- Display AccessDisplay capability setup, display-capable device selection, UI DSL, icons, buttons, images, and video playbackfacebook/meta-wearables-dat-android370
- Getting StartedSDK setup, Gradle integration, AndroidManifest configuration, and first connection to Meta glassesfacebook/meta-wearables-dat-android370
- InputsReceive navigation, button, capture, and drag input events from connected glasses on Androidfacebook/meta-wearables-dat-android370
- Live Debugging McpUse this whenever debugging an Android DAT app with local DAT Inspector MCP tools, live device events, Meta AI app/device boundary issues, permissions, registration, sessions, streaming, or user reports that the app cannot communicate with glasses.facebook/meta-wearables-dat-android370
- Mockdevice TestingMockDeviceKit for testing without physical glasses hardwarefacebook/meta-wearables-dat-android370
- MotionStream accelerometer, gyroscope, magnetometer, and orientation samples from connected wearables on Androidfacebook/meta-wearables-dat-android370
- Permissions RegistrationApp registration with Meta AI and device permission flowsfacebook/meta-wearables-dat-android370
- Sample App GuideBuilding a complete DAT app with session creation, camera streaming, and photo capturefacebook/meta-wearables-dat-android370
- Session LifecycleSession state, stream state, pause and resume behavior, and device availability monitoringfacebook/meta-wearables-dat-android370
- SpeechRecognize speech on connected glasses and consume partial and final transcriptions on Androidfacebook/meta-wearables-dat-android370
- Voice InvocationsLaunch and activate an Android app from Hey Meta voice invocations and acknowledge each actionfacebook/meta-wearables-dat-android370
- Click TargetFind and click a target object in XR. Use when testing UI interactions, clicking buttons, or verifying interactable elements work correctly.facebook/immersive-web-sdk338
- Iwsdk Build ModelBuild or materially repair one reusable IWSDK 3D model as a glTF or deterministic parentless Three.js Object3D, including geometry, surface-relative detail, materials, semantic hierarchy, isolated inspection, and focused refinement. Does not arrange scenes, lighting, environment, or cameras; use iwsdk-compose-scene for those.facebook/immersive-web-sdk338
- Iwsdk Compose SceneCompose and review IWSDK scenes from existing manifest assets using scene JSON, placement, scale, contacts, prefabs, patterns, lighting, environment, cameras, and final framing. Does not author geometry or materials; create or repair an individual 3D asset with iwsdk-build-model.facebook/immersive-web-sdk338
- Iwsdk DebugDiagnose and verify real-time IWSDK behavior with bounded ECS pause, query, snapshot, step, and diff loops. Use for physics, animation, collision, interaction, or state bugs that cannot be proven from a screenshot.facebook/immersive-web-sdk338
- Iwsdk Depth OcclusionAdd or repair IWSDK WebXR depth sensing and real-world occlusion in AR. Use for DepthSensingSystem, DepthOccludable, occlusion modes, or passthrough depth troubleshooting.facebook/immersive-web-sdk338
- Iwsdk DevSingle entry point for IWSDK development. Invoke first for every IWSDK implementation request. Routes fresh builds to an internal planning playbook and bounded changes to an established app to an internal iteration playbook.facebook/immersive-web-sdk338
- Iwsdk DevSingle entry point for IWSDK development. Invoke first for every IWSDK implementation request. Routes fresh builds to an internal planning playbook and bounded changes to an established app to an internal iteration playbook.facebook/immersive-web-sdk338
- Iwsdk GrabUse emulated XR controllers to verify proximity grabbing for OneHandGrabbable and TwoHandsGrabbable objects. Use for pick up, move, release, or regression-test requests involving near-hand grab with the squeeze button.facebook/immersive-web-sdk338
- Iwsdk HostingPublish an IWSDK app to a public HTTPS origin so it can be installed as a PWA and packaged for the Meta Horizon Store. Use when deploying, hosting, or publishing the app, choosing a host, or when a file (web manifest, icons, .well-known/assetlinks.json) must reach an already-hosted site. Always asks first whether hosting already exists — recommends Vercel if not, and pauses with concrete upload steps if it does.facebook/immersive-web-sdk338
