test-grab
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Test grab system (distance grab, one-hand grab, two-hand grab, hand pinch grab) against the grab example using the iwsdk CLI.
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- Distinctive: line 9
Run 6 test suites covering distance grab, one-hand grab, two-hand grab, system/component registration, hand pinch grab, and stability.
- Very specific: line 15
Tool calls: every tool call is npx @iwsdk/cli <subcommand> [--input-json '<JSON>'] [--timeout <ms>], run from inside the example workspace …
- Very specific: line 19
Use --timeout 20000 for operations that may take longer (reload, xr enter, xr animate-to, screenshot).
- Distinctive: line 21
IMPORTANT: Run each Bash command one at a time.
- Very specific: line 23
IMPORTANT: When the instructions say "wait N seconds", use sleep N as a separate Bash command.
- Distinctive: line 33
Wait for this to complete before proceeding.
- Very specific: line 39
Start the dev server as a background task using the Bash tool's run_in_background: true parameter:
- Distinctive: line 49
If the server fails to start within 60 seconds, report FAIL for all suites and skip to Step 5.
- Distinctive: line 61
Check the dev server output for errors
- Distinctive: line 63
If it still fails, report FAIL for all suites and skip to Step 5
- Distinctive: line 71
Run these commands in order:
- Distinctive: line 123
Verify GrabSystem is active:
- Distinctive: line 458
If any suite fails, include which assertion failed and actual vs expected values.
- Distinctive: line 464
If at any point a transient error occurs (server crash, WebSocket timeout, connection refused, etc.) that is NOT caused by a source code …
- Very specific: line 466
Stop the dev server: cd $IWSDK_REPO_ROOT/examples/grab && npx @iwsdk/cli dev down
- Distinctive: line 471
Only give up after one retry attempt per suite.
- Very specific: line 500
Never cache entity indices across page reloads.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 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.
Files
Grab System Test
Run 6 test suites covering distance grab, one-hand grab, two-hand grab, system/component registration, hand pinch grab, and stability.
Configuration:
- EXAMPLE_DIR:
$IWSDK_REPO_ROOT/examples/grab
Tool calls: every tool call is npx @iwsdk/cli <subcommand> [--input-json '<JSON>'] [--timeout <ms>], run from inside the example workspace (cwd $EXAMPLE_DIR). The CLI auto-discovers the IWSDK app root from cwd, so no path tricks are required. Run npx @iwsdk/cli mcp inspect from the example to discover available tools and their CLI subcommands.
<JSON>is a JSON object string. Omit--input-jsonif no arguments are needed.- Output is JSON on stdout:
{ok, workspaceRoot, operation, result}. Parse it to check assertions. - Use
--timeout 20000for operations that may take longer (reload, xr enter, xr animate-to, screenshot).
IMPORTANT: Run each Bash command one at a time. Parse the JSON output and verify assertions before moving to the next command. Do NOT chain multiple CLI commands together.
IMPORTANT: When the instructions say "wait N seconds", use sleep N as a separate Bash command.
Step 1: Install Dependencies
cd $IWSDK_REPO_ROOT/examples/grab && npm run fresh:installWait for this to complete before proceeding.
Step 2: Start Dev Server
Start the dev server as a background task using the Bash tool's run_in_background: true parameter:
cd $IWSDK_REPO_ROOT/examples/grab && npm run devIMPORTANT: This command MUST be run with run_in_background: true on the Bash tool — do NOT append & to the command itself.
Once the background task is launched, poll the output for Vite's ready message (up to 60s). You can also run npx @iwsdk/cli dev status from the example directory until state.running becomes true. You do not need to extract or manage the port yourself; subsequent commands resolve the active runtime through the CLI automatically.
If the server fails to start within 60 seconds, report FAIL for all suites and skip to Step 5.
Step 3: Verify Connectivity
npx @iwsdk/cli ecs systems 2>/dev/nullThis must return JSON with a list of systems. If it fails:
- Check the dev server output for errors
- Try killing and restarting the server (Step 2)
- If it still fails, report FAIL for all suites and skip to Step 5
Step 4: Run Test Suites
Pre-test Setup
Run these commands in order:
npx @iwsdk/cli browser reload --timeout 20000 2>/dev/nullThen:sleep 3npx @iwsdk/cli xr enter --timeout 20000 2>/dev/nullThen:sleep 2npx @iwsdk/cli browser logs --input-json '{"count":20,"level":["error","warn"]}' 2>/dev/nullAssert: No error-level logs.
