description:Use when implementing or modifying OpenChamber sortable or drag-to-reorder behavior, especially `@dnd-kit`, touch/mobile interactions, variable-width items, or wrapping layouts.
OpenChamber uses **@dnd-kit** (`@dnd-kit/core`, `@dnd-kit/sortable`, `@dnd-kit/utilities`) for drag-to-reorder. Getting it to feel right on both desktop and mobile — especially for chips/tags of **variable width that wrap onto multiple rows** — has several non-obvious gotchas. This skill captures the configuration that works, and the bugs to avoid.
**Reference implementations in this repo:**
-`packages/ui/src/components/chat/DraftPresetChips.tsx` — variable-width chips that wrap (the hardest case; mobile long-press).
- Adding any reorderable list, row of chips/tags, or sortable grid.
- Fixing an existing sortable that stretches the dragged item, jumps/overlaps across rows, throws "Maximum update depth exceeded", or doesn't work on touch.
## The Five Rules (most important first)
### 1. Translate, not Transform — kills the "stretch to slot width" bug
`CSS.Transform.toString(transform)` emits `translate3d(...) scaleX(..) scaleY(..)`. For variable-width items the sorting strategy puts a non-1 scale on the lifted item so it **stretches to the neighbor/slot width**. Use `CSS.Translate.toString(transform)` — translation only, no scale — and the dragged item keeps its own size. Sibling shifting is unaffected (their scale was 1 anyway).
| Single vertical list | `verticalListSortingStrategy` |
`horizontalListSortingStrategy` on a **wrapping** row is the classic mistake: it assumes one row, so dragging to another row makes items overlap instead of reflowing. Use `rectSortingStrategy` for anything that wraps.
### 3. Desktop + mobile = two sensors (MouseSensor + TouchSensor with delay)
Do NOT use a single `PointerSensor` — a distance constraint makes touch fight scrolling, and a delay constraint would force desktop to hold-before-drag. Split them:
This gives: tap = activate the item (e.g. submit), **long-press ≈200ms = drag**, swipe = scroll.
### 4. `touch-action: none` on the draggable
Without it the browser hijacks the touch gesture (scrolls) instead of letting dnd-kit drag. Add Tailwind `touch-none` (and usually `select-none`) to the draggable element.
### 5. Reorder on `onDragEnd`, with stable ids and `arrayMove`
```tsx
import{arrayMove}from'@dnd-kit/sortable';
constonDragEnd=(e: DragEndEvent)=>{
const{active,over}=e;
if(over&&active.id!==over.id){
// find by id, never by array index
constfrom=items.findIndex(i=>i.id===active.id);
constto=items.findIndex(i=>i.id===over.id);
setItems(arrayMove(items,from,to));
}
};
```
IDs must be **stable per item** (derive from the item's identity, e.g. `type:name`), never the array index — index ids break tracking after the first move.
A clickable element can be draggable at the same time: keep `onClick` on the button and the activation constraint (distance/delay) lets a plain click/tap through.
| **"Maximum update depth exceeded"** during drag + dragged element floats **offset from the cursor** | Live-reorder in `onDragOver` (empty strategy + `setState` each over) oscillates A↔B with variable sizes; the empty `DragOverlay` we paired with it was mispositioned | Don't reorder in `onDragOver`. Reorder once in `onDragEnd` (Rule 5). Only reach for live-reorder if you truly need physical row-reflow, and then guard against oscillation. |
## If `rectSortingStrategy` still isn't crisp enough
Reordering variable-width chips across wrapped rows is a documented rough edge in dnd-kit's box strategies. `rectSortingStrategy` is the best the strategy-based approach offers without instability. If a design needs bulletproof cross-row feedback, switch UX: render a **drop-position indicator** (a line/gap showing where it will land) and keep items static during the drag (no reorder until drop) — this avoids both overlap and the oscillation loop, at the cost of more code. Discuss before building it.
Verify every applicable rule on desktop and touch. Wrapping layouts must preserve item width, reflow across rows, allow taps and scrolling before long-press activation, and reorder exactly once on drag end with stable IDs.