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.