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meta-quest

@meta-quest source repo

37 published skills

  1. Iwsdk UI · meta-quest
    Create, place, preview, debug, and connect manifest-backed IWSDK UIKitML assets. Use for spatial panels, browser HUDs, UIKitML layout, fonts, editor previews, or runtime element behavior.
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  2. Iwsdk Ray · meta-quest
    Ray-based interactions in the WebXR scene — click objects, press UI buttons, or distance-grab with DistanceGrabbable. Use when the user wants to point at and interact with something at a distance, click a UI button, or test ray-based selection.
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  3. Iwsdk Grab · meta-quest
    Grab an object in the WebXR scene using emulated controllers. Use when the user wants to pick up, move, or test grabbing an object. Supports OneHandGrabbable and TwoHandsGrabbable components which use proximity-based grip (squeeze button), not trigger.
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  4. Iwsdk Debug · meta-quest
    Debug continuous behavior in WebXR scenes — physics, animations, collisions, game loops, or any real-time interaction that happens too fast for an agent to observe. Uses ECS pause/step/snapshot/diff to freeze time and inspect state frame by frame.
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  5. Iwsdk Physics · meta-quest bundle
    Guide for implementing physics in IWSDK projects. Use when adding physics simulation, configuring rigid bodies, collision shapes, applying forces, creating grabbable physics objects, or troubleshooting physics behavior.
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  6. Iwsdk Planner · meta-quest bundle
    IWSDK experience pipeline and planning guide. Use when building a new IWSDK app/game end-to-end, planning new IWSDK features, designing systems/components, reviewing IWSDK code architecture, or when the user asks about IWSDK patterns, ECS design, signals, or reactive programming. Runs a phased ideation → design → grounding → architecture → build → verify → ship pipeline, orchestrating sub-agents per phase where the harness supports them.
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  7. Iwsdk Scene Composer · meta-quest bundle
    Compose editable static IWSDK scenes from text, images, or hybrid references using a shared application asset manifest, v1 scene JSON, modular scene files, and the managed editor's validation and rendering tools. Use for 3D environments, props, architecture, staged scenes, procedural Three.js assets, custom PBR or shader materials, glTF assets, prefabs, patterns, lighting, camera matching, or visual review.
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  8. Iwsdk Depth Occlusion · meta-quest
    Guide for implementing depth sensing and occlusion in IWSDK projects. Use when adding depth-based occlusion to hide virtual objects behind real-world surfaces, configuring DepthSensingSystem, choosing occlusion modes, or troubleshooting objects that disappear or fail to occlude.
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  9. Portal · meta-quest bundle
    Build and sideload Android apps for Meta Portal devices (Portal, Portal+, Portal Mini, Portal Go, Portal TV) using metavr. Use when targeting Portal hardware — covers ADB enablement, the no-GMS constraint, manifest/launcher intent-filter requirements, icon density quirks (PNG-only, mipmap-xxxhdpi), the Smart Camera SDK, and the gradle + `metavr adb` build/deploy/debug loop. Auto-load when the user mentions "Portal" device, targets `minSdkVersion` 28-29 for a tabletop/TV form factor, or works with the `com.facebook.portal` package.
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  10. Metavr CLI · meta-quest bundle
    Provides the complete metavr (Meta VR CLI) reference for Meta Quest and Horizon OS development — installation, device setup, command discovery, MCP server mode, documentation search, app deployment, device testing setup, audio control, screenshots, and performance analysis. Use when the user needs to install metavr, asks what commands are available, needs CLI syntax help, or wants to know what metavr can do.
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  11. Hz Vr Debug · meta-quest bundle
    Debugs Meta Quest and Horizon OS VR/MR applications using the metavr CLI — view logs, capture screenshots, diagnose common issues. Use when troubleshooting crashes, errors, or unexpected behavior on Quest devices.
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  12. Hz Store Pwa · meta-quest bundle
    Guides shipping a web app to the Meta Quest and Horizon OS Store as a PWA/TWA — both 2D windowed panels and immersive WebXR/VR. Covers building the web app (IWSDK for WebXR, any responsive PWA for 2D), Vercel deploy, web app manifest + icons, the WebXR-only auto-enter-session step, choosing 2D vs immersive mode in @meta-quest/bubblewrap-cli, keystore/Digital-Asset-Links, and ovr-platform-util Store upload. Use before any IWSDK/WebXR build, PWA packaging, bubblewrap, or Horizon Store upload work.
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  13. Hz API Upgrade · meta-quest bundle
    Upgrades Meta Quest apps to newer Horizon OS SDK versions — migration guides, deprecated API replacements, changelog. Use when updating SDK versions or fixing deprecated API warnings.
