test-interactions

Uji interaksi XR (ray, sentuh/sentuhan, mode ganda, audio, panel UI) terhadap contoh sentuh menggunakan CLI iwsdk.

npx skills add https://github.com/facebook/immersive-web-sdk --skill test-interactions

XR Interaction Test

Test 12 suites covering XR interaction behaviors: entity discovery, ECS registration, ray interaction, poke/touch, dual-mode, cross-entity isolation, input mode switching, rapid poke cycles, audio, UI panel, and stability.

Configuration:

  • EXAMPLE_DIR: $IWSDK_REPO_ROOT/examples/poke

Tool calls: every tool call is npx @iwsdk/cli <subcommand> [--input-json '<JSON>'] [--timeout <ms>], run from inside the example workspace (cwd $EXAMPLE_DIR). The CLI auto-discovers the IWSDK app root from cwd, so no path tricks are required. Run npx @iwsdk/cli mcp inspect from the example to discover available tools and their CLI subcommands.

  • <JSON> is a JSON object string. Omit --input-json if no arguments are needed.
  • Output is JSON on stdout: {ok, workspaceRoot, operation, result}. Parse it to check assertions.
  • Use --timeout 20000 for operations that may take longer (reload, xr enter, xr animate-to, screenshot).

IMPORTANT: Run each Bash command one at a time. Parse the JSON output and verify assertions before moving to the next command. Do NOT chain multiple CLI commands together.

IMPORTANT: When the instructions say "wait N seconds", use sleep N as a separate Bash command.


Step 1: Install Dependencies

cd $IWSDK_REPO_ROOT/examples/poke && npm run fresh:install

Wait for this to complete before proceeding.


Step 2: Start Dev Server

Start the dev server as a background task using the Bash tool's run_in_background: true parameter:

cd $IWSDK_REPO_ROOT/examples/poke && npm run dev

IMPORTANT: This command MUST be run with run_in_background: true on the Bash tool — do NOT append & to the command itself.

Once the background task is launched, poll the output for Vite's ready message (up to 60s). You can also run npx @iwsdk/cli dev status from the example directory until state.running becomes true. You do not need to extract or manage the port yourself; subsequent commands resolve the active runtime through the CLI automatically.

If the server fails to start within 60 seconds, report FAIL for all suites and skip to Step 5.


Step 3: Verify Connectivity

npx @iwsdk/cli ecs systems 2>/dev/null

This must return JSON with a list of systems. If it fails:

  1. Check /tmp/iwsdk-dev-interactions.log for errors
  2. Try killing and restarting the server (Step 2)
  3. If it still fails, report FAIL for all suites and skip to Step 5

Step 4: Run Test Suites

Pre-test Setup

Run these commands in order:

  1. Record the test start time immediately before reloading:

    node -p 'Date.now()'
    

    Save the output as <test-start-ms>.

  2. npx @iwsdk/cli browser reload --timeout 20000 2>/dev/null Then: sleep 3

  3. npx @iwsdk/cli xr enter --timeout 20000 2>/dev/null Then: sleep 2

  4. npx @iwsdk/cli browser logs --input-json '{"since":<test-start-ms>,"count":20,"level":["error"]}' 2>/dev/null Assert: No error-level logs. Warnings about audio autoplay are acceptable.


Suite 1: Entity Discovery

Discover all testable entities dynamically. These entity indices are used by all subsequent suites.

Test 1.1: Find Robot Entity

npx @iwsdk/cli ecs find --input-json '{"withComponents":["Robot"]}' 2>/dev/null

Assert: Exactly 1 entity. Save its entityIndex as <robot>.

Test 1.2: Find Panel Entity

npx @iwsdk/cli ecs find --input-json '{"withComponents":["ScreenSpace"]}' 2>/dev/null

Assert: Exactly 1 entity. Save its entityIndex as <panel>.

