# XrHandle

> Talos next · Since next

`ctx.xr`: the headset, or the desktop simulator (`argus run --xr-sim`), this tick.

`active` is false and everything else null when nothing runs XR (always on the web), so a game asks `ctx.xr.active` and runs one path for a headset and the simulator. Poses are in the world; the `Local` ones in the XR origin's frame (the scene's `xrOrigin` entity). docs/status/xr-sim.md.

## Signature

```ts
export interface XrHandle {
  /** XR runs: a headset, or the desktop simulator. */
  readonly active: boolean
  /** The desktop simulator rather than a headset. A game should not need to ask. */
  readonly simulated: boolean
  /** The headset's name, or null. */
  readonly headset: string | null
  /** The head in the world; null while it is not tracked. */
  readonly head: XrPose | null
  /** The head in the XR origin's frame. */
  readonly headLocal: XrPose | null
  /** The entity carrying the scene's `xrOrigin`, or null. */
  readonly origin: EntityHandle | null
  /** One hand this tick, or null when nothing runs XR. Throws `xr.hand-unknown` for another name. */
  hand(name: "left" | "right"): XrHand | null
  /** Put the head back on the XR origin. Applied after this tick. */
  recenter(): void
  /** A haptic pulse; the simulator logs it. Applied after this tick, never from a re-simulated one. */
  vibrate(hand: "left" | "right", opts?: { seconds?: number; amplitude?: number; frequency?: number }): void
}
```

Import: `import type { XrHandle } from "@argus/api"`

## Members

| Member | Signature | Description |
|---|---|---|
| `active` | `readonly active: boolean` | XR runs: a headset, or the desktop simulator. |
| `simulated` | `readonly simulated: boolean` | The desktop simulator rather than a headset. A game should not need to ask. |
| `headset` | `readonly headset: string \| null` | The headset's name, or null. |
| `head` | `readonly head: XrPose \| null` | The head in the world; null while it is not tracked. |
| `headLocal` | `readonly headLocal: XrPose \| null` | The head in the XR origin's frame. |
| `origin` | `readonly origin: EntityHandle \| null` | The entity carrying the scene's `xrOrigin`, or null. |
| `hand` | `hand(name: "left" \| "right"): XrHand \| null` | One hand this tick, or null when nothing runs XR. Throws `xr.hand-unknown` for another name. |
| `recenter` | `recenter(): void` | Put the head back on the XR origin. Applied after this tick. |
| `vibrate` | `vibrate(hand: "left" \| "right", opts?: { seconds?: number; amplitude?: number; frequency?: number }): void` | A haptic pulse; the simulator logs it. Applied after this tick, never from a re-simulated one. |

## Example

The tested fixture `fixtures/recipes/collectible-and-goal/scenes/behaviors/collectible.ts`.

```ts
import type { Behavior } from "@argus/api"

/**
 * A coin the player collects by walking into it.
 *
 * It says so once, as `collected`, and leaves the world. Counting is somebody else's job —
 * `goal-exit.ts` — so a coin never needs to know how many there are.
 *
 * The contact is `onTrigger`, which needs three things in the scene: a collider with
 * `isTrigger: true` (the volume), a `trigger` component (what fires), and a body on the player —
 * the character controller's capsule is one.
 */
interface State {
  collected: boolean
}

interface Props {
  /** Tag the toucher must carry. Default `player`. */
  playerTag?: string
}

export default {
  init(ctx) {
    if (typeof ctx.state.collected !== "boolean") ctx.state.collected = false
  },

  onTrigger(ctx, trigger) {
    if (ctx.state.collected || !trigger.entering) return
    if (!trigger.other.hasTag(ctx.props.playerTag ?? "player")) return
    ctx.state.collected = true
    // The `goal` component on this coin has the same id, so the playtester and the HUD agree.
    ctx.events.emit("collected", { goal: ctx.entity.id })
    // Last: after `despawn` every member of this entity's handles throws.
    ctx.entity.despawn()
  },
} satisfies Behavior<State, Props>
```
