Test locomotion system (slide, snap turn, teleport, jump) against the locomotion example using the iwsdk CLI.
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npx tessl skill review --optimize ./.claude/skills/test-locomotion/SKILL.mdRun 6 test suites covering slide movement, snap turn, teleport, jump, system registration, 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, xr_set_gamepad_state). 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/locomotion && 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/locomotion && 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.
MCPCALL --tool ecs_find_entities --args '{"withComponents":["LocomotionEnvironment"]}' 2>/dev/nullAssert: At least 1 entity. Save as <env>.
MCPCALL --tool ecs_query_entity --args '{"entityIndex":<env>,"components":["LocomotionEnvironment"]}' 2>/dev/nullAssert: _initialized = true, _envHandle > 0.
MCPCALL --tool ecs_list_systems 2>/dev/nullAssert:
| Action | Controller | Input | Tool |
|---|---|---|---|
| Slide forward | Left | Thumbstick Y = -1 | xr_set_gamepad_state axes [{0, 0}, {1, -1}] |
| Slide backward | Left | Thumbstick Y = 1 | xr_set_gamepad_state axes [{0, 0}, {1, 1}] |
| Snap turn right | Right | Thumbstick X = 1 (edge) | xr_set_gamepad_state axes [{0, 1}, {1, 0}] |
| Snap turn left | Right | Thumbstick X = -1 (edge) | xr_set_gamepad_state axes [{0, -1}, {1, 0}] |
| Teleport activate | Right | Thumbstick Y = 1 (down) | xr_set_gamepad_state axes [{0, 0}, {1, 1}] |
| Jump | Right | A button (index 3) | xr_set_gamepad_state buttons [{3, 1, true}] |
Test 1.1: Slide Forward
MCPCALL --tool browser_screenshot --timeout 20000 2>/dev/nullSave as "before slide".
MCPCALL --tool xr_set_gamepad_state --args '{"device":"controller-left","axes":[{"index":0,"value":0},{"index":1,"value":-1}]}' 2>/dev/nullThen: sleep 1
MCPCALL --tool browser_screenshot --timeout 20000 2>/dev/nullSave as "after slide".
Assert: Screenshots show scene moving closer (player moved forward).
Test 1.2: Stop Sliding
MCPCALL --tool xr_set_gamepad_state --args '{"device":"controller-left","axes":[{"index":0,"value":0},{"index":1,"value":0}]}' 2>/dev/nullAssert: Player stops moving (subsequent screenshots are identical).
Test 1.3: Slide Backward
MCPCALL --tool xr_set_gamepad_state --args '{"device":"controller-left","axes":[{"index":0,"value":0},{"index":1,"value":1}]}' 2>/dev/nullThen: sleep 1
MCPCALL --tool browser_screenshot --timeout 20000 2>/dev/nullAssert: Scene moves away (player retreated).
Release:
MCPCALL --tool xr_set_gamepad_state --args '{"device":"controller-left","axes":[{"index":0,"value":0},{"index":1,"value":0}]}' 2>/dev/nullTest 2.1: Snap Turn Right
MCPCALL --tool browser_screenshot --timeout 20000 2>/dev/nullSave as "before turn".
MCPCALL --tool xr_set_gamepad_state --args '{"device":"controller-right","axes":[{"index":0,"value":1},{"index":1,"value":0}]}' 2>/dev/nullThen: sleep 0.3
MCPCALL --tool browser_screenshot --timeout 20000 2>/dev/nullSave as "after turn right".
Assert: View rotated ~45 degrees clockwise.
Test 2.2: Release + Snap Turn Left
IMPORTANT: Must release first for edge trigger reset.
MCPCALL --tool xr_set_gamepad_state --args '{"device":"controller-right","axes":[{"index":0,"value":0},{"index":1,"value":0}]}' 2>/dev/nullThen: sleep 0.3
Push left:
MCPCALL --tool xr_set_gamepad_state --args '{"device":"controller-right","axes":[{"index":0,"value":-1},{"index":1,"value":0}]}' 2>/dev/nullThen: sleep 0.3
MCPCALL --tool browser_screenshot --timeout 20000 2>/dev/nullAssert: View rotated ~45 degrees counter-clockwise (back to roughly original heading).
Release thumbstick:
MCPCALL --tool xr_set_gamepad_state --args '{"device":"controller-right","axes":[{"index":0,"value":0},{"index":1,"value":0}]}' 2>/dev/nullPrecondition: The right controller must NOT be pointing at any interactable entity.
Test 3.1: Setup — Point Controller at Floor
MCPCALL --tool xr_set_transform --args '{"device":"controller-right","position":{"x":0.25,"y":1.5,"z":-0.3},"orientation":{"pitch":-45,"roll":0,"yaw":0}}' 2>/dev/nullTest 3.2: Activate Teleport Arc
MCPCALL --tool browser_screenshot --timeout 20000 2>/dev/nullSave as "before teleport".
MCPCALL --tool xr_set_gamepad_state --args '{"device":"controller-right","axes":[{"index":0,"value":0},{"index":1,"value":1}]}' 2>/dev/nullThen: sleep 1
Test 3.3: Release to Teleport
MCPCALL --tool xr_set_gamepad_state --args '{"device":"controller-right","axes":[{"index":0,"value":0},{"index":1,"value":0}]}' 2>/dev/nullThen: sleep 0.5
MCPCALL --tool browser_screenshot --timeout 20000 2>/dev/nullAssert: Player position changed (view is from a different location).
Test 4.1: Press A Button
MCPCALL --tool xr_set_gamepad_state --args '{"device":"controller-right","buttons":[{"index":3,"value":1,"touched":true}]}' 2>/dev/nullThen: sleep 0.3
MCPCALL --tool browser_screenshot --timeout 20000 2>/dev/nullMCPCALL --tool xr_set_gamepad_state --args '{"device":"controller-right","buttons":[{"index":3,"value":0,"touched":false}]}' 2>/dev/nullAssert: View may show momentary elevation change.
MCPCALL --tool ecs_list_systems 2>/dev/nullAssert:
LocomotionSystem at priority -5TurnSystem at priority 0 with config keys: turningMethod, turningAngle, turningSpeedSlideSystem at priority 0 with config keys: locomotor, inputProvider, maxSpeed, comfortAssist, enableJumpingTeleportSystem at priority 0 with config keys: rayGravity, locomotor, inputProviderVerify Elevator component and ElevatorSystem:
MCPCALL --tool ecs_find_entities --args '{"withComponents":["Elevator"]}' 2>/dev/nullAssert: At least 1 entity (the oscillating platform).
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/locomotion && npx iwsdk dev downOutput a summary table:
| Suite | Result |
|---------------------------|-----------|
| 1. Slide Movement | PASS/FAIL |
| 2. Snap Turn | PASS/FAIL |
| 3. Teleport | PASS/FAIL |
| 4. Jump | PASS/FAIL |
| 5. System Registration | PASS/FAIL |
| 6. 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/locomotion && 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.
Headset position stays constant (relative to XR origin). Verify movement via screenshots.
Position controller away from interactables before testing teleport.
Must reset to center between turns. Holding the stick only fires one turn.
Y = -1 is forward, Y = 1 is backward. For teleport, Y = 1 activates the arc.
Never cache entity indices across page reloads. Always re-discover via ecs_find_entities.
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