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/hz-new-project-creation

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.

From plugin
meta-vr
17629 skills1 hook1 MCP
Install
$ npx -y skills add meta-quest/agentic-tools --skill hz-new-project-creation --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/hz-new-project-creation

Context preview

The summary Claude sees to decide when to auto-load this skill.

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.

SKILL.md

hz-new-project-creation.SKILL.md
name: hz-new-project-creation
license: Apache-2.0
description: 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.
allowed-tools: Bash(metavr:*) Bash(hzdb:*) Bash(npx:*) mcp__metavr__metavr_unity_setup

New Project Creation Skill

Scaffold and configure new Meta Quest projects from scratch. This skill guides you through choosing the right platform and project type, then provides step-by-step setup instructions with recommended settings optimized for Quest hardware.

When to Use This Skill

Use this skill when you need to:

  • Create a brand-new project targeting Meta Quest (Quest 2, Quest 3, Quest 3S, Quest Pro)
  • Choose between Unity, Unreal Engine, Android/Spatial SDK, or WebXR
  • Configure a project with the correct render settings, SDK versions, and build targets for Quest
  • Set up a project template with recommended architecture and folder structure
  • Understand which platform best fits your application type

Prerequisites

Before creating any Meta Quest project, complete these steps regardless of platform:

1. **Create a Meta developer account** -- Sign up at [developer.meta.com](https://developer.meta.com) and create an organization. 2. **Set up your Quest for development** -- Enable developer mode in the Meta Horizon app on your phone under your headset's settings. 3. **Enable USB debugging** -- Connect your Quest via USB-C, put on the headset, and accept the "Allow USB debugging" prompt. 4. **Use metavr via `npx`** -- The `metavr` CLI is invoked on demand; no global install required:

   npx -y metavr --version

Examples below use the bare `metavr` command for brevity; if it is not installed globally, replace `metavr` with `npx -y metavr`.

Verify your device connection before starting any project:

metavr device list

Decision Tree

When a user wants to create a new Quest project, walk through these questions in order:

Step 1: What Platform?

Ask the user which development platform they prefer or are most experienced with:

  • **Unity** -- C# scripting, mature XR ecosystem, large asset store
  • **Unreal Engine** -- C++ and Blueprints, high-fidelity rendering, cinematic tools
  • **Android / Spatial SDK** -- Kotlin, native Android development, panel-based apps
  • **Web / IWSDK / WebXR** -- TypeScript, rapid prototyping, browser-based distribution

Step 2: What Type of Experience?

Ask what kind of application they are building:

| Type | Description | Best Platforms | |------|-------------|----------------| | Fully Immersive VR | Complete virtual environment, no passthrough | Unity, Unreal | | Mixed Reality | Blend virtual content with real world via passthrough | Unity, Unreal, Spatial SDK | | 2D Panel App | Flat UI panel floating in the user's space | Spatial SDK, Unity | | Hybrid (2D + 3D) | Panels with optional 3D spatial content | Spatial SDK |

Step 3: What Features?

Identify which Quest-specific features the project needs:

  • **Hand tracking** -- Controller-free interaction using hand and finger detection
  • **Eye tracking** -- Gaze-based interaction and foveated rendering (Quest Pro, Quest 3)
  • **Passthrough** -- Camera-based view of the real world with virtual overlays
  • **Multiplayer** -- Networked multi-user experiences
  • **Spatial audio** -- 3D positional audio with HRTF spatialization
  • **Scene understanding** -- Room mesh, plane detection, semantic labels
  • **Spatial anchors** -- Persistent world-locked content placement

Platform Comparison

| Platform | Best For | Language | 3D Engine | Learning Curve | Distribution | |----------|----------|----------|-----------|----------------|--------------| | Unity | Games, complex 3D, social VR | C# | Unity | Moderate | Quest Store, App Lab | | Unreal Engine | High-fidelity visuals, cinematic | C++ / Blueprint | Unreal | Steep | Quest Store, App Lab | | Spatial SDK | Android panel apps, hybrid apps | Kotlin | Custom ECS | Moderate | Quest Store, App Lab | | IWSDK / WebXR | Web-based, quick prototyping | TypeScript | Three.js | Low | Web, PWA, Store (via Bubblewrap) |

Platform Selection Guidelines

  • **Choose Unity** when you need the broadest XR feature support, a large ecosystem of third-party assets, or your team already knows C#.
  • **Choose Unreal** when visual fidelity is the top priority, you need cinematic sequences, or your team is experienced with C++ or Blueprints.
  • **Choose Spatial SDK** when building panel-based Android apps, hybrid 2D+3D experiences, or leveraging existing Android/Kotlin expertise.
  • **Choose IWSDK/WebXR** when you want the fastest iteration cycle, browser-based distribution, or are prototyping an idea before committing to a native engine.

After Choosing a Platform

Once the user has selected a platform, refer to the corresponding reference guide for detailed, step-by-step project setup:

  • **Unity (Quest / VR)** -- **MUST** use the `metavr_unity_setup` MCP tool to create the project. Do NOT run Unity CLI directly. Do NOT walk the user through manual Package Manager / XR Plug-in Management steps. See [Unity Project Setup](references/unity-project.md). Manual fallback at [unity-project-manual.md](references/unity-project-manual.md) only when the MCP tool is unavailable. (Note: this guidance applies to **Quest/VR** Unity projects only — for non-VR Unity projects use Unity Hub as normal.)
  • **Unreal Engine** -- [Unreal Project Setup](references/unreal-project.md)
  • **Android / Spatial SDK** -- [Android Project Setup](references/android-project.md)
  • **Web / IWSDK / WebXR** -- [Web Project Setup](references/web-project.md)

Each reference covers:

1. Required tool and SDK versions 2. Project creation steps 3. Recommended project settings for Quest 4. Build and deployment workflow 5. Testing and iteration workflow

Gotchas

These are common pitfalls when setting up new Quest projects.

  • **Android API level mis
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Agentic skills and tools for Meta Quest and Horizon OS development.

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