webxr-dev

Implement WebXR VR sessions with Three.js on Meta Quest devices.

1|Updated Mar 14, 2026
One-click install
npx skills add https://github.com/shady843/webxr-dev-skill --skill webxr-dev-shady843
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: webxr-dev
Source: https://github.com/shady843/webxr-dev-skill/tree/main
Command: npx skills add https://github.com/shady843/webxr-dev-skill --skill webxr-dev-shady843

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It prevents common WebXR-on-Quest failures by teaching you the practical setup, session configuration, rendering, locomotion, and debugging steps needed to make Three.js VR interactions work reliably.

Core Features & Use Cases

  • Choose the correct WebXR session mode (VR vs AR) and avoid the immersive-vr/immersive-ar pitfalls that break backgrounds and alpha blending.
  • Implement correct rendering behavior for Quest VR, including native-resolution XR framebuffers to avoid blurry pixelation.
  • Build core interaction systems such as teleportation, controller/hand interaction patterns, camera rig architecture, and VR-friendly UI panels.
  • Handle VR-specific shader and post-processing constraints, including skybox visibility rules, stereo considerations, and bypassing non-XR-aware postprocessing in headset mode.

Quick Start

Use the skill by invoking /webxr-dev to get actionable guidance for configuring an immersive-vr Three.js session on a Meta Quest and implementing teleport + controller interaction without rendering artifacts.

Frequently Asked Questions about webxr-dev

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I set up a WebXR immersive-vr session with Three.js on Meta Quest?

To set up a WebXR immersive-vr session on Meta Quest with Three.js, you must correctly configure the XR session mode and handle camera rig coordinate conversions to prevent background and alpha blending failures. This ensures reliable VR rendering and interaction setup.

Why does my WebXR VR rendering look blurry or pixelated on Meta Quest?

WebXR VR rendering looks blurry on Meta Quest when native XR framebuffers are not configured at the device's native resolution. Setting up native-resolution XR framebuffers ensures correct rendering quality and eliminates pixelation artifacts in the headset.

How do I implement VR locomotion and teleportation using Three.js controllers?

Implementing VR locomotion and teleportation requires building a camera rig architecture that handles rig space conversions and controller interaction patterns. This approach ensures smooth movement and accurate teleportation without breaking the immersive-vr coordinate system.

Does post-processing work with WebXR VR rendering in Three.js?

Standard post-processing does not work with WebXR VR rendering because it is not stereo-aware. You must bypass non-XR-aware postprocessing in headset mode and apply stereo-aware shader practices to avoid rendering artifacts during immersive sessions.

What is the difference between immersive-vr and immersive-ar session modes in WebXR?

The difference between immersive-vr and immersive-ar session modes in WebXR involves background visibility and alpha blending behavior. Choosing the correct session mode prevents common pitfalls that break backgrounds and alpha blending in Three.js VR experiences.

Why are my custom shaders not rendering correctly in Meta Quest VR?

Custom shaders fail to render correctly in Meta Quest VR when stereo considerations and skybox visibility rules are ignored. Applying VR-specific shader constraints ensures correct stereo-aware rendering and maintains skybox visibility inside the immersive headset.