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An Entity can point, move, make objects, and leave an explanation in the world. A shell turns its intentions into a body. The ngram WebXR surface gives your Entity a spatial output and input channel. It works in a desktop browser and can enter immersive AR on a compatible headset. Identity and memory remain in the Python runtime.

A practical vocabulary for the world

Move with intent

Step aside, look toward the user, greet them, or settle into an idle stance.

Make an explanation tangible

Place geometric primitives, labels, annotations, and readable panels.

Work with real scene objects

Spawn physics toys and change the environment around the shell.

Keep context in view

Show a result, code sample, browser page, or specific YouTube video.
The canonical Entity integration exposes 21 spatial tools. Their availability in the registry is not evidence that every optional backend or headset feature is configured.

Intent, then embodiment

The Entity selects an action such as ar_gesture. The shell resolves that gesture into an animation it actually has. This separation lets you change assets and presentation without moving identity into a character model.

Start on desktop, then enter AR

Desktop mode is useful for building, inspecting, and demonstrating a scene. It does not supply headset tracking. In an immersive session, features depend on the browser, device, permissions, and reported capabilities. Call ar_inspect_surface when the agent needs evidence about its environment. The capability guide explains what that snapshot does and does not prove.
v1 documents the shipped ngram_entity binding. A general “bring any harness” integration is an extension project, not an automatic OpenClaw or Hermes compatibility claim.