Entity Discovery
Discover all grab entities dynamically:
npx @iwsdk/cli ecs find --input-json '{"withComponents":["DistanceGrabbable"]}' 2>/dev/nullAssert: At least 1 entity. In the runtime hierarchy below, select the entity
whose sceneNodeId is pyramid-distance-grab (the
Distance Grabbable Pyramid) and save its entity index as <distance>. This
example's Earth is also distance-grabbable, but it uses RotateAtSource and
therefore is not valid for the positional MoveTowardsTarget assertion in
Test 1.3.
npx @iwsdk/cli ecs find --input-json '{"withComponents":["OneHandGrabbable"]}' 2>/dev/nullAssert: At least 1 entity. Save first as <onehand>.
npx @iwsdk/cli ecs find --input-json '{"withComponents":["TwoHandsGrabbable"]}' 2>/dev/nullAssert: At least 1 entity. Save first as <twohand>.
Get entity positions via scene hierarchy:
npx @iwsdk/cli scene runtime-hierarchy --input-json '{"maxDepth":3}' 2>/dev/nullFind Object3D UUIDs for each grab entity, then query their transforms:
npx @iwsdk/cli scene transform --input-json '{"uuid":"<entity-uuid>"}' 2>/dev/nullSave positionRelativeToXROrigin as <distance-pos>, <onehand-pos>, <twohand-pos>.
Verify GrabSystem is active:
npx @iwsdk/cli ecs systems 2>/dev/nullAssert: GrabSystem at priority -3.
Component Reference
| Component | Pointer Type | Activation |
DistanceGrabbable | Ray (trigger) | npx @iwsdk/cli xr set-select-value |
OneHandGrabbable | Grip sphere (squeeze) | npx @iwsdk/cli xr set-gamepad-state button 1 |
TwoHandsGrabbable | Grip sphere (squeeze) | npx @iwsdk/cli xr set-gamepad-state button 1, both hands |
Critical Distinction: Distance grab uses trigger (npx @iwsdk/cli xr set-select-value). One-hand and two-hand grab use squeeze (npx @iwsdk/cli xr set-gamepad-state button index 1). Wrong button silently fails.
Suite 1: Distance Grab (Ray + Trigger)
Test 1.1: Ray Hover
npx @iwsdk/cli xr look-at --input-json '{"device":"controller-right","target":{"x":<distance-pos.x>,"y":<distance-pos.y>,"z":<distance-pos.z>},"moveToDistance":0.8}' 2>/dev/nullThen: sleep 1
npx @iwsdk/cli ecs query --input-json '{"entityIndex":<distance>,"components":["Hovered"]}' 2>/dev/nullAssert: Hovered present.
Test 1.2: Trigger to Grab
npx @iwsdk/cli ecs snapshot --input-json '{"label":"before-grab"}' 2>/dev/nullnpx @iwsdk/cli xr set-select-value --input-json '{"device":"controller-right","value":1}' 2>/dev/nullThen: sleep 0.5
npx @iwsdk/cli ecs query --input-json '{"entityIndex":<distance>,"components":["Hovered","Pressed"]}' 2>/dev/nullAssert: Both Hovered and Pressed present.
Test 1.3: Move While Grabbed
npx @iwsdk/cli xr animate-to --input-json '{"device":"controller-right","position":{"x":0.5,"y":1.5,"z":-1.0},"duration":1.0}' --timeout 20000 2>/dev/nullThen: sleep 1.5
npx @iwsdk/cli ecs snapshot --input-json '{"label":"after-move"}' 2>/dev/nullnpx @iwsdk/cli ecs diff --input-json '{"from":"before-grab","to":"after-move"}' 2>/dev/nullAssert: Entity's Transform.position must differ from initial.
Test 1.4: Release Trigger
npx @iwsdk/cli xr set-select-value --input-json '{"device":"controller-right","value":0}' 2>/dev/nullThen: sleep 0.5
npx @iwsdk/cli ecs query --input-json '{"entityIndex":<distance>,"components":["Hovered","Pressed"]}' 2>/dev/nullAssert: Pressed removed. Handle persists (it's permanent).
Test 1.5: Point Away — Clean State
npx @iwsdk/cli xr look-at --input-json '{"device":"controller-right","target":{"x":0,"y":1.6,"z":-5}}' 2>/dev/nullThen: sleep 1
npx @iwsdk/cli ecs query --input-json '{"entityIndex":<distance>,"components":["Hovered"]}' 2>/dev/nullAssert: Hovered removed.
Suite 2: One-Hand Grab (Squeeze)
Test 2.1: Ray Isolation — Ray Cannot Interact
npx @iwsdk/cli xr look-at --input-json '{"device":"controller-right","target":{"x":<onehand-pos.x>,"y":<onehand-pos.y>,"z":<onehand-pos.z>},"moveToDistance":0.5}' 2>/dev/nullThen: sleep 1
npx @iwsdk/cli ecs query --input-json '{"entityIndex":<onehand>,"components":["Hovered","Pressed"]}' 2>/dev/nullAssert: No Hovered or Pressed on entity (ray is denied by pointerEventsType).
