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/hz-quest-verify-first

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

From plugin
meta-vr
24936 skills1 MCP

Claude Code

$ npx -y skills add meta-quest/agentic-tools --skill hz-quest-verify-first --agent claude-code

SKILL.md

hz-quest-verify-first.SKILL.md
name: hz-quest-verify-first
license: Apache-2.0
description: >-
  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). Build paths: all; use this skill first whenever
  the path is unknown or a Quest-specific claim is involved.
allowed-tools: Bash(metavr:*), Bash(npx:*)

Verify First — Meta Quest Development

What you need to know before reading the rest of this

You are about to be told to call tools you may not recognize by name. Read this section first so the rest makes sense.

  • **Meta Quest** is Meta's line of standalone VR / mixed-reality headsets

(Quest 2, Quest 3, Quest 3S, Quest Pro). They run an Android-based OS.

  • **Horizon OS** is the name of that operating system. It is forked from

Android, ships on every Quest headset, and Meta updates it on its own cadence (separate from upstream Android). Many APIs are Horizon-OS-specific and have no analog in stock Android.

  • **metavr** ("Meta VR CLI") is a Rust CLI tool published by Meta as a

standalone binary and as `metavr` on npm. Invoke via `metavr <args>` (or `npx -y metavr <args>` with no install; `npx` always pulls the latest published version). It wraps `adb` and Meta's developer APIs into higher-level commands for Meta VR device development: list devices, install apps, capture Perfetto traces, search Meta VR documentation, query 3D asset libraries, automate UI interactions, etc. metavr is the primary action layer for Meta VR dev work — the equivalent of what `gcloud` is for GCP or `git` is for source control.

  • **metavr MCP server** is a built-in mode of metavr that exposes a focused set of

tools to AI coding agents over the Model Context Protocol. The relevant tools for this skill are:

  • `vr_docs_search` — search the official Meta developer documentation
  • `vr_docs_get_page` — fetch the full text of a specific docs page
  • `device` — query and control connected Meta VR Glasses and Meta Quest headsets (list,

info, connect, reboot, battery, controllers, proximity, etc.)

  • `app` — query and manage installed apps (list, info, install,

uninstall, launch, stop, clear)

  • `files` — file ops on a connected Meta VR device (ls, push, pull, rm, mkdir)
  • `run` — catch-all for any metavr subcommand without a dedicated tool

(perf, ovrmetrics, ui, audio, casting, window, unity, sideload, asset, config, …). Its JSON Schema is generated from clap so the available subcommands and their typed args are visible to you in the tool definition.

  • `cli_help` — discover metavr subcommands and flags as markdown
  • **Meta SDKs you may not recognize** that are commonly used in Quest

projects: Meta XR All-in-One SDK (Unity), Meta XR Core / Interaction / Platform / Voice / Movement SDKs, Meta Spatial SDK (Kotlin / Android panels), IWSDK (Immersive Web SDK for WebXR), MRUK (Mixed Reality Utility Kit), Presence Platform, Horizon Platform SDK. These ship on their own release cadences, separate from Quest OS. Meta Spatial SDK is the immersive Android/Kotlin path; it is not required for ordinary 2D Android panel apps.

  • **OVR vs Meta XR** — older Quest Unity content and most of the public web

references the `OVR` namespace and the "Oculus Integration" Unity package. Both have been deprecated in favor of the Meta XR All-in-One SDK family. Most training data still recommends the deprecated names. Verify before recommending anything in this area.

Why this skill exists

Meta Quest and Horizon OS evolve fast. Meta SDKs ship every few weeks. APIs get renamed before public release. Manifest entitlements and store policies update monthly. Entire SDK families (Meta Spatial SDK, IWSDK, Horizon OS shells) post-date most LLM training corpora.

**You almost certainly have stale knowledge about Quest specifics.** The package names you remember have been renamed. The Unity menu paths have moved. The setup steps that worked on a prior Horizon OS version silently broke on the current one. The "OVR" namespace you reach for has been split across half a dozen Meta XR packages.

If you answer a Meta Quest question or write Quest-targeted code without verifying first, you will hallucinate. The user will not notice until their build fails, their app gets rejected from the store, or their AndroidManifest doesn't publish.

**This skill is a hard gate. Treat it as a precondition, not a suggestion.**

When this skill applies

You MUST run the verification flow below if ANY of the following is true for the current task:

  • The user mentions Meta Quest, Quest 2 / 3 / 3S / Pro, Oculus, Horizon OS,

MR, VR, XR, OpenXR (on Quest), Meta SDK, Meta XR, OVR, Spatial SDK, IWSDK, MRUK, Movement SDK, Voice SDK, Presence Platform, Horizon Platform SDK, hand tracking, passthrough, anchors, scene mesh, casting, eye tracking, body tracking, controllers, or platform compliance / store policy

  • The repository contains any of:
  • Unity files with `OVRPlugin`, "Meta XR All-in-One SDK", or `com.meta.xr.*`

in `manifest.json` / `Packages/manifest.json`

  • Spatial SDK gradle plugin (`com.meta.spatial.plugins.*`)
  • AndroidManifest with `com.oculus.*`, `com.meta.quest.*`, or `horizon`

feature declarations

  • Package IDs starting with `com.meta.*` or `com.oculus.*`
  • `.meta` files indica
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Agentic skills and tools for Meta VR and Horizon OS development.

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Questions about hz-quest-verify-first.

Which coding agents can use hz-quest-verify-first?
hz-quest-verify-first installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.