hz-android-2d-porting
Guides porting existing Android 2D apps to Meta VR and Horizon OS — input adaptation, panel layout, and design requirements. Use…
Guides design of comfortable, intuitive VR/MR experiences for Meta VR and Horizon OS — comfort guidelines, interaction patterns, spatial layout, accessibility. Use during UX design review or when evaluating comfort and accessibility. Build paths: Meta Spatial SDK, Unity, Unreal,
Claude Code
$ npx -y skills add meta-quest/agentic-tools --skill hz-immersive-designer --agent claude-code
Codex
$ npx skills add meta-quest/agentic-tools --skill hz-immersive-designer -a codex -y
Cursor
$ npx skills add meta-quest/agentic-tools --skill hz-immersive-designer -a cursor -y
Gemini CLI
$ npx skills add meta-quest/agentic-tools --skill hz-immersive-designer -a gemini-cli -y
GitHub Copilot
$ npx skills add meta-quest/agentic-tools --skill hz-immersive-designer -a github-copilot -y
OpenCode
$ npx skills add meta-quest/agentic-tools --skill hz-immersive-designer -a opencode -y
Windsurf
$ npx skills add meta-quest/agentic-tools --skill hz-immersive-designer -a windsurf -y
name: hz-immersive-designer license: Apache-2.0 description: "Guides design of comfortable, intuitive VR/MR experiences for Meta VR and Horizon OS — comfort guidelines, interaction patterns, spatial layout, accessibility. Use during UX design review or when evaluating comfort and accessibility. Build paths: Meta Spatial SDK, Unity, Unreal, native OpenXR, and WebXR; for 2D panel apps use hz-panel-designer if available. Use hz-quest-verify-first if the build path is unclear."
A knowledge skill for designing comfortable, intuitive, and accessible VR and MR experiences on Meta VR. This skill provides design principles, best practices, and review checklists for spatial computing UX.
1. **Comfort First** — User comfort is non-negotiable. Motion sickness, eye strain, and fatigue will cause users to abandon an app regardless of content quality. When in doubt, choose the more conservative option.
2. **Presence** — Maintain the feeling of "being there" through consistent spatial cues, coherent lighting, plausible physics, and stable world anchoring. In MR, blend virtual content seamlessly with physical surroundings.
3. **Intuitive Interaction** — Leverage gestures and spatial relationships that map to real-world expectations. Introduce novel patterns gradually with clear affordances. Never assume prior VR experience.
4. **Accessibility** — Design for the widest range of abilities from the start. Every core function should have alternative interaction paths, and comfort options should be adjustable.
Managing user comfort across all aspects of the experience. This encompasses motion sickness prevention, field of view management, locomotion design, refresh rate considerations, session length awareness, and vestibular mismatch avoidance.
See [Comfort Guidelines](references/comfort-guidelines.md) for detailed guidance.
Designing how users engage with the virtual world and its elements. This covers direct manipulation, ray casting, gaze-based interaction, voice input, gesture recognition, controller mapping, haptic feedback, and multi-modal input support.
See [Interaction Patterns](references/interaction-patterns.md) for detailed guidance.
Structuring the three-dimensional space for optimal usability and visual comfort. This includes depth zone management, UI placement and readability, scale and proportion, spatial audio positioning, and environmental design fundamentals.
See [Spatial Layout](references/spatial-layout.md) for detailed guidance.
Ensuring the experience is usable by people with diverse abilities. This spans physical accessibility (one-handed use, seated play), visual accessibility (contrast, colorblind support), audio accessibility (captions, visual indicators), cognitive accessibility (clear instructions, adjustable pacing), and motion sensitivity accommodations.
See [Accessibility](references/accessibility.md) for detailed guidance.
Use this checklist when reviewing any VR or MR experience design. Each item includes specific pass/fail measurements where applicable. Guidelines evolve — when an item feels stale, confirm it against current docs with `metavr docs search "<topic>"` before citing it.
Guides porting existing Android 2D apps to Meta VR and Horizon OS — input adaptation, panel layout, and design requirements. Use…
Upgrades Meta VR apps to newer Horizon OS SDK versions — migration guides, deprecated API replacements, changelog. Use when…
Builds WebXR experiences for Meta VR and Horizon OS using the Immersive Web SDK (IWSDK) — ECS architecture, Three.js integration,…
Build multi-window Meta Horizon OS experiences with the MetaVrx Layout SDK in Jetpack Compose or React Native. Covers framework…
Builds app UI for Meta VR and Horizon OS with the MetaVrx UI Set, a Jetpack Compose component library and design system. Covers…
Scaffolds new Meta VR and Horizon OS projects after the build path is selected — Standard Android, Meta Spatial SDK, Unity,…
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or…
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