Test 1.3: Get Robot World Position

npx @iwsdk/cli scene runtime-hierarchy --input-json '{"maxDepth":3}' 2>/dev/null

Find the robot's Object3D UUID (match entityIndex = <robot>). Then:

npx @iwsdk/cli scene transform --input-json '{"uuid":"<robot-uuid>"}' 2>/dev/null

Save positionRelativeToXROrigin as <robot-pos>. Expected near (0, 0.95, -1.5).

Test 1.4: Get Panel World Position Same approach — find panel's UUID from hierarchy, query transform.

npx @iwsdk/cli scene transform --input-json '{"uuid":"<panel-uuid>"}' 2>/dev/null

Save positionRelativeToXROrigin as <panel-pos>. Expected near (0, 1.5, -1.2057).


Suite 2: ECS Registration

Test 2.1: List Systems

npx @iwsdk/cli ecs systems 2>/dev/null

Assert these systems are present: RobotSystem, InputSystem, AudioSystem, PanelUISystem, ScreenSpaceUISystem.

Test 2.2: List Components

npx @iwsdk/cli ecs components 2>/dev/null

Assert these components are registered:

  • Robot
  • PanelUI (legacy compatibility component with field: config)
  • AudioSource (with fields: src, loop, _loaded, _isPlaying, _playRequested)
  • RayInteractable
  • PokeInteractable
  • ScreenSpace

Suite 3: Ray Interaction on Robot

Test 3.1: Ray Hover

npx @iwsdk/cli xr look-at --input-json '{"device":"controller-right","target":{"x":<robot-pos.x>,"y":<robot-pos.y>,"z":<robot-pos.z>},"moveToDistance":1.0}' 2>/dev/null

Then: sleep 1

npx @iwsdk/cli ecs query --input-json '{"entityIndex":<robot>,"components":["Hovered","Pressed"]}' 2>/dev/null

Assert: Hovered present, Pressed absent.

Test 3.2: Ray Select

npx @iwsdk/cli xr set-select-value --input-json '{"device":"controller-right","value":1}' 2>/dev/null

Then: sleep 0.5

npx @iwsdk/cli ecs query --input-json '{"entityIndex":<robot>,"components":["Hovered","Pressed"]}' 2>/dev/null

Assert: Both Hovered and Pressed present.

Test 3.3: Ray Release

npx @iwsdk/cli xr set-select-value --input-json '{"device":"controller-right","value":0}' 2>/dev/null

Then: sleep 0.5

npx @iwsdk/cli ecs query --input-json '{"entityIndex":<robot>,"components":["Hovered","Pressed"]}' 2>/dev/null

Assert: Hovered present, Pressed absent.

Test 3.4: Ray Unhover

npx @iwsdk/cli xr look-at --input-json '{"device":"controller-right","target":{"x":5,"y":1.5,"z":0}}' 2>/dev/null

Then: sleep 1

npx @iwsdk/cli ecs query --input-json '{"entityIndex":<robot>,"components":["Hovered"]}' 2>/dev/null

Assert: Hovered absent.


Suite 4: Poke Interaction on Robot

The touch pointer uses a SphereIntersector with two thresholds:

  • hoverRadius: 0.2m (20cm) — triggers hover
  • downRadius: 0.02m (2cm) — triggers auto-select (pointerdown)

Test 4.1: Position Near Robot

npx @iwsdk/cli xr set-transform --input-json '{"device":"controller-right","position":{"x":<robot-pos.x>,"y":<robot-pos.y>,"z":<z+0.3>},"orientation":{"pitch":0,"yaw":180,"roll":0}}' 2>/dev/null

(where <z+0.3> = <robot-pos.z> + 0.3)

Test 4.2: Slow Animate Through Robot

npx @iwsdk/cli xr animate-to --input-json '{"device":"controller-right","position":{"x":<robot-pos.x>,"y":<robot-pos.y>,"z":<z-0.3>},"duration":2.5}' --timeout 20000 2>/dev/null

(where <z-0.3> = <robot-pos.z> - 0.3) Then: sleep 1.5

npx @iwsdk/cli ecs query --input-json '{"entityIndex":<robot>,"components":["Hovered","Pressed"]}' 2>/dev/null

Assert: At least Hovered present. Pressed may also be present.