Test 2.2: Position Controller at Object + Squeeze
npx @iwsdk/cli xr set-transform --input-json '{"device":"controller-right","position":{"x":<onehand-pos.x>,"y":<onehand-pos.y>,"z":<onehand-pos.z>},"orientation":{"pitch":0,"roll":0,"yaw":0}}' 2>/dev/nullnpx @iwsdk/cli xr set-gamepad-state --input-json '{"device":"controller-right","buttons":[{"index":1,"value":1,"touched":true}]}' 2>/dev/nullThen: sleep 0.5
npx @iwsdk/cli ecs snapshot --input-json '{"label":"before-onehand"}' 2>/dev/nullTest 2.3: Move While Squeezing
npx @iwsdk/cli xr animate-to --input-json '{"device":"controller-right","position":{"x":<onehand-pos.x>,"y":<onehand-pos.y + 0.3>,"z":<onehand-pos.z + 0.3>},"duration":1.0}' --timeout 20000 2>/dev/nullThen: sleep 1.5
npx @iwsdk/cli ecs snapshot --input-json '{"label":"after-onehand-move"}' 2>/dev/nullnpx @iwsdk/cli ecs diff --input-json '{"from":"before-onehand","to":"after-onehand-move"}' 2>/dev/nullAssert: Entity's Transform.position must have changed to follow the controller.
Test 2.4: Release Squeeze
npx @iwsdk/cli xr set-gamepad-state --input-json '{"device":"controller-right","buttons":[{"index":1,"value":0,"touched":false}]}' 2>/dev/nullAssert: Entity stops moving (Transform remains at released position).
Suite 3: Two-Hand Grab (Both Controllers Squeeze)
Test 3.1: Position Both Controllers Near Object
npx @iwsdk/cli xr set-transform --input-json '{"device":"controller-left","position":{"x":<twohand-pos.x - 0.15>,"y":<twohand-pos.y>,"z":<twohand-pos.z>},"orientation":{"pitch":0,"roll":0,"yaw":0}}' 2>/dev/nullnpx @iwsdk/cli xr set-transform --input-json '{"device":"controller-right","position":{"x":<twohand-pos.x + 0.15>,"y":<twohand-pos.y>,"z":<twohand-pos.z>},"orientation":{"pitch":0,"roll":0,"yaw":0}}' 2>/dev/nullTest 3.2: Both Squeeze + Snapshot
npx @iwsdk/cli ecs snapshot --input-json '{"label":"before-twohand"}' 2>/dev/nullnpx @iwsdk/cli xr set-gamepad-state --input-json '{"device":"controller-left","buttons":[{"index":1,"value":1,"touched":true}]}' 2>/dev/nullnpx @iwsdk/cli xr set-gamepad-state --input-json '{"device":"controller-right","buttons":[{"index":1,"value":1,"touched":true}]}' 2>/dev/nullThen: sleep 0.5
Test 3.3: Spread Hands — Scale Up
npx @iwsdk/cli xr animate-to --input-json '{"device":"controller-left","position":{"x":<twohand-pos.x - 0.5>,"y":<twohand-pos.y>,"z":<twohand-pos.z>},"duration":1.0}' --timeout 20000 2>/dev/nullnpx @iwsdk/cli xr animate-to --input-json '{"device":"controller-right","position":{"x":<twohand-pos.x + 0.5>,"y":<twohand-pos.y>,"z":<twohand-pos.z>},"duration":1.0}' --timeout 20000 2>/dev/nullThen: sleep 1.5
npx @iwsdk/cli ecs snapshot --input-json '{"label":"after-twohand-scale"}' 2>/dev/nullnpx @iwsdk/cli ecs diff --input-json '{"from":"before-twohand","to":"after-twohand-scale"}' 2>/dev/nullAssert: Entity Transform.scale should be larger than initial.
Test 3.4: Release Both
npx @iwsdk/cli xr set-gamepad-state --input-json '{"device":"controller-left","buttons":[{"index":1,"value":0,"touched":false}]}' 2>/dev/nullnpx @iwsdk/cli xr set-gamepad-state --input-json '{"device":"controller-right","buttons":[{"index":1,"value":0,"touched":false}]}' 2>/dev/nullSuite 4: System & Component Registration
Test 4.1: GrabSystem at Correct Priority
npx @iwsdk/cli ecs systems 2>/dev/nullAssert: GrabSystem present at priority -3.
Test 4.2: Components Registered
npx @iwsdk/cli ecs components 2>/dev/nullAssert: Must include: OneHandGrabbable, TwoHandsGrabbable, DistanceGrabbable, Handle.
