| 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 by name using scene_get_hierarchy, then get the UUID.
scene_get_hierarchy → find node matching target name
For UI elements: UI buttons/elements are children of PanelUI entities and may not have names by default. To locate precisely:
- Read the UIKITML source file to find the element's
id (e.g., <button id="xr-button">)
- Find the system or code that loads the panel via
PanelDocument
- Add
.name = "element-id" on the Object3D returned by getElementById() — this is harmless and makes it discoverable
- Reload, then find it by name in
scene_get_hierarchy
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
Get the target's world position using its UUID from step 2.
scene_get_object_transform(uuid) → use positionRelativeToXROrigin
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 Interactable, or UI buttons)
For simple clicks — fires selectstart, select, selectend events. Use for UI buttons and objects that respond to Pressed component.
xr_select({ device: "controller-right" })
This is a quick press-and-release. Done.
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
Notes
- Click vs hold:
xr_select is for quick clicks. xr_set_gamepad_state with trigger held is for distance grabs. Never use xr_select for DistanceGrabbable — the object needs sustained trigger pressure.
- 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: Always prefer the precise approach — name the Object3D via PanelDocument's
getElementById + .name, then find it in the hierarchy. Guessing positions based on panel offset 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.