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…
Configures Unity UI for Meta Quest and Horizon OS VR development — world-space canvases, TextMesh Pro setup, comfortable sizing, viewing distances, and interaction readiness.
$ npx -y skills add meta-quest/agentic-tools --skill hz-unity-meta-quest-ui --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/hz-unity-meta-quest-uiContext preview
The summary Claude sees to decide when to auto-load this skill.
Configures Unity UI for Meta Quest and Horizon OS VR development — world-space canvases, TextMesh Pro setup, comfortable sizing, viewing distances, and interaction readiness.
name: hz-unity-meta-quest-ui license: Apache-2.0 description: Configures Unity UI for Meta Quest and Horizon OS VR development — world-space canvases, TextMesh Pro setup, comfortable sizing, viewing distances, and interaction readiness.
Use this skill automatically when:
Before creating ANY VR UI, verify TMP resources are imported. Use `Unity_RunCommand`:
using UnityEngine;
using UnityEditor;
using System.IO;
internal class CommandScript : IRunCommand
{
public void Execute(ExecutionResult result)
{
string fontPath = "Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset";
var font = AssetDatabase.LoadAssetAtPath<Object>(fontPath);
if (font != null)
result.Log("TMP Essential Resources: IMPORTED. Default font present.");
else
result.LogError("TMP Essential Resources: NOT IMPORTED. Use tmp-resources skill first.");
}
}If not imported, use the **tmp-resources** skill before proceeding.
Use `Unity_RunCommand` to create and configure the canvas:
using UnityEngine;
using UnityEditor;
using UnityEngine.UI;
internal class CommandScript : IRunCommand
{
public void Execute(ExecutionResult result)
{
// Adapt the name to match your canvas (e.g., "MainMenu", "SettingsUI")
var go = new GameObject("MenuUI");
var canvas = go.AddComponent<Canvas>();
canvas.renderMode = RenderMode.WorldSpace;
go.AddComponent<GraphicRaycaster>();
// Remove CanvasScaler — not appropriate for VR
var scaler = go.GetComponent<CanvasScaler>();
if (scaler != null)
Object.DestroyImmediate(scaler);
var rt = go.GetComponent<RectTransform>();
rt.localScale = new Vector3(0.001f, 0.001f, 0.001f);
rt.sizeDelta = new Vector2(1920f, 1080f);
rt.position = new Vector3(0f, 1.5f, 2f);
result.RegisterObjectCreation(go);
result.Log("Created VR Canvas '{0}'. Scale: {1}, Size: {2}, Position: {3}",
go.name, rt.localScale, rt.sizeDelta, rt.position);
}
}All child elements (panels, buttons, text) must follow these rules:
using UnityEngine;
using UnityEditor;
using UnityEngine.UI;
using TMPro;
internal class CommandScript : IRunCommand
{
public void Execute(ExecutionResult result)
{
// Replace "MenuUI" with the actual canvas name used in Step 1
var canvas = GameObject.Find("MenuUI");
if (canvas == null) { result.LogError("Canvas 'MenuUI' not found."); return; }
// Panel
var panel = new GameObject("ButtonPanel");
panel.transform.SetParent(canvas.transform, false);
var panelRT = panel.AddComponent<RectTransform>();
panelRT.localScale = Vector3.one;
panelRT.sizeDelta = new Vector2(800f, 600f);
var panelImg = panel.AddComponent<Image>();
panelImg.color = new Color(0.1f, 0.1f, 0.1f, 0.95f);
panelImg.raycastTarget = false;
var layout = panel.AddComponent<VerticalLayoutGroup>();
layout.spacing = 50f;
layout.padding = new RectOffset(80, 80, 100, 100);
layout.childAlignment = TextAnchor.MiddleCenter;
// Button
var btnGO = new GameObject("StartButton");
btnGO.transform.SetParent(panel.transform, false);
var btnRT = btnGO.AddComponent<RectTransform>();
btnRT.localScale = Vector3.one;
btnRT.sizeDelta = new Vector2(400f, 120f);
var btnImg = btnGO.AddComponent<Image>();
btnImg.color = new Color(0.2f, 0.6f, 1f, 1f);
btnGO.AddComponent<Button>();
// Button text
var textGO = new GameObject("Text");
textGO.transform.SetParent(btnGO.transform, false);
var textRT = textGO.AddComponent<RectTransform>();
textRT.localScale = Vector3.one;
textRT.anchorMin = Vector2.zero;
textRT.anchorMax = Vector2.one;
textRT.sizeDelta = Vector2.zero;
var tmp = textGO.AddComponent<TextMeshProUGUI>();
tmp.text = "Start";
tmp.fontSize = 48f;
tmp.color = new Color(0.95f, 0.95f, 0.95f, 1f);
tmp.alignment = TextAlignmentOptions.Center;
tmp.raycastTarget = false;
result.RegisterObjectCreation(panel);
result.Log("Created panel with button. Panel scale: {0}, Button scale: {1}",
panelRT.localScale, btnRT.localScale);
}
}After creating UI, verify critical properties with `Unity_RunCommand`:
using UnityEngine;
using UnityEditor;
internal class CommandScript : IRunCommand
{
public void Execute(ExecutionResult result)
{
// Replace "MenuUI" with the actual canvas name
var canvas = GameObject.Find("MenuUI");
if (canvas == null) { result.LogError("Canvas not fouAgentic skills and tools for Meta Quest and Horizon OS development.
Repo: meta-quest/agentic-tools
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