CtrlK
BlogDocsLog inGet started
Tessl Logo

test-locomotion

Test locomotion system (slide, snap turn, teleport, jump) against the locomotion example using the iwsdk CLI.

61

Quality

72%

Does it follow best practices?

Impact

No eval scenarios have been run

SecuritybySnyk

Passed

No known issues

Optimize this skill with Tessl

npx tessl skill review --optimize ./.claude/skills/test-locomotion/SKILL.md
SKILL.md
Quality
Evals
Security

Locomotion System Test

Run 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:

  • EXAMPLE_DIR: /Users/felixz/Projects/immersive-web-sdk/examples/locomotion
  • 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, 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.
  • 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/locomotion && 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/locomotion && 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.

Verify Locomotion Setup

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

Assert: At least 1 entity. Save as <env>.

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

Assert: _initialized = true, _envHandle > 0.

MCPCALL --tool ecs_list_systems 2>/dev/null

Assert:

  • LocomotionSystem (priority -5)
  • TurnSystem (priority 0)
  • SlideSystem (priority 0)
  • TeleportSystem (priority 0)

Input Mapping Reference

ActionControllerInputTool
Slide forwardLeftThumbstick Y = -1xr_set_gamepad_state axes [{0, 0}, {1, -1}]
Slide backwardLeftThumbstick Y = 1xr_set_gamepad_state axes [{0, 0}, {1, 1}]
Snap turn rightRightThumbstick X = 1 (edge)xr_set_gamepad_state axes [{0, 1}, {1, 0}]
Snap turn leftRightThumbstick X = -1 (edge)xr_set_gamepad_state axes [{0, -1}, {1, 0}]
Teleport activateRightThumbstick Y = 1 (down)xr_set_gamepad_state axes [{0, 0}, {1, 1}]
JumpRightA button (index 3)xr_set_gamepad_state buttons [{3, 1, true}]

Suite 1: Slide Movement (Left Thumbstick)

Test 1.1: Slide Forward

MCPCALL --tool browser_screenshot --timeout 20000 2>/dev/null

Save as "before slide".

MCPCALL --tool xr_set_gamepad_state --args '{"device":"controller-left","axes":[{"index":0,"value":0},{"index":1,"value":-1}]}' 2>/dev/null

Then: sleep 1

MCPCALL --tool browser_screenshot --timeout 20000 2>/dev/null

Save 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/null

Assert: 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/null

Then: sleep 1

MCPCALL --tool browser_screenshot --timeout 20000 2>/dev/null

Assert: 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/null

Suite 2: Snap Turn (Right Thumbstick Left/Right)

Test 2.1: Snap Turn Right

MCPCALL --tool browser_screenshot --timeout 20000 2>/dev/null

Save as "before turn".

MCPCALL --tool xr_set_gamepad_state --args '{"device":"controller-right","axes":[{"index":0,"value":1},{"index":1,"value":0}]}' 2>/dev/null

Then: sleep 0.3

MCPCALL --tool browser_screenshot --timeout 20000 2>/dev/null

Save 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/null

Then: 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/null

Then: sleep 0.3

MCPCALL --tool browser_screenshot --timeout 20000 2>/dev/null

Assert: 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/null

Suite 3: Teleport (Right Thumbstick Down)

Precondition: 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/null

Test 3.2: Activate Teleport Arc

MCPCALL --tool browser_screenshot --timeout 20000 2>/dev/null

Save as "before teleport".

MCPCALL --tool xr_set_gamepad_state --args '{"device":"controller-right","axes":[{"index":0,"value":0},{"index":1,"value":1}]}' 2>/dev/null

Then: 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/null

Then: sleep 0.5

MCPCALL --tool browser_screenshot --timeout 20000 2>/dev/null

Assert: Player position changed (view is from a different location).


Suite 4: Jump (A Button on Right Controller)

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/null

Then: sleep 0.3

MCPCALL --tool browser_screenshot --timeout 20000 2>/dev/null
MCPCALL --tool xr_set_gamepad_state --args '{"device":"controller-right","buttons":[{"index":3,"value":0,"touched":false}]}' 2>/dev/null

Assert: View may show momentary elevation change.


Suite 5: System Registration & Config

MCPCALL --tool ecs_list_systems 2>/dev/null

Assert:

  • LocomotionSystem at priority -5
  • TurnSystem at priority 0 with config keys: turningMethod, turningAngle, turningSpeed
  • SlideSystem at priority 0 with config keys: locomotor, inputProvider, maxSpeed, comfortAssist, enableJumping
  • TeleportSystem at priority 0 with config keys: rayGravity, locomotor, inputProvider

Verify Elevator component and ElevatorSystem:

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

Assert: At least 1 entity (the oscillating platform).


Suite 6: 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/locomotion && npx iwsdk dev down

Output 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.


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/locomotion && 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

Locomotion moves XR origin, not headset

Headset position stays constant (relative to XR origin). Verify movement via screenshots.

Teleport blocked by interactable hover

Position controller away from interactables before testing teleport.

Snap turn is edge-triggered

Must reset to center between turns. Holding the stick only fires one turn.

Thumbstick Y axis convention

Y = -1 is forward, Y = 1 is backward. For teleport, Y = 1 activates the arc.

Entity indices change on reload

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

Repository
facebook/immersive-web-sdk
Last updated
Created

Is this your skill?

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.