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Found 13 Skills
Declarative web framework for building browser-based 3D, VR, and AR experiences using HTML and entity-component architecture. Use this skill when creating WebXR applications, VR experiences, AR experiences, 360-degree media viewers, or immersive web content with minimal JavaScript. Triggers on tasks involving A-Frame, WebXR, VR development, AR development, entity-component-system, declarative 3D, or HTML-based 3D scenes. Built on Three.js with accessible HTML-first approach.
Builds WebXR experiences for Meta Quest 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.
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).
Scaffolds new Meta Quest and Horizon OS projects with recommended settings for Unity, Unreal, Android/Spatial SDK, or WebXR. Use when creating a new Quest app from scratch.
Expert WebXR and immersive technology developer with specialization in browser-based AR/VR/XR applications
Expert in AR/VR, WebXR, and spatial computing for Vision Pro and web
Guides shipping a web app to the Meta Quest and Horizon OS Store as a PWA/TWA — both 2D windowed panels and immersive WebXR/VR. Covers building the web app (IWSDK for WebXR, any responsive PWA for 2D), Vercel deploy, web app manifest + icons, the WebXR-only auto-enter-session step, choosing 2D vs immersive mode in @meta-quest/bubblewrap-cli, keystore/Digital-Asset-Links, and ovr-platform-util Store upload. Use before any IWSDK/WebXR build, PWA packaging, bubblewrap, or Horizon Store upload work.
3D web graphics with Three.js (WebGL/WebGPU). Capabilities: scenes, cameras, geometries, materials, lights, animations, model loading (GLTF/FBX), PBR materials, shadows, post-processing (bloom, SSAO, SSR), custom shaders, instancing, LOD, physics, VR/XR. Actions: create, build, animate, render 3D scenes/models. Keywords: Three.js, WebGL, WebGPU, 3D graphics, scene, camera, geometry, material, light, animation, GLTF, FBX, OrbitControls, PBR, shadow mapping, post-processing, bloom, SSAO, shader, instancing, LOD, WebXR, VR, AR, product configurator, data visualization, architectural walkthrough, interactive 3D, canvas. Use when: creating 3D visualizations, building WebGL/WebGPU apps, loading 3D models, adding animations, implementing VR/XR, creating interactive graphics, building product configurators.
Use this skill when an AI agent needs to inspect, verify, debug, or profile a live Vite app by running temporary snippets inside the browser page and reading browser logs or captured artifacts. Use for client state after interactions, imported app modules, DOM state, human-like input, canvas/WebGL/Three.js state, screenshots, videos, CPU/network/performance/heap analysis, WebXR/Three.js XR with IWER, and runtime-only behavior without editing app files.
Core rendering pipeline for three.js using WebGLRenderer and WebGPURenderer, canvas sizing, device pixel ratio, color space and tone mapping, output encoding, WebGL/WebGPU render targets, Info statistics, and addon overlay renderers (CSS2D/CSS3D/SVG). Use when tuning the draw loop, performance, or switching WebGPU vs WebGL; for EffectComposer passes use threejs-postprocessing; for XR session lifecycle use threejs-webxr; for shader graphs use threejs-node-tsl.
three.js cameras: Camera base, PerspectiveCamera, OrthographicCamera, CubeCamera, ArrayCamera, StereoCamera; projection matrices, aspect, FOV, orthographic frustum sizes, near/far planes, and dynamic environment maps with CubeCamera. Use when placing views, rendering reflections, or multi-view splits; for XR projections and eye matrices use threejs-webxr; for post pass camera tricks use threejs-postprocessing alongside threejs-renderers.
Installs and configures the Meta XR Simulator for testing Meta VR and Horizon OS apps without a physical device. Use when installing the simulator or integrating it with Unity, Unreal, or native OpenXR projects. For controlling a running simulator, use hz-xr-simulator-control. Build paths: Unity, Unreal, and native OpenXR; route Standard Android, Meta Spatial SDK, and WebXR work through hz-quest-verify-first.