Test 4.3: Pull Back

npx @iwsdk/cli xr animate-to --input-json '{"device":"controller-right","position":{"x":0.3,"y":1.5,"z":-0.3},"duration":0.3}' --timeout 20000 2>/dev/null

Then: sleep 0.5

npx @iwsdk/cli ecs query --input-json '{"entityIndex":<robot>,"components":["Hovered","Pressed"]}' 2>/dev/null

Assert: Neither Hovered nor Pressed present.


Suite 5: Ray Interaction on Panel

Test 5.1: Ray Hover

npx @iwsdk/cli xr look-at --input-json '{"device":"controller-right","target":{"x":<panel-pos.x>,"y":<panel-pos.y>,"z":<panel-pos.z>},"moveToDistance":0.8}' 2>/dev/null

Then: sleep 1

npx @iwsdk/cli ecs query --input-json '{"entityIndex":<panel>,"components":["Hovered"]}' 2>/dev/null

Assert: Hovered present.

Test 5.2: Click

npx @iwsdk/cli xr select --input-json '{"device":"controller-right","duration":0.2}' 2>/dev/null

Then: sleep 0.5

npx @iwsdk/cli ecs query --input-json '{"entityIndex":<panel>,"components":["Hovered"]}' 2>/dev/null

Assert: Hovered still present.

Test 5.3: Unhover

npx @iwsdk/cli xr look-at --input-json '{"device":"controller-right","target":{"x":5,"y":1.5,"z":0}}' 2>/dev/null

Then: sleep 1

npx @iwsdk/cli ecs query --input-json '{"entityIndex":<panel>,"components":["Hovered"]}' 2>/dev/null

Assert: Hovered absent.


Suite 6: Dual-Mode Interaction (Panel — Ray + Poke)

Test 6.1: Ray Hover from Distance

npx @iwsdk/cli xr look-at --input-json '{"device":"controller-right","target":{"x":<panel-pos.x>,"y":<panel-pos.y>,"z":<panel-pos.z>},"moveToDistance":0.8}' 2>/dev/null

Then: sleep 1

npx @iwsdk/cli ecs query --input-json '{"entityIndex":<panel>,"components":["Hovered"]}' 2>/dev/null

Assert: Hovered present.

Test 6.2: Poke on Panel

npx @iwsdk/cli xr set-transform --input-json '{"device":"controller-right","position":{"x":<panel-pos.x>,"y":<panel-pos.y>,"z":<pz+0.2>},"orientation":{"pitch":0,"roll":0,"yaw":0}}' 2>/dev/null

(where <pz+0.2> = <panel-pos.z> + 0.2)

npx @iwsdk/cli xr animate-to --input-json '{"device":"controller-right","position":{"x":<panel-pos.x>,"y":<panel-pos.y>,"z":<pz-0.01>},"duration":3}' --timeout 20000 2>/dev/null

(where <pz-0.01> = <panel-pos.z> - 0.01 — stop just past the panel surface, NOT far behind it)

npx @iwsdk/cli ecs query --input-json '{"entityIndex":<panel>,"components":["Hovered","Pressed"]}' 2>/dev/null

Assert: Both Hovered and Pressed present.

Test 6.3: Poke Release

npx @iwsdk/cli xr animate-to --input-json '{"device":"controller-right","position":{"x":0.3,"y":1.5,"z":-0.3},"duration":0.3}' --timeout 20000 2>/dev/null

Then: sleep 0.5

npx @iwsdk/cli ecs query --input-json '{"entityIndex":<panel>,"components":["Hovered","Pressed"]}' 2>/dev/null

Assert: Neither present.


