OrbitOps XR turns an agent workflow into a spatial system you can see, touch, repair, and replay.
The prototype is built around one objective: “Prepare a product launch brief.” A deterministic workflow runs Plan → Research → Draft → Verify. The first Verify pass intentionally rejects the Draft, materializes a Repair branch, reruns Draft, and verifies the corrected result. State, retries, rejection, repair, and history are visible as spatial objects rather than hidden in a chat transcript.
Hands-first VR
OrbitOps uses the WebXR Device API through Three.js / React Three Fiber. In an immersive session, WebXR target-ray select events support the same point-and-select path for tracked-hand pinch and controller trigger input. A seated user can select and reposition workflow nodes, then operate the workflow from a world-space panel about 0.6 m ahead:
- Run / Pause / Resume / Run again
- Retry the selected node
- Reset
- Previous frame / Next frame / Replay / Live
- Selected-node status, progress, attempts, and output
History review is deliberately fenced: mutating workflow actions are disabled while reviewing or replaying a past frame, and the rule is rechecked when a command arrives.
First five minutes
The onboarding is three steps: enter VR, point + pinch to select/move, then Run. A “Judge demo 1/4 … 4/4” narration makes the key moment legible: Verify rejects → Repair appears → Draft and Verify rerun → Verify passes.
The app describes itself truthfully as a deterministic agent-workflow simulation. There is no LLM inference or hidden network service.
Current XR validation
The current competition source at commit d9e2e7dfc6b0af25ae5a971d44c8d9fb035fe34d includes a recorded Meta Quest 3-profile emulator run using IWER 2.3.0 and Chromium/Playwright. The underlying report contains 14 recorded checks, all passing, with 0 page errors.
That emulator run verified:
- the app's own WebXR feature detection exposed Enter VR;
requestSession("immersive-vr")started the session;- controller trigger dispatched in-scene commands;
- IWER synthetic hand pinch produced a WebXR
selectevent from an input source with.handset and dispatched Pause; - history review blocked a mutating Resume command;
- the scripted workflow reached Verify reject → Repair → Verify pass;
- Retry and Reset were dispatchable from the in-scene panel.
The evidence is explicitly emulator evidence, not a claim of real-headset validation. Real Quest stereo readability, comfort, frame rate, permission flow, and real hand-tracking pinch reliability remain to be validated.
Engineering
The workflow engine is a pure deterministic reducer. Rendering and spatial layout are separate from run state, so moving a card never mutates execution history. The source includes automated Vitest coverage for workflow sequencing, reject/repair behavior, retry safety, reset, deterministic traces, and XR control-state locking.
OrbitOps is designed as a seated productivity experience: no locomotion, no standing, and core workflow operations remain inside a compact spatial work area.
Important limitations
- The agent workflow is scripted and deterministic; no AI model inference is claimed.
- There is no custom hand-joint pinch detector; pinch is supplied by the WebXR runtime as select events.
- No passthrough / immersive-AR mode is claimed.
- Emulator validation does not substitute for real-headset comfort and hand-tracking QA.
Built With
- react
- react-three-fiber
- three.js
- typescript
- vitest
- webxr
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