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test-level

Test level system (LevelRoot, LevelTag, default lighting, scene hierarchy) against the poke example using the iwsdk CLI.

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Level System Test

Run 5 test suites covering LevelRoot, LevelTag membership, default lighting, scene hierarchy, and stability.

All tool calls go through npx iwsdk from the example workspace. The helper below keeps the existing MCP-style tool names, but it resolves them through iwsdk mcp inspect and then executes the matching CLI command directly.

Configuration:

  • EXAMPLE_DIR: /Users/felixz/Projects/immersive-web-sdk/examples/poke
  • ROOT: /Users/felixz/Projects/immersive-web-sdk

SHORTHAND: Throughout this document, MCPCALL means this shell function:

MCPCALL() {
  local tool=""
  local args=""
  local timeout=""
  while [ "$#" -gt 0 ]; do
    case "$1" in
      --tool) tool="$2"; shift 2 ;;
      --args) args="$2"; shift 2 ;;
      --timeout) timeout="$2"; shift 2 ;;
      *) echo "Unknown argument: $1" >&2; return 1 ;;
    esac
  done

  node --input-type=module - "$tool" "${args:-}" "${timeout:-}" <<'EOF'
import { spawnSync } from 'node:child_process';

const [toolName, rawArgs, timeout] = process.argv.slice(2);
const inspect = spawnSync('npx', ['iwsdk', 'mcp', 'inspect'], {
  cwd: process.cwd(),
  encoding: 'utf8',
});
if (inspect.status !== 0) {
  if (inspect.stderr) process.stderr.write(inspect.stderr);
  process.exit(inspect.status ?? 1);
}

const parsed = JSON.parse(inspect.stdout);
const tool = parsed.data.tools.find((entry) => entry.mcpName === toolName);
if (!tool) {
  console.error(`Unknown tool: ${toolName}`);
  process.exit(1);
}

const cliArgs = ['iwsdk', ...tool.cliPath.split(' ')];
if (rawArgs) cliArgs.push('--input-json', rawArgs);
if (timeout) cliArgs.push('--timeout', timeout);

const result = spawnSync('npx', cliArgs, {
  cwd: process.cwd(),
  encoding: 'utf8',
});
if (result.stdout) process.stdout.write(result.stdout);
if (result.stderr) process.stderr.write(result.stderr);
process.exit(result.status ?? 1);
EOF
}

Tool calling pattern: Every tool call is a Bash command using the MCPCALL shorthand:

MCPCALL --tool <TOOL_NAME> --args '<JSON_ARGS>' 2>/dev/null
  • <TOOL_NAME> uses MCP-style names (e.g. browser_reload_page, xr_accept_session). The shell helper resolves them to direct CLI commands.
  • <JSON_ARGS> is a JSON object string. Omit --args if no arguments needed.
  • Output is JSON on stdout. Parse it to check assertions.
  • Use --timeout 20000 for operations that may take longer (reload, accept_session, screenshot).
  • Running from the example workspace (or a child directory within it) is required so npx iwsdk can resolve the nearest IWSDK app root.

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 MCPCALL commands together.

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


Step 1: Install Dependencies

cd /Users/felixz/Projects/immersive-web-sdk/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 /Users/felixz/Projects/immersive-web-sdk/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 dev status from the example directory until state.running becomes true. You do not need to extract or manage the port yourself; all subsequent MCPCALL commands resolve the active runtime through the CLI.

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


Step 3: Verify Connectivity

MCPCALL --tool ecs_list_systems 2>/dev/null

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

  1. Check the dev server output 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. MCPCALL --tool browser_reload_page --timeout 20000 2>/dev/null Then: sleep 3

  2. MCPCALL --tool xr_accept_session --timeout 20000 2>/dev/null Then: sleep 2

  3. MCPCALL --tool browser_get_console_logs --args '{"count":20,"level":["error","warn"]}' 2>/dev/null Assert: No error-level logs.