Suite 7: Cross-Entity Isolation

Test 7.1: Only Target Entity Gets Hovered

npx @iwsdk/cli xr set-transform --input-json '{"device":"controller-right","position":{"x":<rx+0.1>,"y":<robot-pos.y>,"z":<rz+0.3>},"orientation":{"pitch":0,"roll":0,"yaw":180}}' 2>/dev/null

(where <rx+0.1> = <robot-pos.x> + 0.1, <rz+0.3> = <robot-pos.z> + 0.3) Then: sleep 1

Check robot:

npx @iwsdk/cli ecs query --input-json '{"entityIndex":<robot>,"components":["Hovered"]}' 2>/dev/null

Assert: Hovered present on robot.

Check panel:

npx @iwsdk/cli ecs query --input-json '{"entityIndex":<panel>,"components":["Hovered","Pressed"]}' 2>/dev/null

Assert: No interaction components on panel.


Suite 8: Input Mode Switching

Test 8.1: Hand Hover

npx @iwsdk/cli xr set-input-mode --input-json '{"mode":"hand"}' 2>/dev/null
npx @iwsdk/cli xr set-transform --input-json '{"device":"hand-right","position":{"x":<rx+0.1>,"y":<robot-pos.y>,"z":<rz+0.3>}}' 2>/dev/null

Then: sleep 1

npx @iwsdk/cli ecs query --input-json '{"entityIndex":<robot>,"components":["Hovered"]}' 2>/dev/null

Assert: Hovered present.

Test 8.2: Switch Back to Controllers

npx @iwsdk/cli xr set-input-mode --input-json '{"mode":"controller"}' 2>/dev/null
npx @iwsdk/cli xr set-transform --input-json '{"device":"controller-right","position":{"x":0.3,"y":1.5,"z":-0.3},"orientation":{"pitch":0,"roll":0,"yaw":0}}' 2>/dev/null

Then: sleep 1

npx @iwsdk/cli ecs query --input-json '{"entityIndex":<robot>,"components":["Hovered"]}' 2>/dev/null

Assert: Hovered absent (clean transition).


Suite 9: Rapid Poke Cycles (Regression)

Test that multiple poke-release cycles all clean up properly (no stuck Pressed).

For each of 3 cycles:

  1. Position at {x: <robot-pos.x>, y: <robot-pos.y>, z: <robot-pos.z> + 0.4} with yaw 180:
    npx @iwsdk/cli xr set-transform --input-json '{"device":"controller-right","position":{"x":<robot-pos.x>,"y":<robot-pos.y>,"z":<rz+0.4>},"orientation":{"pitch":0,"yaw":180,"roll":0}}' 2>/dev/null
    
  2. Animate through:
    npx @iwsdk/cli xr animate-to --input-json '{"device":"controller-right","position":{"x":<robot-pos.x>,"y":<robot-pos.y>,"z":<rz-0.3>},"duration":1.5}' --timeout 20000 2>/dev/null
    
  3. sleep 1.5, then query <robot> for ["Hovered","Pressed"]. Assert: at least Hovered or Pressed present.
  4. Animate back:
    npx @iwsdk/cli xr animate-to --input-json '{"device":"controller-right","position":{"x":<robot-pos.x>,"y":<robot-pos.y>,"z":<rz+0.5>},"duration":0.3}' --timeout 20000 2>/dev/null
    
  5. sleep 0.5, then query <robot> for ["Hovered","Pressed"]. Assert: neither present.

All 3 cycles must pass.


Suite 10: Audio

Test 10.1: Find Audio Entities

npx @iwsdk/cli ecs find --input-json '{"withComponents":["AudioSource"]}' 2>/dev/null

Assert: At least 1 entity found. Use the first as <audio>.

Test 10.2: Verify Audio Loaded

npx @iwsdk/cli ecs query --input-json '{"entityIndex":<audio>,"components":["AudioSource"]}' 2>/dev/null

Assert: _loaded = true, src contains chime.mp3.

Test 10.3: Trigger Playback

npx @iwsdk/cli ecs set-component --input-json '{"entityIndex":<audio>,"componentId":"AudioSource","field":"loop","value":true}' 2>/dev/null
npx @iwsdk/cli ecs set-component --input-json '{"entityIndex":<audio>,"componentId":"AudioSource","field":"_playRequested","value":true}' 2>/dev/null

Note: _playRequested is consumed within one frame.

