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iwsdk-physics

Guide for implementing physics in IWSDK projects. Use when adding physics simulation, configuring rigid bodies, collision shapes, applying forces, creating grabbable physics objects, or troubleshooting physics behavior.

84

1.02x
Quality

77%

Does it follow best practices?

Impact

99%

1.02x

Average score across 3 eval scenarios

SecuritybySnyk

Passed

No known issues

Optimize this skill with Tessl

npx tessl skill review --optimize ./packages/starter-assets/claude-injections/skills/iwsdk-physics/SKILL.md
SKILL.md
Quality
Evals
Security

Evaluation results

98%

7%

VR Physics Object Gallery

Material physics properties and grabbable setup

Criteria
Without context
With context

Correct imports

62%

75%

Physics feature enabled

100%

100%

Grabbing feature enabled

100%

100%

Both components on dynamic objects

100%

100%

Floor is Static

100%

100%

Floor has both components

100%

100%

Explicit shape types

100%

100%

Sphere dimensions correct

100%

100%

Box dimensions correct

100%

100%

Rubber restitution

100%

100%

Steel density

100%

100%

Ice friction

100%

100%

Interactable component

0%

100%

Grabbable component

100%

100%

createTransformEntity used

100%

100%

100%

Space Station Zero-Gravity Training Module

Zero gravity, sustained forces, explosion pattern

Criteria
Without context
With context

Zero gravity configuration

100%

100%

Radial direction calculation

100%

100%

Distance-based falloff

100%

100%

Blast uses PhysicsManipulation

100%

100%

Tether re-adds each frame

100%

100%

Custom system priority > -2

100%

100%

Both shape and body on crates

100%

100%

Crates are Dynamic

100%

100%

Explicit box shape

100%

100%

Correct dimensions format

100%

100%

PhysicsSystem import for gravity

100%

100%

Physics-design.md explains per-frame vs one-shot

100%

100%

100%

Moving Platform Obstacle Course with Speed Detection

Kinematic platforms, velocity reading, custom system priority

Criteria
Without context
With context

Platforms are Kinematic

100%

100%

Boxes are Dynamic

100%

100%

Both components on platforms

100%

100%

Both components on boxes

100%

100%

No TriMesh/ConvexHull on dynamic objects

100%

100%

getVectorView for velocity

100%

100%

Speed computed from components

100%

100%

SpeedMonitorSystem priority > -2

100%

100%

Box shape not Auto

100%

100%

Box dimensions correct

100%

100%

Platform oscillation code

100%

100%

design-notes explains priority

100%

100%

Repository
facebook/immersive-web-sdk
Evaluated
Agent
Claude Code
Model
Claude Sonnet 4.6

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