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  14. Hz Iwsdk Webxr · meta-quest bundle
    Builds WebXR experiences for Meta Quest and Horizon OS using the Immersive Web SDK (IWSDK) — ECS architecture, Three.js integration, spatial UI. Use when creating web-based VR/MR apps for Quest Browser.
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  15. Hz Spatial Sdk · meta-quest bundle
    Builds spatial Android apps for Meta Quest and Horizon OS with Meta Spatial SDK — ECS architecture, 2D panels, 3D objects, hybrid experiences. Use when creating Kotlin-based spatial applications.
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  16. Hz Platform Sdk · meta-quest bundle
    Guides integration of the Horizon Platform SDK for Meta Quest and Horizon OS Android/Kotlin apps — achievements, IAP, users, leaderboards, presence, notifications, abuse reporting, entitlements, asset files, application lifecycle, consent, device integrity, language packs, user age categories, and rate and review. Covers setup, initialization, API usage, data types, error handling, and best practices for all 17 public platform SDK packages.
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  17. Hz Store Submit · meta-quest bundle
    Guides end-to-end Meta Quest and Horizon OS app submission to the Meta Horizon Store — build validation, store-readiness checks, asset preparation, upload, and submission tracking. Use when preparing a Quest app for store publishing.
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  18. Hz Perfetto Debug · meta-quest bundle
    Analyzes Meta Quest and Horizon OS VR performance using Perfetto traces — frame timing, CPU/GPU bottlenecks, render pass analysis. Use when profiling frame drops, jank, or thermal issues on Quest devices.
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  19. Hz Unity Placement · meta-quest
    Ensures accurate object placement in Unity projects targeting Meta Quest and Horizon OS by using Renderer and Collider bounds when objects are added, moved, or positioned relative to other objects.
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  20. Hz Psdk Integration · meta-quest bundle
    For 3P / EXTERNAL developers: guides interactive Horizon Platform SDK (PSDK) integration for Meta Quest and Horizon OS Android/Kotlin apps — analyzes the codebase, recommends public platform features, plans the integration, and validates on device. Uses the external toolchain (Gradle, metavr, a developers.meta.com / Rocksteady App ID). For 1P apps inside fbsource (buck, Chesterfield/ni, adb), use psdk_1p_onboarding_agent instead.
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  21. Hz Simpleperf Debug · meta-quest bundle
    Profiles Meta Quest and Horizon OS application CPU performance using simpleperf — workload classification, CPU hotspot recording, kernel overhead measurement. Use when diagnosing whether an app is CPU-bound, memory-bound, or I/O-bound on Quest devices.
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  22. Hz Unity Fbx Import · meta-quest bundle
    Ensures complete FBX URLs or absolute paths are used when importing external 3D models into Unity projects targeting Meta Quest and Horizon OS. Use when adding FBX files, 3D models, or external assets.
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  23. Hz Unity Code Review · meta-quest bundle
    Reviews Unity code targeting Meta Quest and Horizon OS for performance issues, rendering best practices, and common VR pitfalls. Use during code review or when diagnosing Quest performance problems in Unity projects.
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  24. Hz Android 2d Porting · meta-quest bundle
    Guides porting existing Android 2D apps to Meta Quest and Horizon OS — input adaptation, panel layout, and design requirements. Use when adapting a mobile Android app for Quest.
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  25. Hz Immersive Designer · meta-quest bundle
    Guides design of comfortable, intuitive VR/MR experiences for Meta Quest and Horizon OS — comfort guidelines, interaction patterns, spatial layout, accessibility. Use during UX design review or when evaluating comfort and accessibility.
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  26. Hz Quest Verify First · meta-quest
    MANDATORY pre-flight check before answering any question or writing any code related to Meta Quest VR headsets (Quest 2, Quest 3, Quest 3S, Quest Pro) or apps that target them. Forces verification against authoritative Meta sources via the metavr CLI / metavr MCP tools BEFORE relying on training-data knowledge. Counters the failure mode where agents answer Quest-related questions from stale memory and ship deprecated APIs, broken Android manifests, and store-rejected builds. Loads automatically when the user is in a Quest project (any reference to Oculus / Meta Quest / Horizon OS, Unity OVR or Meta XR packages, com.meta.* / com.oculus.* package IDs, Quest-targeted AndroidManifest, .meta files, or developers.meta.com / developer.oculus.com URLs).
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  27. Hz Unity Platform Sdk · meta-quest bundle
    Guides integration of the Horizon Platform SDK for Meta Quest and Horizon OS Unity/C# apps — achievements, IAP, users, leaderboards, challenges, presence, notifications, abuse reporting, entitlements, asset files, application lifecycle, consent, device integrity, language packs, user age categories, and rate and review. Covers setup, initialization, API usage, data types, error handling, and best practices for all 18 public platform SDK packages.