- Iwsdk Migrate 0 5Migrate an existing IWSDK 0.4.x application to IWSDK 0.5.0. Use when upgrading across the 0.5 boundary, replacing Meta Spatial Editor or GLXF, removing retired Vite plugins, moving UIKitML to runtime-loaded assets, adopting native scene JSON, or resolving 0.5 migration errors.facebook/immersive-web-sdk338
- Iwsdk Native Xr TestTest an IWSDK app in a real Quest immersive session while controlling headset and controller poses through the IWSDK CLI. Use when the user asks to run, automate, or debug an app on a connected Quest rather than in desktop IWER emulation.facebook/immersive-web-sdk338
- Iwsdk PhysicsAdd or repair IWSDK rigid-body simulation, collision shapes, forces, and physics-aware grabbing. Use for gravity, falling, collision, bouncing, kinematic motion, or physics tuning.facebook/immersive-web-sdk338
- Iwsdk Pwa PackagingShip an IWSDK app to Meta Quest and the Horizon Store as a PWA/TWA — both immersive WebXR and 2D windowed panel modes. Use for PWA packaging, web app manifest and icons, auto-enter-XR on launch, bubblewrap APK builds, signing keystores, Digital Asset Links, sideloading, and Horizon Store upload. Also use when a packaged app is stuck loading, shows a URL bar, or will not launch.facebook/immersive-web-sdk338
- Iwsdk RayVerify ray clicks, UIKit selections, and DistanceGrabbable interactions with emulated XR controllers. Use for pointing, selecting, pressing spatial UI, or moving an object through a distance grab.facebook/immersive-web-sdk338
- Iwsdk UiBuild or modify manifest-backed IWSDK UIKitML with bounded preview, placement, and runtime verification. Use for spatial panels, browser HUDs, UIKitML layout, fonts, editor previews, and runtime element behavior.facebook/immersive-web-sdk338
- Iwsdk Ui PanelCreate, place, preview, debug, and connect manifest-backed IWSDK UIKitML assets. Use for spatial panels, browser HUDs, UIKitML layout, fonts, editor previews, or runtime element behavior.facebook/immersive-web-sdk338
- Test AllParallel test orchestrator. Runs all 9 test suites concurrently via Task sub-agents and the iwsdk CLI. Handles build, example setup, dev servers, agent launch, polling, retries, and result aggregation.facebook/immersive-web-sdk338
- Test AudioTest audio system (AudioSource loading, playback state, stop, spatial audio) against the audio example using the iwsdk CLI.facebook/immersive-web-sdk338
- Test Ecs CoreTest ECS core functionality (system registration, components, Transform sync, pause/step/resume, system toggle, entity discovery, snapshots) against the poke example using the iwsdk CLI.facebook/immersive-web-sdk338
- Test EnvironmentTest environment system (authored DomeGradient and IBLGradient, component schemas) against the poke example using the iwsdk CLI.facebook/immersive-web-sdk338
- Test GrabTest grab system (distance grab, one-hand grab, two-hand grab) against the grab example using the iwsdk CLI.facebook/immersive-web-sdk338
- Test InteractionsTest XR interactions (ray, poke/touch, dual-mode, audio, UI panel) against the poke example using the iwsdk CLI.facebook/immersive-web-sdk338
- Test LevelTest level system (LevelRoot, LevelTag, authored environment, scene hierarchy) against the poke example using the iwsdk CLI.facebook/immersive-web-sdk338
- Test LocomotionTest locomotion system (slide, snap turn, teleport, jump) against the locomotion example using the iwsdk CLI.facebook/immersive-web-sdk338
- Test PhysicsTest Havok physics system (gravity, rigid bodies, static vs dynamic) against the physics example using the iwsdk CLI.facebook/immersive-web-sdk338
- Test UiTest UIKitML asset and ScreenSpace UI behavior against the poke example using the iwsdk CLI.facebook/immersive-web-sdk338
- Xr Mode TestTest XR session lifecycle and mode transitions. Use when verifying XR enter/exit behavior, testing mode-dependent features, or debugging session state issues.facebook/immersive-web-sdk338