Suite 1: LevelRoot

Test 1.1: Find LevelRoot Entity

MCPCALL --tool ecs_find_entities --args '{"withComponents":["LevelRoot"]}' 2>/dev/null

Assert: Exactly 1 entity. Save its entityIndex as <root>. Entity should have name "LevelRoot". Entity should also have: Transform, LevelTag, DomeGradient, IBLGradient.

Test 1.2: LevelRoot Transform at Identity

MCPCALL --tool ecs_query_entity --args '{"entityIndex":<root>,"components":["Transform"]}' 2>/dev/null

Assert:

  • position: [0, 0, 0] (approximately)
  • orientation: [0, 0, 0, 1]
  • scale: [1, 1, 1]

The LevelSystem enforces identity transform on the level root every frame.


Suite 2: LevelTag Membership

Test 2.1: All Level Entities Tagged

MCPCALL --tool ecs_find_entities --args '{"withComponents":["LevelTag"]}' 2>/dev/null

Assert: Multiple entities — all entities except entity 0 (scene root, which is persistent).

Test 2.2: LevelTag ID Matches

Pick any tagged entity from the results above:

MCPCALL --tool ecs_query_entity --args '{"entityIndex":<any-tagged>,"components":["LevelTag"]}' 2>/dev/null

Assert: id = "level:default"

All tagged entities should have the same id value ("level:default" for the initial level).

Test 2.3: Persistent Entities Excluded

MCPCALL --tool ecs_find_entities --args '{"withComponents":["Transform"],"withoutComponents":["LevelTag"]}' 2>/dev/null

Assert: 10 entities — entity 0 (scene root) plus 9 persistent input-rig entities created by the world bootstrap (xrOrigin, head, ray/grip/indexTip spaces for left and right). None of these should carry LevelTag.


Suite 3: Default Lighting

Test 3.1: LevelRoot Has Both Environment Components

MCPCALL --tool ecs_query_entity --args '{"entityIndex":<root>,"components":["DomeGradient","IBLGradient"]}' 2>/dev/null

Assert: Both components present with default color values.

Test 3.2: LevelSystem Config

MCPCALL --tool ecs_list_systems 2>/dev/null

Assert: LevelSystem has config key: defaultLighting.


Suite 4: Scene Hierarchy

Test 4.1: LevelRoot is Child of Scene Root

MCPCALL --tool scene_get_hierarchy --args '{"maxDepth":2}' 2>/dev/null

Assert:

  • Scene root children include "LevelRoot"
  • LevelRoot children include all level entities (env mesh, robot, panel, logo, etc.)

Test 4.2: Entity Count

MCPCALL --tool ecs_find_entities --args '{"limit":50}' 2>/dev/null

Assert: Total entity count should be >= 5.


Suite 5: Stability

MCPCALL --tool browser_get_console_logs --args '{"count":30,"level":["error","warn"]}' 2>/dev/null

Assert: No application-level errors or warnings. Pre-existing 404 resource errors from page load are acceptable.


Step 5: Cleanup & Results

Kill the dev server:

cd /Users/felixz/Projects/immersive-web-sdk/examples/poke && npx iwsdk dev down

Output a summary table:

| Suite                  | Result    |
|------------------------|-----------|
| 1. LevelRoot           | PASS/FAIL |
| 2. LevelTag Membership | PASS/FAIL |
| 3. Default Lighting    | PASS/FAIL |
| 4. Scene Hierarchy     | PASS/FAIL |
| 5. 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 /Users/felixz/Projects/immersive-web-sdk/examples/poke && npx iwsdk 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

LevelTag id for default level

When no GLXF level URL is provided, the level id is "level:default". All entities created via world.createTransformEntity() (without persistent: true) automatically receive LevelTag with this id.

Level root identity enforcement

LevelSystem.update() checks and resets the level root's transform to identity every frame. If you modify the level root's position via ecs_set_component, it will be reset on the next frame.

Entity 0 is special

Entity 0 wraps the Three.js Scene object. It has Transform but no LevelTag — it's the persistent root that survives level changes.

Entity indices change on reload

Never cache entity indices across page reloads. Always re-discover via ecs_find_entities.

Repository
facebook/immersive-web-sdk
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