hz-android-2d-porting
Guides porting existing Android 2D apps to Meta VR and Horizon OS — input adaptation, panel layout, and design requirements. Use…
Audits a Unity project for Meta VR Glasses readiness across input and field of view — finds controller-dependent interactions such as OVRInput usage, recommends hand-tracking and ISDK controller-to-hands migrations, produces a prioritized migration plan, and detects head-locked
Claude Code
$ npx -y skills add meta-quest/agentic-tools --skill hz-unity-device-readiness --agent claude-code
Codex
$ npx skills add meta-quest/agentic-tools --skill hz-unity-device-readiness -a codex -y
Cursor
$ npx skills add meta-quest/agentic-tools --skill hz-unity-device-readiness -a cursor -y
Gemini CLI
$ npx skills add meta-quest/agentic-tools --skill hz-unity-device-readiness -a gemini-cli -y
GitHub Copilot
$ npx skills add meta-quest/agentic-tools --skill hz-unity-device-readiness -a github-copilot -y
OpenCode
$ npx skills add meta-quest/agentic-tools --skill hz-unity-device-readiness -a opencode -y
Windsurf
$ npx skills add meta-quest/agentic-tools --skill hz-unity-device-readiness -a windsurf -y
name: hz-unity-device-readiness license: Apache-2.0 description: "Audits a Unity project for Meta VR Glasses readiness across input and field of view — finds controller-dependent interactions such as OVRInput usage, recommends hand-tracking and ISDK controller-to-hands migrations, produces a prioritized migration plan, and detects head-locked UI that a narrower FoV would clip."
This skill prepares a Unity project for Meta VR Glasses device requirements across two dimensions: **input** (hand tracking as the primary input, not a fallback) and **field of view** (a device with a narrower FoV than current Quest headsets). The input workflow is immediately below; the field-of-view workflow is its own section further down.
The target device treats hand tracking as the primary input method, not a fallback. Most existing Quest projects were built controller-first, so the work isn't just "replace button presses with gestures" — it's rethinking interaction design so hands feel natural instead of like a worse controller. A systematic scan matters: find every controller dependency, understand the gameplay intent behind it, and map it to the right ISDK pattern.
When a Meta VR Glasses or Meta Quest device is connected, ground the audit in real device data first — `metavr device list` shows what's attached, and `metavr device info <id>` reports the device's input and display capabilities the audit should target.
Build a complete picture of how the project handles input today. Controller dependencies hide in surprising places — not just obvious `OVRInput.Get()` calls, but also XR Interaction Toolkit components, Unity's legacy Input system, and custom grab systems. Cast a wide net:
# Find controller input usage grep -r "OVRInput\.\(Get\|GetDown\|GetUp\)" --include="*.cs" . grep -r "OVRInput\.Button\|OVRInput\.Axis" --include="*.cs" . # Find XR Interaction Toolkit usage grep -r "XRGrabInteractable\|XRRayInteractor\|XRDirectInteractor" --include="*.cs" . # Find legacy Input system usage grep -r "Input\.GetButton\|Input\.GetAxis\|Input\.GetKey" --include="*.cs" . # Find interaction patterns grep -r "Grabbable\|IGrabbable\|OnGrab\|OnRelease" --include="*.cs" . grep -r "Raycast\|RaycastHit\|Physics\.Raycast" --include="*.cs" .
For each finding, categorize it:
| Category | What to Look For | Impact | |----------|------------------|--------| | **Controller Input** | `OVRInput.Get()`, button/axis references | Must replace with hand gestures or ISDK components | | **Grab Systems** | Trigger-based grab, distance grab | Convert to `HandGrabInteractable` with pinch detection | | **UI Interaction** | Ray-based UI, pointer clicks | Convert to poke interactions (`PokeInteractable`) | | **Movement** | Thumbstick locomotion, snap turn | Redesign for hand-based or gaze-based navigation | | **Object Manipulation** | Thumbstick rotation, button-based scaling | Use direct hand rotation/scaling with two-hand support |
For each controller-dependent system, suggest a specific ISDK-based replacement. Reference the hand-tracking patterns in `references/hand-tracking-patterns.md` for implementation details.
Rank suggestions by impact and effort:
**Important.** If the project already uses ISDK hand tracking (`HandGrabInteractable`, `PokeInteractable`, etc.) and has no controller-dependent code, report that it is already hand-ready. Surface enhancements only as Low-priority items — don't treat them as required changes. A project that already works with hands should not receive a long list of improvement suggestions.
Provide your analysis as a structured report:
1. **Project Summary** — what type of project this is and its core mechanics. 2. **Readiness Score** — rough percentage of interactions that already work with hands. 3. **Required Changes** — prioritized list with:
4. **Quick Wins** — changes that are easy and high-impact. 5. **Migration Risks** — potential issues to watch for.
For detailed implementation patterns, read:
Run this when preparing the project for a device with a **narrower field of view** than the developer's current target. It finds **head-locked** (HUD) UI that fits a wider FoV but would be clipped at the edges of the narrower device — reticles, health/ammo counters, minimaps, tutorial pins, vignette/letterbox overlays — and reports each with a migration fix. This is a distinct pass from the input workflow above.
In VR nothing is permanently off-screen — the user can turn their he
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