- Add Webapp Game LoggingAdd a remote log sink and a passcode-gated web log portal to a webapp game, so logs from the game running on Meta Display Glasses can be read on a laptop. The glasses have no console and cannot be tethered to attach one, so the game POSTs batched log records to serverless endpoints served by its own deployment, and the developer reads them at /logs. Use when the user wants to see logs from the device, debug a glasses-only bug, add a log viewer or log server, or asks why they cannot read console facebook/meta-wearables-webapp206
- Ai Glasses Webapp BuildCreate, redesign, or extend a web app for Meta Ray-Ban Display glasses. Use for application architecture, screens, routes, state, API-backed UI, persistence, offline behavior, or any product change; pair with ai-glasses-webapp-ui for toolkit setup and component composition. A complete initial app build includes a running local production preview and its URL.facebook/meta-wearables-webapp206
- Ai Glasses Webapp DeviceAdd Meta Ray-Ban Display glasses-specific sensors and input behavior: motion, orientation, compass, step detection, geolocation, neural-band activation/drag, D-pad game controls, or handwriting/voice text composition.facebook/meta-wearables-webapp206
- Ai Glasses Webapp Optimize PerformanceMeasure and speed up a Meta Ray-Ban Display webapp using Chrome DevTools Protocol only — no device required. Use when the user says the app is slow, takes too long to load or start, feels sluggish on glasses, when they ask how big the bundle is or how to make it smaller, when they want a startup budget or to compare two builds, or before shipping. Covers the throttling profile, how to build a measurement you can trust, finding critical CSS, and downscaling images.facebook/meta-wearables-webapp206
- Ai Glasses Webapp PublishValidate and publish a finished Meta Ray-Ban Display glasses web app directly to Vercel production, confirm anonymous HTTPS access, and generate the Meta AI add-to-glasses QR code. No staging or passcode flow.facebook/meta-wearables-webapp206
- Ai Glasses Webapp TestRun the complete deterministic quality gate for a Meta Ray-Ban Display glasses web app: package/UI-toolkit checks, typecheck, production build, responsive viewport containment, local performance smoke checks, Playwright interaction, accessibility, sensors, and screenshots.facebook/meta-wearables-webapp206
- Ai Glasses Webapp UiInstall and use UI Toolkit for Meta Ray-Ban Display in React web apps. Use whenever creating or changing glasses UI, selecting toolkit components, scaffolding a new app, or migrating custom UI. The toolkit is required by default unless the user explicitly opts out.facebook/meta-wearables-webapp206
- Ai Glasses Webapp WebmcpMake an existing Meta Ray-Ban Display web app controllable by the on-device assistant. Use when the wearer should operate the app by speaking to Meta AI, when the assistant should read or change app state, or for WebMCP, model context, tool registration, or hands-free control.facebook/meta-wearables-webapp206
- Create Webapp GameScaffold a new webapp game for Meta Display Glasses using Vite + TypeScript + Three.js + Vitest, with a renderer- and input-agnostic architecture. Supports both 2D and 3D games. Use when the user wants to start a glasses game, build a 2D or 3D game for smart glasses, or scaffold a Three.js game project for Meta Display Glasses.facebook/meta-wearables-webapp206
- Iterate Webapp GameAutonomously iterate on a webapp game in a real browser via the Chrome DevTools Protocol (CDP): load the running game, take screenshots, click/type/press keys, run console commands, read game state, and capture console errors — then change code and repeat. Also runs a structured verification pass over a finished build (renders at all, visible on the additive display, every input responds, HUD inside the 600x600 stage) using a screenshot-statistics tool, so frames can be checked numerically instefacebook/meta-wearables-webapp206
- Read Webapp Game DocsDiscover documentation about building games on the Meta Display Glasses platform — platform capabilities (600x600 additive display, CPU/GPU/memory budgets, EMG/D-pad input model and latency, refresh rate) and the meta-wearables-webapp-game framework code (renderer/input-agnostic architecture, project structure/tooling, Three.js-vs-DOM rendering split, 2D/3D asset loading, audio, localization, and logging/debugging on a device with no console). Invoke this when the user explicitly asks for it, whfacebook/meta-wearables-webapp206