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  28. Hz Xr Simulator Setup · meta-quest bundle
    Sets up the Meta XR Simulator for testing Meta Quest and Horizon OS apps without a physical device. Use when configuring device-free testing for Unity or Unreal projects.
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  29. Hz Unity Face Tracking · meta-quest bundle
    Drive ARKit-blendshape-rigged head/face models in Unity with the wearer's facial expressions on Meta Quest via Meta Movement SDK (face tracking + A2E). Use when a user has an FBX with the 52 ARKit blendshapes (any prefix, _L/_R suffixes) and wants it to animate from face tracking on Quest Pro / Quest 3 / Quest 3S.
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  30. Hz Unity Meta Core Sdk · meta-quest bundle
    Meta XR Core SDK (com.meta.xr.sdk.core) for Unity XR development. Use when setting up VR/MR projects, configuring OVRManager, adding OVRCameraRig, enabling passthrough, hand tracking, spatial anchors, boundaryless mode, controller input, Scene API, or any Meta Quest XR feature. Covers OVRProjectSetup, AndroidManifest generation, and project configuration for Meta Quest headsets.
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  31. Hz Unity Meta Quest UI · meta-quest
    Configures Unity UI for Meta Quest and Horizon OS VR development — world-space canvases, TextMesh Pro setup, comfortable sizing, viewing distances, and interaction readiness.
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  32. Hz Unity Tmp Resources · meta-quest
    Imports and configures TextMesh Pro Essential Resources for Unity projects targeting Meta Quest and Horizon OS. Use when setting up TMP UI, fixing missing TMP materials or fonts, or resolving pink/magenta TMP text.
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  33. Hz New Project Creation · meta-quest bundle
    Scaffolds new Meta Quest and Horizon OS projects with recommended settings for Unity, Unreal, Android/Spatial SDK, or WebXR. Use when creating a new Quest app from scratch.
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  34. Hz Unity Project Analyzer · meta-quest
    Analyzes, documents, and maintains a living `.agent-docs/` knowledge base for Unity projects targeting Meta Quest and Horizon OS. Use when the user asks to scan project structure, explain how a Unity system works, or update project docs after structural changes.
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  35. Hz Unity Passthrough Camera Access · meta-quest bundle
    Meta Quest Passthrough Camera Access (PCA) for Unity — access the forward-facing RGB cameras on Quest 3 / Quest 3S to feed Computer Vision and Machine Learning pipelines. Use when capturing the passthrough camera image/texture, reading the camera pose and intrinsics, projecting camera pixels into world space via `PassthroughCameraAccess.ViewportPointToRay`, wiring camera frames into ML/CV models, or reasoning about resolution, permissions, vendor tags, and the pinhole/principal-point model. For projecting the image onto a flat world-space surface (frustum-slice quad / image-plane overlay) see references/principal-point-offset.md; for placing 2D ML detections as world-space 3D bounding boxes see references/detection-bounding-boxes.md. Skip if the user only wants to cast the user's POV (use the Media Projection API instead) or is doing screen-space-only overlays.
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  36. Hz Unity Meta Movement Sdk Retargeting · meta-quest
    Set up and tweak Meta Movement SDK (MSDK) retargeting for a character model. Use this whenever the user wants to retarget a humanoid FBX/prefab for Meta Quest body tracking, generate a retargeting config, or hand-edit the resulting `<asset>.json` (fix known-joint mappings, exclude joints from auto-mapping, rename target joints, adjust per-joint mapping weights, change a mapping behavior to twist/childAlignedTwist, edit T-pose values). The headless entry point is `Meta.XR.Movement.Editor.MSDKUtilityEditor.RunDefaultRetargetingSetup(GameObject asset)` — call it via Unity MCP first, then hand-edit if needed. **Skip** if the user is editing runtime retargeting code, the source `OVRSkeletonData.json`, or non-MSDK files.
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  37. Hz Unity Meta Mixed Reality Utility Kit · meta-quest bundle
    Meta XR Mixed Reality Utility Kit (MRUK) (com.meta.xr.mrutilitykit) for Unity XR development. Use when working with Scene API data (rooms, walls, floors, furniture), spawning prefabs on scene anchors, placing virtual objects in the real world, world locking to prevent anchor drift, raycasting against room geometry, generating NavMesh from scene data, environment depth raycasting for instant placement without scanning, Passthrough Camera Access (PCA), trackable detection (keyboards, QR codes), destructible scene meshes, space maps, room sharing for multiplayer, or any MR scene-aware feature.
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