Test level system (LevelRoot, LevelTag, default lighting, scene hierarchy) against the poke example using the iwsdk CLI.
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npx tessl skill review --optimize ./.claude/skills/test-level/SKILL.mdRun 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:
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.--timeout 20000 for operations that may take longer (reload, accept_session, screenshot).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.
cd /Users/felixz/Projects/immersive-web-sdk/examples/poke && npm run fresh:installWait for this to complete before proceeding.
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 devIMPORTANT: 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.
MCPCALL --tool ecs_list_systems 2>/dev/nullThis must return JSON with a list of systems. If it fails:
Run these commands in order:
MCPCALL --tool browser_reload_page --timeout 20000 2>/dev/null
Then: sleep 3
MCPCALL --tool xr_accept_session --timeout 20000 2>/dev/null
Then: sleep 2
MCPCALL --tool browser_get_console_logs --args '{"count":20,"level":["error","warn"]}' 2>/dev/null
Assert: No error-level logs.
Test 1.1: Find LevelRoot Entity
MCPCALL --tool ecs_find_entities --args '{"withComponents":["LevelRoot"]}' 2>/dev/nullAssert: 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/nullAssert:
[0, 0, 0] (approximately)[0, 0, 0, 1][1, 1, 1]The LevelSystem enforces identity transform on the level root every frame.
Test 2.1: All Level Entities Tagged
MCPCALL --tool ecs_find_entities --args '{"withComponents":["LevelTag"]}' 2>/dev/nullAssert: 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/nullAssert: 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/nullAssert: 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.
Test 3.1: LevelRoot Has Both Environment Components
MCPCALL --tool ecs_query_entity --args '{"entityIndex":<root>,"components":["DomeGradient","IBLGradient"]}' 2>/dev/nullAssert: Both components present with default color values.
Test 3.2: LevelSystem Config
MCPCALL --tool ecs_list_systems 2>/dev/nullAssert: LevelSystem has config key: defaultLighting.
Test 4.1: LevelRoot is Child of Scene Root
MCPCALL --tool scene_get_hierarchy --args '{"maxDepth":2}' 2>/dev/nullAssert:
Test 4.2: Entity Count
MCPCALL --tool ecs_find_entities --args '{"limit":50}' 2>/dev/nullAssert: Total entity count should be >= 5.
MCPCALL --tool browser_get_console_logs --args '{"count":30,"level":["error","warn"]}' 2>/dev/nullAssert: No application-level errors or warnings. Pre-existing 404 resource errors from page load are acceptable.
Kill the dev server:
cd /Users/felixz/Projects/immersive-web-sdk/examples/poke && npx iwsdk dev downOutput 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.
If at any point a transient error occurs (server crash, WebSocket timeout, connection refused, etc.) that is NOT caused by a source code bug:
cd /Users/felixz/Projects/immersive-web-sdk/examples/poke && npx iwsdk dev downOnly give up after one retry attempt per suite. If the same suite fails twice, mark it FAIL and continue to the next suite.
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.
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 wraps the Three.js Scene object. It has Transform but no LevelTag — it's the persistent root that survives level changes.
Never cache entity indices across page reloads. Always re-discover via ecs_find_entities.
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