hz-android-2d-porting
Guides porting existing Android 2D apps to Meta Quest and Horizon OS — input adaptation, panel layout, and design requirements. Use when adapting a mobile…
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 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.
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.
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`
The package `com.meta.xr.sdk.core` may be located in different places depending on the project setup:
**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.
**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.
| 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 |
The **OVRCameraRig** prefab is the primary GameObject to add to create a VR/MR scene. It replaces Unity's conventional Main Camera and provides:
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.
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:
3. When adding OVRCameraRig, follow the setup steps in [references/ovr-camera-rig.md](references/ovr-camera-rig.md).
**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:
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).
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.**
**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**.
**NEVER directly edit AndroidManifest.xml for features managed by OVRProjectConfig.** See [references/android-manifest.md](references/android-manife
Agentic skills and tools for Meta Quest and Horizon OS development.
Repo: meta-quest/agentic-tools
Guides porting existing Android 2D apps to Meta Quest and Horizon OS — input adaptation, panel layout, and design requirements. Use when adapting a mobile…
Upgrades Meta Quest apps to newer Horizon OS SDK versions — migration guides, deprecated API replacements, changelog. Use when updating SDK versions or fixing…
Guides design of comfortable, intuitive VR/MR experiences for Meta Quest and Horizon OS — comfort guidelines, interaction patterns, spatial layout,…
Builds WebXR experiences for Meta Quest and Horizon OS using the Immersive Web SDK (IWSDK) — ECS architecture, Three.js integration, spatial UI. Use when…
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…
Analyzes Meta Quest and Horizon OS VR performance using Perfetto traces — frame timing, CPU/GPU bottlenecks, render pass analysis. Use when profiling frame…