hz-android-2d-porting
Guides porting existing Android 2D apps to Meta VR and Horizon OS — input adaptation, panel layout, and design requirements. Use…
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 VR feature. Covers
Claude Code
$ npx -y skills add meta-quest/agentic-tools --skill hz-unity-meta-core-sdk --agent claude-code
Codex
$ npx skills add meta-quest/agentic-tools --skill hz-unity-meta-core-sdk -a codex -y
Cursor
$ npx skills add meta-quest/agentic-tools --skill hz-unity-meta-core-sdk -a cursor -y
Gemini CLI
$ npx skills add meta-quest/agentic-tools --skill hz-unity-meta-core-sdk -a gemini-cli -y
GitHub Copilot
$ npx skills add meta-quest/agentic-tools --skill hz-unity-meta-core-sdk -a github-copilot -y
OpenCode
$ npx skills add meta-quest/agentic-tools --skill hz-unity-meta-core-sdk -a opencode -y
Windsurf
$ npx skills add meta-quest/agentic-tools --skill hz-unity-meta-core-sdk -a windsurf -y
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 VR feature. Covers OVRProjectSetup, AndroidManifest generation, and project configuration for Meta VR devices, driven against a live Editor with unity-cli.
The Meta XR Core SDK is the foundational Unity package for developing VR and MR applications targeting Meta VR devices. 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`
Everything here is **Editor-only** C#. Run it against an open Editor instead of hand-editing scene, manifest, or settings files. Connecting, `--project-path`, and Safe Mode recovery are in the **`unity-cli`** skill.
unity status --format json # look for state "ready" unity command run_script --project-path <proj> --file AgentScripts/Setup.cs --entry Setup.Run --format json
Prefer `run_script` over `eval` — put the `.cs` outside `Assets/` (path resolves against the project root) so writing it triggers no import or domain reload, and shell quoting can't mangle C# literals.
SDK-specific gotchas:
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 Inspec
Guides porting existing Android 2D apps to Meta VR and Horizon OS — input adaptation, panel layout, and design requirements. Use…
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