| name | iwsdk-ray |
| description | Ray-based interactions in the WebXR scene — click objects, press UI buttons, or distance-grab with DistanceGrabbable. Use when the user wants to point at and interact with something at a distance, click a UI button, or test ray-based selection. |
| argument-hint | <target> [action] |
Ray Interaction
Point at and interact with objects or UI elements in the XR scene using the controller ray. The workflow has a required core (steps 1-4) and optional extensions that depend on whether the target is an object or UI element, and what kind of interaction is needed.
User request is in $ARGUMENTS.
Required Core
These steps always execute in order.
Step 1: Enter XR
Check session status. If not in an active XR session, accept and enter.
xr_get_session_status → if not sessionActive → xr_accept_session
Step 2: Locate the target
For scene objects: Find a live entity by name or interaction component, then
query its component data.
ecs_find_entities({namePattern: target}) → ecs_query_entity(entityIndex)
For UI elements: start from the stable UIKitML identities instead of trying to
discover an internal panel component:
- Read the UIKITML source file to find the element's
id (e.g., <button id="xr-button">)
- Find the manifest asset ID and the placed scene node whose
content.asset uses it
- In application code, resolve the placed
UIKitMLAsset with
world.requireSceneObject(sceneNodeId) and resolve the element with
requireElementById(elementId)
- Add an application-level test hook exposing the element's world target when the
runtime tools need a precise point to aim at
If the element already has a name in the hierarchy, skip straight to getting its transform.
If the object is not found, report the available named objects and stop.
Step 3: Get its transform
Read the target's Transform position from the queried entity or application test
hook from step 2.
ecs_query_entity(entityIndex) → Transform.position
Step 4: Aim the controller
Point the controller at the target. Default to "controller-right" unless the user specified left. Do NOT move the controller — only rotate it.
xr_look_at({ device: "controller-right", target: { x, y, z } })
The controller ray is now pointing at the target. What happens next depends on the interaction type.
Interaction Branches
Based on the user's intent and the target's components, choose ONE of the following.
Branch A: Click / Select (objects with RayInteractable, or UI buttons)
For simple clicks, send an explicit trigger press and release. Use for UI buttons and objects that respond to the Pressed component.
xr_set_select_value({ device: "controller-right", value: 1 })
xr_set_select_value({ device: "controller-right", value: 0 })
This explicit press/release sequence is deterministic and makes the held state visible
between the two commands.
Branch B: Distance Grab (objects with DistanceGrabbable)
DistanceGrabbable requires press and hold on the trigger (button index 0), not a quick select.
B1: Engage trigger
xr_set_gamepad_state({
device: "controller-right",
buttons: [{ index: 0, value: 1 }],
})
The object is now distance-grabbed. Behavior depends on the movementMode:
- MoveFromTarget / MoveAtSource / RotateAtSource — object stays remote, moves relative to controller movement
- MoveTowardsTarget — object flies into the controller's hand, then behaves like a proximity grab
B2: Move to destination (optional)
If the user wants to move the object somewhere, animate the controller to the destination.
xr_animate_to({
device: "controller-right",
position: { x, y, z },
duration: 0.5,
})
If no destination specified but user asked to "move" or "bring" the object, animate to in front of the headset: xr_get_transform({ "device": "headset" }) → place at (head.x, head.y - 0.2, head.z - 0.5).
B3: Release trigger
xr_set_gamepad_state({
device: "controller-right",
buttons: [{ index: 0, value: 0 }],
})
B4: Return controller
Animate back to resting position.
xr_animate_to({
device: "controller-right",
position: { x: 0.2, y: 1.4, z: -0.3 },
duration: 0.5,
})
Default resting positions: right (0.2, 1.4, -0.3), left (-0.2, 1.4, -0.3).
Step 5: Verify (optional)
Take a screenshot to confirm the result.
browser_screenshot
browser_screenshot is runtime-only. If the editor is visible, the managed workspace
switches to runtime before capture.
Notes
- Click vs hold: use
xr_set_select_value 1→0 for quick clicks. Hold it at 1 while moving a DistanceGrabbable, then release with 0.
- Trigger vs squeeze: Ray interactions use the trigger (button index 0). Proximity grabs (OneHandGrabbable/TwoHandsGrabbable) use squeeze (button index 1). Don't mix them up.
- UI element discovery: use manifest asset ID → stable scene node ID → UIKitML
element ID. Expose a test hook for the resolved element when a world-space aim target
is needed. Guessing from panel offsets or transient entity indices is fragile.
- DistanceGrabbable movement modes: Check the entity's DistanceGrabbable component to see which
movementMode is set. Use ecs_query_entity if unsure.
- Don't move the controller to the target — ray interactions work at a distance. Only rotate via
xr_look_at, don't translate.