webxr-ratk

Translate WebXR plane, mesh, anchor, and hit-test data into a Three.js scene graph.

1|1|Updated Mar 30, 2026
One-click install
npx skills add https://github.com/Entelligentsia/skillforge --skill webxr-ratk
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: webxr-ratk
Source: https://github.com/Entelligentsia/skillforge/tree/main/meta-webxr-skills/skills/webxr-ratk
Command: npx skills add https://github.com/Entelligentsia/skillforge --skill webxr-ratk

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

RATK bridges low-level WebXR APIs to Three.js Object3D instances, easing the development of Quest MR experiences by unifying planes, meshes, anchors, and hit-testing under a single Three.js workflow.

Core Features & Use Cases

  • Translates XR data into a live Three.js scene graph, automatically creating objects for detected planes, room meshes, and anchors.
  • Provides simple APIs to manage anchors (persistent and non-persistent), hit-test targets, and plane/mesh events for interactive experiences.
  • Use Case: Build Quest MR apps with dynamic mapping, stable anchoring, and reliable hit-testing in Three.js environments.

Quick Start

Initialize RATK with your WebXR manager and attach plane, mesh, and anchor handlers to start building AR experiences.

Frequently Asked Questions about webxr-ratk

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

FAQPage Schema
How do I translate WebXR plane and mesh data into a Three.js scene graph?

Translate WebXR plane and mesh data into a Three.js scene graph using the RealityAccelerator API, which automatically generates Object3D instances for detected surfaces. This unifies low-level XR spatial data into a cohesive Three.js workflow.

What is the best way to implement spatial anchoring for Quest MR in Three.js?

Implement Quest MR spatial anchoring in Three.js by using dedicated APIs to manage persistent and non-persistent anchors within the scene graph. This ensures virtual objects remain fixed to real-world coordinates across sessions.

Can I use WebXR hit-testing with Three.js for Quest mixed reality?

Yes, you can use WebXR hit-testing with Three.js for Quest MR by integrating interactive hit-test targets that map directly to detected planes and meshes. This enables reliable virtual object placement and user interaction in augmented reality.

Do I need a specific WebXR runtime to manage planes and anchors in Three.js?

Yes, you need a WebXR-compatible browser or runtime to manage planes, meshes, and anchors in Three.js. The system relies on the RealityAccelerator API to handle real-time spatial data and Object3D lifecycle events.

Why use a dedicated WebXR to Three.js bridge instead of native APIs for Quest MR?

Using a dedicated bridge eases Quest MR development by unifying planes, meshes, anchors, and hit-testing under a single Three.js workflow. It abstracts low-level WebXR APIs into structured Object3D instances, reducing manual scene management.