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 select event from an input source with .hand set 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.

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