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/hz-unity-meta-core-sdk

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.

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meta-vr
17629 skills1 hook1 MCP
Install
$ npx -y skills add meta-quest/agentic-tools --skill hz-unity-meta-core-sdk --agent claude-code

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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-unity-meta-core-sdk

Context preview

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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.

SKILL.md

hz-unity-meta-core-sdk.SKILL.md
name: hz-unity-meta-core-sdk
license: Apache-2.0
description: 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.

Meta XR Core SDK (com.meta.xr.sdk.core)

The Meta XR Core SDK is the foundational Unity package for developing VR and MR applications targeting Meta Quest headsets. It provides the core XR rig, device management, input handling, and access to platform features like passthrough, hand tracking, spatial anchors, and scene understanding.

Package: `com.meta.xr.sdk.core`

Finding the SDK Source

The package `com.meta.xr.sdk.core` may be located in different places depending on the project setup:

  • `Library/PackageCache/com.meta.xr.sdk.core@<hash>/` (cached from registry)
  • `Packages/com.meta.xr.sdk.core/` (local package reference)
  • A custom on-disk path (embedded or local folder)

**Before searching for SDK source, first locate the package root** by searching for a known file by filename pattern:

**/com.meta.xr.sdk.core*/Scripts/OVRManager.cs

Then use the resolved parent path for all subsequent search operations.

CRITICAL: After Any OVRProjectConfig or OVRManager Feature Change

**Any time you modify `OVRProjectConfig` or OVRManager feature settings (hand tracking, passthrough, boundaryless, target devices, etc.), you MUST call `GenerateOrUpdateAndroidManifest()` and verify the result.** See [references/android-manifest.md](references/android-manifest.md) for the full workflow.

Quick Reference

| Component | Purpose | |---|---| | **OVRCameraRig** | Primary XR rig prefab replacing Unity's Main Camera | | **OVRManager** | Singleton managing device state, features, and configuration | | **OVRInput** | Unified API for controller input and tracking | | **OVROverlay** | Compositor layers for sharper text, UI, and video | | **OVRPassthroughLayer** | Enables passthrough visualization | | **OVRSpatialAnchor** | World-locked spatial anchors | | **OVRBoundary** | Guardian boundary system access | | **OVRProjectSetup** | Project Setup Tool for configuration tasks |

OVRCameraRig: The Primary XR Rig

The **OVRCameraRig** prefab is the primary GameObject to add to create a VR/MR scene. It replaces Unity's conventional Main Camera and provides:

  • Stereo rendering for left/right eyes
  • Head and positional tracking via the TrackingSpace hierarchy
  • Anchors for eyes (CenterEyeAnchor, LeftEyeAnchor, RightEyeAnchor)
  • Anchors for hands/controllers (LeftHandAnchor, RightHandAnchor)

Hierarchy Structure

The OVRCameraRig hierarchy includes eye anchors, hand/controller anchors, and multimodal anchors. To see the current structure, inspect the OVRCameraRig prefab or instantiate it in a scene and examine the TrackingSpace children.

Adding OVRCameraRig to a Scene

When working with a scene that needs XR support:

1. **Check if OVRCameraRig exists** in the current scene 2. If NOT found, the agent should:

  • **Option A**: Ask the user which scene contains the OVRCameraRig (it is part of the OVRCameraRig prefab instance)
  • **Option B**: Open a scene where the agent knows the OVRCameraRig exists
  • **Option C**: Ask the user if they want to add the OVRCameraRig prefab to the current scene

3. When adding OVRCameraRig, follow the setup steps in [references/ovr-camera-rig.md](references/ovr-camera-rig.md).

OVRManager: Feature Configuration

**OVRManager** (`OVRManager.cs`) is the main interface to VR hardware. It is a **singleton** attached to the OVRCameraRig prefab that exposes the Meta XR SDK to Unity. It controls:

  • **Target Devices** - Which Quest headsets to target
  • **Performance & Quality** - MSAA, adaptive resolution, dynamic resolution
  • **Tracking** - Tracking origin type (Eye Level, Floor Level, Stage, Stationary)
  • **Display** - Color gamut settings
  • **Quest Features** - Hand tracking, passthrough, keyboard, focus awareness, security, experimental features
  • **Mixed Reality Capture** - Real-world compositing

Analyzing OVRManager for Features

To understand what features are available and how they're configured, **analyze the OVRManager component** on the OVRCameraRig in the scene. The OVRManager Inspector exposes all configurable XR features grouped into sections.

For the full settings reference (tracking origin, passthrough, boundary, hand tracking on OVRProjectConfig, etc.), see [references/ovr-manager.md](references/ovr-manager.md).

OVRProjectSetup (UPST): Listing and Fixing Project Issues

The **Unity Project Setup Tool (UPST)** (`OVRProjectSetup`) is a Unity Editor extension that validates project configuration for Meta Quest. It maintains a registry of **Configuration Tasks** — each task checks a specific setting and reports whether it is satisfied or outstanding.

**Primary use: list all outstanding issues for the current platform, then fix them.**

  • **List issues** — Query all tasks, filter by platform/validity, and report those where `IsDone` is false. Each issue has a level (Required, Recommended, Optional), a group (Compatibility, Rendering, Features, etc.), and a fix type (Auto-fix or Manual).
  • **Fix issues** — Use `FixAllAsync(BuildTargetGroup)` to auto-fix all fixable issues, or invoke individual `FixAction` delegates directly.

**UPST can be driven programmatically via Unity MCP** using reflection (see [references/project-setup-tool.md](references/project-setup-tool.md) for the full API, task registry access, property reading, and fix invocation patterns).

Access via UI: **Meta > Tools > Project Setup Tool**.

CRITICAL: AndroidManifest Update

**NEVER directly edit AndroidManifest.xml for features managed by OVRProjectConfig.** See [references/android-manifest.md](references/android-manife

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Agentic skills and tools for Meta Quest and Horizon OS development.

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