webxr-ratk

Translate WebXR plane, mesh, anchor, and hit-test data into a Three.js scene graph.

1|1|Updated Mar 30, 2026
One-click install
npx skills add https://github.com/Entelligentsia/skillforge --skill webxr-ratk
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: webxr-ratk
Source: https://github.com/Entelligentsia/skillforge/tree/main/meta-webxr-skills/skills/webxr-ratk
Command: npx skills add https://github.com/Entelligentsia/skillforge --skill webxr-ratk

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

RATK bridges low-level WebXR APIs to Three.js Object3D instances, easing the development of Quest MR experiences by unifying planes, meshes, anchors, and hit-testing under a single Three.js workflow.

Core Features & Use Cases

  • Translates XR data into a live Three.js scene graph, automatically creating objects for detected planes, room meshes, and anchors.
  • Provides simple APIs to manage anchors (persistent and non-persistent), hit-test targets, and plane/mesh events for interactive experiences.
  • Use Case: Build Quest MR apps with dynamic mapping, stable anchoring, and reliable hit-testing in Three.js environments.

Quick Start

Initialize RATK with your WebXR manager and attach plane, mesh, and anchor handlers to start building AR experiences.

Frequently Asked Questions about webxr-ratk

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I translate WebXR plane and mesh data into a Three.js scene graph?▼

Translate WebXR plane and mesh data into a Three.js scene graph using the RealityAccelerator API, which automatically generates Object3D instances for detected surfaces. This unifies low-level XR spatial data into a cohesive Three.js workflow.

What is the best way to implement spatial anchoring for Quest MR in Three.js?▼

Implement Quest MR spatial anchoring in Three.js by using dedicated APIs to manage persistent and non-persistent anchors within the scene graph. This ensures virtual objects remain fixed to real-world coordinates across sessions.

Can I use WebXR hit-testing with Three.js for Quest mixed reality?▼

Yes, you can use WebXR hit-testing with Three.js for Quest MR by integrating interactive hit-test targets that map directly to detected planes and meshes. This enables reliable virtual object placement and user interaction in augmented reality.

Do I need a specific WebXR runtime to manage planes and anchors in Three.js?▼

Yes, you need a WebXR-compatible browser or runtime to manage planes, meshes, and anchors in Three.js. The system relies on the RealityAccelerator API to handle real-time spatial data and Object3D lifecycle events.

Why use a dedicated WebXR to Three.js bridge instead of native APIs for Quest MR?▼

Using a dedicated bridge eases Quest MR development by unifying planes, meshes, anchors, and hit-testing under a single Three.js workflow. It abstracts low-level WebXR APIs into structured Object3D instances, reducing manual scene management.