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rejuandeveloper
New Participant
Nov 10, 2026 8:04 AM UTC

Glowbench: hands only electronics workbench in WebXR, looking for Quest testers

Hi all! I built Glowbench for the Meta VR Start Developer Competition, a hands only electronics workbench in WebXR.

You pinch parts onto a breadboard, snap code blocks together with your fingers, and a tutor reads your circuit when something goes wrong.

It has only been tested in the emulator so far, so I would love a quick check on a real Quest.

Link: glowbench.vercel.app
(open in the Quest browser, tap “Enter XR”). It takes about 5 minutes with Lesson 1.

Mainly checking:
1. Do hands track, and does pinching parts feel reliable?
2. Is it smooth, without stutter?
3. Is anything confusing in the first few minutes?

Demo video: https://youtu.be/qSy8F3I6a9U

Thanks!

3 replies

New Participant
Nov 10, 2026 1:03 PM UTC

Really interesting project! Building a hands-only electronics workbench in WebXR sounds like a great use case for Quest hand tracking. Since you've only tested it in the emulator so far, I'm curious how you're handling pinch detection and component placement. Have you implemented any tolerance for tracking inaccuracies to make interactions more reliable on real devices?

rejuandeveloper
New Participant
Nov 10, 2026 1:45 PM UTC

Thanks! Yes, that was a big focus. The pinch has some tolerance built in so small jitter does not drop the part, and parts snap to the nearest hole, which lights up before you let go. There is also a stronger snap option in settings.

All tuned in the emulator though, so real headset feedback would help a lot. If you have a Quest, would love for you to try it!

S M Rejuanul Islam
New Participant
Nov 10, 2026 1:51 PM UTC

Great concept! Developing a hands-only electronics workbench in WebXR is an interesting approach, especially for interactive learning. Since you've tested it in the emulator so far, have you faced any challenges with hand tracking accuracy or pinch interactions during development? It would be interesting to know how you plan to handle those differences on real Quest devices.