Test 10.4: Verify Playback State

npx @iwsdk/cli ecs query --input-json '{"entityIndex":<audio>,"components":["AudioSource"]}' 2>/dev/null

Assert: _isPlaying = true (loop is on).

Test 10.5: Stop Playback

npx @iwsdk/cli ecs set-component --input-json '{"entityIndex":<audio>,"componentId":"AudioSource","field":"_stopRequested","value":true}' 2>/dev/null

Suite 11: UI Panel Verification

Test 11.1: Panel Loading

npx @iwsdk/cli ecs query --input-json '{"entityIndex":<panel>,"components":["ScreenSpace","RayInteractable","PokeInteractable"]}' 2>/dev/null

Assert:

  • ScreenSpace component IS present
  • RayInteractable and PokeInteractable are present
  • PanelUI and PanelDocument are absent because the panel is a UIKitML asset object

Test 11.2: Visual Confirmation

npx @iwsdk/cli browser screenshot --timeout 20000 2>/dev/null

Assert: returns a screenshotPath (PNG file saved to /tmp).


Suite 12: Stability Check

npx @iwsdk/cli browser logs --input-json '{"since":<test-start-ms>,"count":50,"level":["error","warn"]}' 2>/dev/null

Assert: No error-level logs. Warnings about AudioContext autoplay policy are acceptable. Pre-existing 404 resource errors from page load are acceptable.


Step 5: Cleanup & Results

Kill the dev server:

cd $IWSDK_REPO_ROOT/examples/poke && npx @iwsdk/cli dev down

Output a summary table:

| Suite                         | Result    |
|-------------------------------|-----------|
| 1. Entity Discovery           | PASS/FAIL |
| 2. ECS Registration           | PASS/FAIL |
| 3. Ray Interaction (Robot)    | PASS/FAIL |
| 4. Poke Interaction (Robot)   | PASS/FAIL |
| 5. Ray Interaction (Panel)    | PASS/FAIL |
| 6. Dual-Mode (Panel)          | PASS/FAIL |
| 7. Cross-Entity Isolation     | PASS/FAIL |
| 8. Input Mode Switching       | PASS/FAIL |
| 9. Rapid Poke Cycles          | PASS/FAIL |
| 10. Audio                     | PASS/FAIL |
| 11. UI Panel                  | PASS/FAIL |
| 12. Stability                 | PASS/FAIL |

If any suite fails, include which assertion failed and actual vs expected values.


Recovery

If at any point a transient error occurs (server crash, WebSocket timeout, connection refused, etc.) that is NOT caused by a source code bug:

  1. Stop the dev server: cd $IWSDK_REPO_ROOT/examples/poke && npx @iwsdk/cli dev down
  2. Restart: re-run Step 2 to start a fresh dev server
  3. Re-run the Pre-test Setup (reload, accept session)
  4. Retry the failed suite

Only give up after one retry attempt per suite. If the same suite fails twice, mark it FAIL and continue to the next suite.


Known Issues & Workarounds

Poke timing sensitivity

The slow animation in poke suites (2-2.5 seconds) is critical. The poke system uses a 2cm downRadius threshold — if the controller moves too fast, it can skip past the threshold between frames.

Audio autoplay

Browsers block audio autoplay until user gesture. The _playRequested flag may silently fail. If _isPlaying is false, this is a browser policy issue, not a bug.

One-shot flags consumed immediately

_playRequested and _stopRequested are processed and reset to false within a single frame.

Entity indices change on reload

Never cache entity indices across page reloads. Always re-discover via npx @iwsdk/cli ecs find.

Touch pointer not enabled

toggleSubPointer('touch', true) must be called when entities are created, not just at init time.

Pressed stuck after poke pull-back

Fixed: processTouchLifecycle now dispatches pointer.up() when intersection is lost in SELECT state.

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