([
  new THREE.Vector3(0, 0, 0),
  new THREE.Vector3(0, 0, -1),
]);
const line = new THREE.Line(
  geometry,
  new THREE.LineBasicMaterial({ color: 0xffffff }),
);
line.scale.z = 5;
controller1.add(line.clone());
controller2.add(line.clone());

// Events
controller1.addEventListener("selectstart", onSelectStart);
controller1.addEventListener("selectend", onSelectEnd);
controller1.addEventListener("squeezestart", onSqueezeStart);

Hand Tracking

import { XRHandModelFactory } from "three/addons/webxr/XRHandModelFactory.js";

renderer.xr.enabled = true;
document.body.appendChild(
  VRButton.createButton(renderer, {
    optionalFeatures: ["hand-tracking"],
  }),
);

const handModelFactory = new XRHandModelFactory();

const hand1 = renderer.xr.getHand(0);
hand1.add(handModelFactory.createHandModel(hand1, "mesh")); // 'mesh', 'spheres', 'boxes'
scene.add(hand1);

const hand2 = renderer.xr.getHand(1);
hand2.add(handModelFactory.createHandModel(hand2, "mesh"));
scene.add(hand2);

// Hand joint positions (XRHand.joints is a Map)
hand1.addEventListener("pinchstart", (e) => {
  /* pinch detected */
});
hand1.addEventListener("pinchend", (e) => {
  /* pinch released */
});

Hit Testing (AR — place objects on surfaces)

let hitTestSource = null;
let hitTestSourceRequested = false;
const reticle = new THREE.Mesh(
  new THREE.RingGeometry(0.1, 0.15, 32),
  new THREE.MeshBasicMaterial({ color: 0xffffff, side: THREE.DoubleSide }),
);
reticle.matrixAutoUpdate = false;
reticle.visible = false;
scene.add(reticle);

renderer.setAnimationLoop((timestamp, frame) => {
  if (frame) {
    const refSpace = renderer.xr.getReferenceSpace();
    const session = renderer.xr.getSession();

    if (!hitTestSourceRequested) {
      session.requestReferenceSpace("viewer").then((viewerSpace) => {
        session.requestHitTestSource({ space: viewerSpace }).then((source) => {
          hitTestSource = source;
        });
      });
      hitTestSourceRequested = true;
    }

    if (hitTestSource) {
      const hitTestResults = frame.getHitTestResults(hitTestSource);
      if (hitTestResults.length > 0) {
        const hit = hitTestResults[0];
        reticle.visible = true;
        reticle.matrix.fromArray(hit.getPose(refSpace).transform.matrix);
      } else {
        reticle.visible = false;
      }
    }
  }
  renderer.render(scene, camera);
});

// Place object at reticle
document.addEventListener("click", () => {
  if (reticle.visible) {
    const mesh = new THREE.Mesh(
      new THREE.BoxGeometry(0.1, 0.1, 0.1),
      new THREE.MeshStandardMaterial({ color: 0x4488ff }),
    );
    mesh.position.setFromMatrixPosition(reticle.matrix);
    scene.add(mesh);
  }
});

XR Teleportation

import { XRControllerModelFactory } from "three/addons/webxr/XRControllerModelFactory.js";

// Basic teleportation — move XR camera rig to target position
const cameraRig = new THREE.Group();
cameraRig.add(renderer.xr.getCamera()); // xr camera group
scene.add(cameraRig);

function teleportTo(position) {
  cameraRig.position.copy(position);
}

Common Gotchas

  • requestAnimationFrame does NOT work in XR — use renderer.setAnimationLoop()
  • setAnimationLoop(null) stops the loop — call this on session end
  • AR requires HTTPS — use ngrok or similar for local testing
  • Hand tracking requires 'hand-tracking' in optionalFeatures of the button config
  • renderer.xr.getCamera() returns the XR camera group (both eye cameras) — don't use the regular camera for XR transforms
  • VRButton handles session start/end automatically — don't manage XRSession manually unless you need custom behavior
  • Always add controllers AND controller grips to scene — grip is for physical location of controller, controller is for ray/pointer

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