threejs-webxr

WebXR integration for three.js: WebXRManager and XRManager on the renderer, session initialization patterns, VRButton and ARButton helpers, XRControllerModelFactory and hand model families, XREstimatedLight, XRPlanes, and related addon Webxr utilities. Use for immersive sessions and controller/hand tracking—not for standard desktop camera projection (threejs-camera) or composer post effects (threejs-postprocessing).

261 stars

Best use case

threejs-webxr is best used when you need a repeatable AI agent workflow instead of a one-off prompt. It is especially useful for teams working in multi. WebXR integration for three.js: WebXRManager and XRManager on the renderer, session initialization patterns, VRButton and ARButton helpers, XRControllerModelFactory and hand model families, XREstimatedLight, XRPlanes, and related addon Webxr utilities. Use for immersive sessions and controller/hand tracking—not for standard desktop camera projection (threejs-camera) or composer post effects (threejs-postprocessing).

WebXR integration for three.js: WebXRManager and XRManager on the renderer, session initialization patterns, VRButton and ARButton helpers, XRControllerModelFactory and hand model families, XREstimatedLight, XRPlanes, and related addon Webxr utilities. Use for immersive sessions and controller/hand tracking—not for standard desktop camera projection (threejs-camera) or composer post effects (threejs-postprocessing).

Users should expect a more consistent workflow output, faster repeated execution, and less time spent rewriting prompts from scratch.

Practical example

Example input

Use the "threejs-webxr" skill to help with this workflow task. Context: WebXR integration for three.js: WebXRManager and XRManager on the renderer, session initialization patterns, VRButton and ARButton helpers, XRControllerModelFactory and hand model families, XREstimatedLight, XRPlanes, and related addon Webxr utilities. Use for immersive sessions and controller/hand tracking—not for standard desktop camera projection (threejs-camera) or composer post effects (threejs-postprocessing).

Example output

A structured workflow result with clearer steps, more consistent formatting, and an output that is easier to reuse in the next run.

When to use this skill

  • Use this skill when you want a reusable workflow rather than writing the same prompt again and again.

When not to use this skill

  • Do not use this when you only need a one-off answer and do not need a reusable workflow.
  • Do not use it if you cannot install or maintain the related files, repository context, or supporting tools.

Installation

Claude Code / Cursor / Codex

$curl -o ~/.claude/skills/threejs-webxr/SKILL.md --create-dirs "https://raw.githubusercontent.com/partme-ai/full-stack-skills/main/skills/threejs-skills/threejs-webxr/SKILL.md"

Manual Installation

  1. Download SKILL.md from GitHub
  2. Place it in .claude/skills/threejs-webxr/SKILL.md inside your project
  3. Restart your AI agent — it will auto-discover the skill

How threejs-webxr Compares

Feature / Agentthreejs-webxrStandard Approach
Platform SupportNot specifiedLimited / Varies
Context Awareness High Baseline
Installation ComplexityUnknownN/A

Frequently Asked Questions

What does this skill do?

WebXR integration for three.js: WebXRManager and XRManager on the renderer, session initialization patterns, VRButton and ARButton helpers, XRControllerModelFactory and hand model families, XREstimatedLight, XRPlanes, and related addon Webxr utilities. Use for immersive sessions and controller/hand tracking—not for standard desktop camera projection (threejs-camera) or composer post effects (threejs-postprocessing).

Where can I find the source code?

You can find the source code on GitHub using the link provided at the top of the page.

SKILL.md Source

## When to use this skill

**ALWAYS use this skill when the user mentions:**

- Entering VR/AR, `navigator.xr`, reference spaces, session `requestAnimationFrame` loop via renderer
- `VRButton`, `ARButton`, `XRButton` creation patterns from examples
- Controller models, hand tracking meshes, estimated real-world lighting probes

**IMPORTANT: webxr vs renderers vs camera**

| Topic | Skill |
|-------|--------|
| Enable XR on renderer, sizing | **threejs-renderers** (basics) + **threejs-webxr** (session) |
| Desktop projection | **threejs-camera** |

**Trigger phrases include:**

- "WebXR", "VRButton", "ARButton", "XRControllerModelFactory", "hand tracking"
- "虚拟现实", "增强现实", "沉浸式"

## How to use this skill

1. **HTTPS** requirement and feature detection for XR availability.
2. **Buttons**: use official button factories to create DOM entry points; handle session end.
3. **Renderer**: call `renderer.xr.enabled = true` patterns per docs; prefer `setAnimationLoop` for XR loops.
4. **Controllers**: attach models via factories; read gamepad axes/buttons carefully with fallbacks.
5. **Hands**: opt-in hand models when runtime supports; performance implications.
6. **Lighting**: `XREstimatedLight` for AR realism—combine with **threejs-lights** cautiously.
7. **Exit**: restore non-XR render loop and resize handling on session end.

### Example: VR session with error handling

```javascript
import { VRButton } from 'three/addons/webxr/VRButton.js';

// Feature detection and session start
if ('xr' in navigator) {
  renderer.xr.enabled = true;
  document.body.appendChild(VRButton.createButton(renderer));

  renderer.xr.addEventListener('sessionstart', () => {
    console.log('XR session started');
  });
  renderer.xr.addEventListener('sessionend', () => {
    console.log('XR session ended — restoring desktop view');
  });
} else {
  console.warn('WebXR not supported in this browser');
}
```

See [examples/workflow-xr-button.md](examples/workflow-xr-button.md).

## Doc map (official)

| Docs section | Representative links |
|--------------|----------------------|
| Renderer XR | https://threejs.org/docs/WebXRManager.html |
| Webxr addons | https://threejs.org/docs/VRButton.html |
| Webxr addons | https://threejs.org/docs/ARButton.html |
| Webxr addons | https://threejs.org/docs/XRControllerModelFactory.html |

## Scope

- **In scope:** Documented WebXR manager + listed addons for buttons/controllers/hands/planes.
- **Out of scope:** Store submission, OpenXR runtime specifics, custom native layers.

## Common pitfalls and best practices

- Desktop testing requires XR emulation or hardware; fail gracefully.
- Mismatched reference space causes floor offset—validate stage vs local-floor.
- Heavy post chains may not meet VR frame time—profile aggressively.

## Documentation and version

WebXR entry points span **Addons → Webxr** and renderer [`WebXRManager`](https://threejs.org/docs/WebXRManager.html) in [three.js docs](https://threejs.org/docs/). Browser and device capabilities vary—answers should cite the official example name and three.js version when possible.

## Agent response checklist

When answering under this skill, prefer responses that:

1. Link `WebXRManager`, `VRButton`, `ARButton`, or controller factories as relevant.
2. Use `setAnimationLoop` patterns with **threejs-renderers** for XR render loops.
3. Avoid duplicating desktop **threejs-camera** projection advice for XR eyes.
4. Mention reference space choice (local-floor, etc.) at a high level with docs link.
5. Flag performance interaction with **threejs-postprocessing** in VR.

## References

- https://threejs.org/docs/WebXRManager.html
- https://threejs.org/docs/VRButton.html
- https://threejs.org/docs/ARButton.html
- https://threejs.org/docs/XRControllerModelFactory.html

## Keywords

**English:** webxr, vr, ar, xr session, controller, hand tracking, three.js

**中文:** WebXR、VR、AR、VRButton、手柄、手部追踪、沉浸式、three.js

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