Suite 5: Hand Pinch Grab (run_sequence)
The grab example sets useHandPinchForGrab, so an emulated hand's pinch grabs
OneHandGrabbable entities. IWSDK resolves the target names the hand
sequences use.
Test 5.1: Hand Input and Targets
npx @iwsdk/cli xr set-input-mode --input-json '{"mode":"hand"}' 2>/dev/nullnpx @iwsdk/cli xr list-targets 2>/dev/nullAssert: resolver is true and targets includes Map Pin 1, Map Pin 2, and
Map Pin 3. Save the Map Pin 1 entry's position (box centre) as <pin-pos>
and size as <pin-size>, and find its entity index with
npx @iwsdk/cli ecs find --input-json '{"namePattern":"^Map Pin 1$"}' as <pin>.
Test 5.2: Pinch-Grab and Carry
The carry position is where the pin's base goes while it is held (here 30 cm toward the user and 10 cm up):
npx @iwsdk/cli xr run-sequence --input-json '{"device":"hand-right","steps":[{"label":"grab","target":"Map Pin 1","approach":{"distance":0.06},"pinch":{"value":1,"at":"arrival"}},{"label":"carry","position":{"x":<pin-pos.x - 0.05>,"y":<pin-pos.y - pin-size.y/2 + 0.1>,"z":<pin-pos.z + 0.3>},"depart":{"distance":0.08}}]}' --timeout 45000 2>/dev/nullAssert: completed is true and events contains selectstart.
npx @iwsdk/cli ecs query --input-json '{"entityIndex":<pin>,"components":["Grabbed"]}' 2>/dev/nullAssert: Grabbed present. Query Map Pin 2 and Map Pin 3 the same way and
assert Grabbed is absent on both.
Test 5.3: Release
npx @iwsdk/cli xr run-sequence --input-json '{"device":"hand-right","steps":[{"label":"release","pinch":0,"duration":0.15}]}' --timeout 45000 2>/dev/nullAssert: events contains selectend. Then sleep 0.5, query <pin> for
["Grabbed"] and assert it is absent. Run npx @iwsdk/cli xr list-targets again:
the Map Pin 1 centre must have moved at least 0.2 m from <pin-pos>, and its
base (centre y minus half its height) must be within 0.02 m of the carry position.
Test 5.4: Back to Controllers
npx @iwsdk/cli xr set-input-mode --input-json '{"mode":"controller"}' 2>/dev/nullSuite 6: Stability
npx @iwsdk/cli browser logs --input-json '{"count":30,"level":["error","warn"]}' 2>/dev/nullAssert: No application-level errors or warnings. Pre-existing 404 resource errors from page load are acceptable.
Step 5: Cleanup & Results
Kill the dev server:
cd $IWSDK_REPO_ROOT/examples/grab && npx @iwsdk/cli dev downOutput a summary table:
| Suite | Result |
|-------------------------------|-----------|
| 1. Distance Grab | PASS/FAIL |
| 2. One-Hand Grab | PASS/FAIL |
| 3. Two-Hand Grab | PASS/FAIL |
| 4. System/Component Reg. | PASS/FAIL |
| 5. Hand Pinch Grab | PASS/FAIL |
| 6. Stability | PASS/FAIL |If any suite fails, include which assertion failed and actual vs expected values.
Recovery
If at any point a transient error occurs (server crash, WebSocket timeout, connection refused, etc.) that is NOT caused by a source code bug:
- Stop the dev server:
cd $IWSDK_REPO_ROOT/examples/grab && npx @iwsdk/cli dev down - Restart: re-run Step 2 to start a fresh dev server
- Re-run the Pre-test Setup (reload, accept session)
- Retry the failed suite
Only give up after one retry attempt per suite. If the same suite fails twice, mark it FAIL and continue to the next suite.
Known Issues & Workarounds
No Hovered/Pressed for near-field grabs
OneHandGrabbable and TwoHandsGrabbable entities do NOT get Hovered or Pressed tags. Only distance grab (via ray) gets these tags. Use npx @iwsdk/cli ecs snapshot/npx @iwsdk/cli ecs diff to verify near-field grabs.
Handle component is permanent
Handle is added by GrabSystem at init time and never removed. Grab state is tracked inside Handle.instance.outputState.
Trigger vs Squeeze confusion
Distance grab uses trigger (set_select_value), not squeeze. One-hand and two-hand grab use squeeze (set_gamepad_state button index 1). Wrong button silently fails.
Hand sequences need a longer timeout
xr run-sequence resolves when the whole interaction is done, up to 28 s after
it is sent. Pass --timeout 45000.
Grab sphere radius is 0.07m
The grab sphere intersector has a default radius of 7cm. Position the controller at the object's center for reliable detection.
Entity indices change on reload
Never cache entity indices across page reloads. Always re-discover via npx @iwsdk/cli ecs find.
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