Test ECS core functionality (system registration, components, Transform sync, pause/step/resume, system toggle, entity discovery, snapshots) against the poke example using mcp-call.mjs WebSocket CLI.
IWSDK project planning and best practices guide. Use when planning new IWSDK features, designing systems/components, reviewing IWSDK code architecture, or when the user asks about IWSDK patterns, ECS design, signals, or reactive programming in this codebase.
Develop and iterate on IWSDK PanelUI components. Use when the user wants to create, modify, debug, or improve UI panels in their IWSDK application. Covers UIKITML editing, full-screen preview with ScreenSpace, and visual verification.
Test locomotion system (slide, snap turn, teleport, jump) against the locomotion example using mcp-call.mjs WebSocket CLI.
Test Havok physics system (gravity, rigid bodies, static vs dynamic) against the physics example using mcp-call.mjs WebSocket CLI.
Test level system (LevelRoot, LevelTag, default lighting, scene hierarchy) against the poke example using mcp-call.mjs WebSocket CLI.
Test audio system (AudioSource loading, playback state, stop, spatial audio) against the audio example using mcp-call.mjs WebSocket CLI.
Test grab system (distance grab, one-hand grab, two-hand grab) against the grab example using mcp-call.mjs WebSocket CLI.
Parallel test orchestrator. Runs all 9 test suites concurrently via Task sub-agents and mcp-call.mjs. Handles build, example setup, dev servers, agent launch, polling, retries, and result aggregation.
Test UI system (PanelUI, ScreenSpace) against the poke example using mcp-call.mjs WebSocket CLI.
Develop and iterate on IWSDK UI panels efficiently. Use when working on PanelUI components, debugging UI layout, or improving UI design in IWSDK applications.
Guide for implementing physics in IWSDK projects. Use when adding physics simulation, configuring rigid bodies, collision shapes, applying forces, creating grabbable physics objects, or troubleshooting physics behavior.
Debug continuous behavior in WebXR scenes — physics, animations, collisions, game loops, or any real-time interaction that happens too fast for an agent to observe. Uses ECS pause/step/snapshot/diff to freeze time and inspect state frame by frame.
Grab an object in the WebXR scene using emulated controllers. Use when the user wants to pick up, move, or test grabbing an object. Supports OneHandGrabbable and TwoHandsGrabbable components which use proximity-based grip (squeeze button), not trigger.
Ray-based interactions in the WebXR scene — click objects, press UI buttons, or distance-grab with DistanceGrabbable. Use when the user wants to point at and interact with something at a distance, click a UI button, or test ray-based selection.
Find and click a target object in XR. Use when testing UI interactions, clicking buttons, or verifying interactable elements work correctly.
Build signal-based forms in Angular v21+ using the new Signal Forms API. Use for form creation with automatic two-way binding, schema-based validation, field state management, and dynamic forms. Triggers on form implementation, adding validation, creating multi-step forms, or building forms with conditional fields. Signal Forms are experimental but recommended for new Angular projects. Don't use for template-driven forms without signals or third-party form libraries like Formly or ngx-formly.
Iteratively refine a product spec by debating with multiple LLMs (GPT, Gemini, Grok, etc.) until all models agree. Use when user wants to write or refine a specification document using adversarial development.
Guide for searching and exploring external GitHub repositories using the gh CLI. Use this when you need reference implementations, patterns, or code examples from open-source projects to help complete your task.
Guide for adding new functions to the library. Use this when implementing new API wrappers or utility functions.