Skip to main content

snap-spectacles-sik

Load when the user is wiring pinch, poke, gaze, or two-handed manipulation on Snap Spectacles — building AR buttons, sliders, draggable objects, scrollable lists, custom interactors, or asks "why isn't my Interactable firing." Don't load for general Lens Studio scene setup — use snap-spectacles-build.

ソース情報

リポジトリ
HKTITAN/thenextinterface
ソースの最終更新活動
2026年5月15日 09:09
検出された SKILL.md の言語
英語
スター
4
フォーク
0

インストール方法

デフォルトでは、最初にソースを確認する Prompt が選択されています。直接コマンドに切り替えるか、ローカルコピーをダウンロードすることもできます。

ソースファイルを確認

インストールを決める前に、SKILL.md と SkillsMP に表示されている付属ファイルをお読みください。

ファイルエクスプローラー
15 ファイル

SKILL.md を表示中

SKILL.md
ソースの指示 · 読み取り専用プレビュー
name
snap-spectacles-sik
description
Load when the user is wiring pinch, poke, gaze, or two-handed manipulation on Snap Spectacles — building AR buttons, sliders, draggable objects, scrollable lists, custom interactors, or asks "why isn't my Interactable firing." Don't load for general Lens Studio scene setup — use snap-spectacles-build.
license
MIT
metadata
{"author":"HKTITAN","version":"1.0.0","graph":true,"depends":["snap-spectacles-build"]}
# Spectacles Interaction Kit (SIK) SIK is the canonical way to wire interactions on Spectacles. The architecture is three classes — **Interactor**, **Interactable**, **InteractionManager** — and a handful of UI prefabs. Once the model clicks, everything from pinch buttons to two-handed scaling falls into the same shape. ## When to load Triggers: - "Why isn't my pinch button firing on Spectacles" - "AR draggable Spectacles" - "Two-handed scale on Spectacles" - "Custom interactor SIK" - "PinchButton trigger event" - "Spectacles raycast interaction" - "Spectacles cursor" Don't load for: - General Lens Studio basics — see [[../snap-spectacles-build/SKILL]]. - Multiplayer / shared interactions — see [[../snap-spectacles-sync/SKILL]]. - Mobile controller pairing for non-interaction reasons — see [[../snap-spectacles-mobile-kit/SKILL]]. ## Decide first The architecture decisions before code: 1. **Near or far?** Direct-pinch is near (~5 cm from the Interactable's collider). Far interaction needs the cursor / gaze-driven ray. See [[references/hand-interactor]] and [[references/cursor-interactor]]. 2. **One hand or two?** Two-handed manipulation is supported but requires `InteractableManipulation` configured for two-handed. See [[references/manipulation]]. 3. **UI element source.** Build with SIK / UI Kit prefabs (Button, Toggle, Slider, Container) or write your own Interactable? Prefer prefabs first. 4. **Bubble-or-trickle.** SIK fires events down the scene-graph tree from ancestors to targets and back up — what catches the event? See [[references/event-cascading]]. ## Map of content ### Architecture - [[references/interaction-manager]] — the central manager and the bubble/trickle event flow. - [[references/event-cascading]] — how events propagate through ancestor Interactables. ### Interactors (input) - [[references/hand-interactor]] — direct-pinch and direct-poke; the near-field gesture model. - [[references/cursor-interactor]] — gaze-driven cursor for far interaction. - [[references/mobile-interactor]] — smartphone-as-controller, calibrated with Spectacles. - [[references/hand-visualization]] — visualising the user's hands in scene. ### Interactables (targets) - [[references/interactables]] — Interactable component, collider requirements, states (hover, trigger). - [[references/manipulation]] — InteractableManipulation: translate, scale, rotate, two-handed. - [[references/anchor-dynamics]] — anchor / pinning so UI stays where the user puts it. ### UI prefabs (composition) - [[references/ui-buttons]] — Button / PinchButton patterns and where the click really lands. - [[references/ui-toggles]] — Toggle component, state binding, accessibility. - [[references/ui-sliders]] — Slider and ScrollBar; the continuous-value pattern. - [[references/ui-containers]] — Container and ContainerFrame as the scene's UI organiser. ### Custom - [[references/custom-interactor]] — when prefabs aren't enough; writing your own. ## Verify Before claiming an interaction works: - [ ] Every Interactable has a Collider component sized for the target gesture. - [ ] Exactly one InteractionManager exists in the scene. - [ ] Hand-interactor and cursor-interactor (if both present) don't fight for the same Interactable — use raycast layers or priority. - [ ] Direct-pinch works within the Interactable's collider (≈5 cm range). - [ ] Event subscriptions are bound in `onAwake` / `onStart` and unbound in `onDestroy` / `onDisable`. - [ ] Tested with the actual hand pose, not just the editor mouse. - [ ] Two-handed manipulation (if used) is tested with both hands tracking. - [ ] The interaction is glanceable — see [[../../meta/meta-display-design/references/glanceable-principle]]. ## Smoke test If this skill loaded correctly, the agent should answer: 1. Why does an Interactable need a Collider component to receive events? (Expected: the Interactor raycasts against collider geometry; without a collider it can never be a hit; cites [[references/interactables]].) 2. What's the difference between direct-pinch and indirect-pinch? (Expected: direct-pinch fires within ~5 cm of the Interactable's collider; indirect routes through a raycast / cursor; cites [[references/hand-interactor]] and [[references/cursor-interactor]].) 3. Three reasons a pinch event might not fire on a properly-shaped Interactable. (Expected: collider too small / offset; no InteractionManager in scene; another Interactable ancestor is consuming the event in its bubble phase. Cites [[references/interactables]], [[references/interaction-manager]], [[references/event-cascading]].) ## Sibling skills - [[../snap-spectacles-build/SKILL]] — the Lens Studio basics this skill assumes. - [[../snap-spectacles-sync/SKILL]] — for multi-user / networked interactions. - [[../snap-spectacles-design/SKILL]] — the UX layer on top of these mechanics. ## Sources - SIK getting started — <https://developers.snap.com/spectacles/spectacles-frameworks/spectacles-interaction-kit/get-started> - SIK architecture — <https://developers.snap.com/spectacles/spectacles-frameworks/spectacles-interaction-kit/architecture> - SIK features overview — <https://developers.snap.com/spectacles/spectacles-frameworks/spectacles-interaction-kit/features/overview> - Interaction system — <https://developers.snap.com/spectacles/spectacles-frameworks/spectacles-interaction-kit/features/interactionsystem> - SIK release notes — <https://developers.snap.com/spectacles/spectacles-frameworks/spectacles-interaction-kit/release-notes> - Sample projects — <https://github.com/specs-devs/samples>
GitHubで見る