- Update Webapp Game FrameworkUpdate an existing webapp game's managed framework code (`src/framework/`) to the latest version bundled with this plugin. Use after updating the plugin to pull the newest renderer / input / game-loop / math engine code into a game project without touching game files — i.e. "get the latest framework code", "upgrade the game framework", "re-sync src/framework".facebook/meta-wearables-webapp206
- Validate Webapp GameValidate a webapp game against its project guidelines. Six checks: (1) input — UI may be HTML/DOM, but NO input handled through the DOM (no inline on*= attributes, no addEventListener for input events); all input flows through the InputManager; (2) localization — all user-facing text goes through i18next (t('key'), data-i18n), no hardcoded DOM strings; (3) preload — no assets loaded over the network at runtime; (4) logging — game code logs through the framework logger, never console.*; (5) layerfacebook/meta-wearables-webapp206
- Webapp Game DirectorAct as a demanding creative director for a game project — run a collaborative, milestone-structured iteration loop that holds a high quality bar and treats real playtesting as the ground truth. It surveys the game, presents a ranked slate of issues and lets the user pick where to start, works each issue with them (plan → build → user playtest feedback) before moving on, then re-surveys for the next milestone. Use whenever the user wants to improve, polish, iterate on, critique, review, tighten, facebook/meta-wearables-webapp206
- Investigating Gha FailuresUse when GitHub Actions CI is failing, when investigating build or test failures on a branch or PR, when the user asks about CI status, or when you need to diagnose why a workflow failed, or when you need to examine GHA build logs (e.g. sccache stats, cache usage, build timing). Triggers on keywords like "CI", "GHA", "GitHub Actions", "build failure", "tests failing", "pipeline broken", "build logs", "sccache", "cache stats", "build performance".facebook/rebalancer69
- RebalancerDebugging tool for rebalancer constraint violations and move failures using eval_move, list_server_moves, and query_mip CLIs.facebook/rebalancer69
- Rebalancer PerfPerformance testing CLI for the rebalancer solver (algopt/rebalancer/). Use when benchmarking solver performance, comparing commits for regressions, profiling solver execution, running A/B tests, or querying the rebalancer_runs Scuba table. Covers local, Skycastle (distributed), and ServiceLab (isolated hardware) execution environments. Also handles replaying saved solver configs and managing predefined run collections like the pareto golden set. Only for the rebalancer project — not for generalfacebook/rebalancer69
- ArchitectureUse when you need to understand the Pyre or Pysa codebase architecture, find where specific functionality is implemented, or navigate the source directory structure. Use when working on OCaml code, debugging type checking or taint analysis issues, or exploring the codebase.facebook/Pysa30
- Commit ConventionsUse when creating commits or diffs to apply the correct title prefix, reviewer, and test plan based on the area of the codebase being changed.facebook/Pysa30
- Pysa False Negative DebuggerUse when debugging a Pysa false negative (missing taint issue), comparing two Pysa output directories, or finding where taint flow is lost.facebook/Pysa30
- Pysa Integration TestsUse when running, debugging, updating, or creating Pysa end-to-end integration tests. Use when taint analysis tests fail, when expected output files need updating, or when working with .models, .cg, .hofcg, .overrides files under `source/interprocedural_analyses/taint/test/integration`.facebook/Pysa30
- Pysa Json ModelsUse when reading, writing, or debugging Pysa JSON model output (.models files). Use when working with taint models that describe sources, sinks, TITO, sanitizers, or issues in JSON format.facebook/Pysa30