Debug continuous behavior in WebXR scenes — physics, animations, collisions, game loops, or any real-time interaction that happens too fast for an agent to observe. Uses ECS pause/step/snapshot/diff to freeze time and inspect state frame by frame.
73
91%
Does it follow best practices?
Impact
—
No eval scenarios have been run
Passed
No known issues
Real-time behavior (physics, animations, collisions, game loops) happens too fast for an agent to observe directly. By the time you take a screenshot, the action is over. This skill uses ECS time-control tools to freeze, step, and diff state frame by frame.
User request is in $ARGUMENTS.
Every debugging session follows this pattern:
ecs_pause — freeze ECS updates right before the interesting momentecs_snapshot({ "label": "before" }) — capture state before the actionecs_step(count, delta) — advance a few frames at fixed timestepbrowser_screenshot — visually verify what happenedecs_snapshot({ "label": "after" }) — capture state after steppingecs_diff({ "from": "before", "to": "after" }) — see exactly what changedecs_resume — return to normal execution when doneThe key insight: pause BEFORE triggering the action, not after. If you pause after, you've already missed the first frames.
| Tool | Purpose |
|---|---|
ecs_pause | Freeze all ECS system updates. Render loop continues — screenshots still work. |
ecs_step({"count":N,"delta":SECONDS}) | Advance N frames with fixed timestep (seconds). Must pause first. |
ecs_resume | Resume normal execution. First frame uses capped delta to avoid physics explosions. |
ecs_snapshot({"label":"..."}) | Capture full ECS state. Stores up to 2 snapshots. |
ecs_diff({"from":"...","to":"..."}) | Compare two snapshots. Shows added/removed entities and field-level value changes. |
ecs_toggle_system({"name":"...","paused":true}) | Pause/resume a single system. Use ecs_list_systems to discover names. |
browser_screenshot | Visual verification — works while paused since the render loop continues. |
delta is in seconds. Common values: 0.016 (60fps), 0.0139 (72fps/Quest refresh rate).Short domain-specific tips. Apply the core workflow above, plus these hints.
delta: 0.016 to catch initial acceleration.PhysicsBody._linearVelocity and PhysicsBody._angularVelocity to see motion direction and speed.Transform.position to track movement.PhysicsBody (Static) and PhysicsShape (TriMesh for complex geometry).ecs_query_entity to inspect PhysicsShape and PhysicsBody on both the falling object and the surface.PhysicsBody._linearVelocity shows the throw direction and speed.PhysicsBody with state: Dynamic.delta matching your target framerate.Transform.position, Transform.orientation, and Transform.scale across snapshots to track interpolation.PhysicsBody._linearVelocity sign changes (indicates bounce/impact).PhysicsBody._angularVelocity spikes (indicates tumbling from impact).PhysicsShape exists on both entities, and verify shape types are appropriate (use TriMesh for complex static geometry).ecs_list_systems to see all systems and their priorities.ecs_toggle_system({ "name": "SystemName", "paused": true }) to pause a suspect system while others run.ecs_step will fail if you haven't called ecs_pause first.b3d1162
If you maintain this skill, you can claim it as your own. Once claimed, you can manage eval scenarios, bundle related skills, attach documentation or rules, and ensure cross-agent compatibility.