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/hz-unity-sdk-upgrade

Upgrades Unity projects between Meta XR SDK versions for Meta VR and Horizon OS. Use when moving from Oculus Integration or older com.meta.xr packages, resolving post-upgrade compile errors, or validating runtime behavior. Grounds migration decisions in current metavr

BOOST
From plugin
meta-vr
20036 skills1 MCP
Install
$ npx -y skills add meta-quest/agentic-tools --skill hz-unity-sdk-upgrade --agent claude-code

How it fires

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-sdk-upgrade

Context preview

The summary Claude sees to decide when to auto-load this skill.

Upgrades Unity projects between Meta XR SDK versions for Meta VR and Horizon OS. Use when moving from Oculus Integration or older com.meta.xr packages, resolving post-upgrade compile errors, or validating runtime behavior. Grounds migration decisions in current metavr

SKILL.md

hz-unity-sdk-upgrade.SKILL.md
name: hz-unity-sdk-upgrade
license: Apache-2.0
description: Upgrades Unity projects between Meta XR SDK versions for Meta VR and Horizon OS. Use when moving from Oculus Integration or older com.meta.xr packages, resolving post-upgrade compile errors, or validating runtime behavior. Grounds migration decisions in current metavr documentation results and records coverage gaps instead of relying on static summaries. Do not use for Unreal, native Android, Spatial SDK, or WebXR upgrades.
allowed-tools: Bash(metavr:*)

Meta XR Unity SDK Upgrade

Upgrade the project as an evidence-driven migration. Package resolution and a clean compile are checkpoints, not proof that the app still works.

Optimize for the shortest verified path. In a time-bounded session, finish the package/provider transition, remove duplicate SDK code, migrate every known producer and consumer, and obtain a clean compile before optional cleanup or broader platform validation. Do not spend the remaining budget polishing a compile-clean project setting while a known legacy consumer or vendored SDK file remains.

For Unreal, native Android or Spatial SDK, WebXR or Immersive Web SDK (IWSDK), and general cross-platform upgrades, use [`hz-api-upgrade`](../hz-api-upgrade/SKILL.md).

Required workflow

1. Read [the Unity upgrade runbook](references/unity-upgrade-runbook.md). Do a bounded, shallow inventory of the Unity version, render pipeline, XR provider, Meta packages, vendored `Assets/Oculus` content, assembly definitions, and affected scenes/prefabs. Record paths and legacy symbols without reading every large serialized asset or constructing a complete GUID map. Create one checklist of affected producers, consumers, serialized assets, settings, and tests; update it instead of repeating discovery or launching duplicate inventory subtasks. 2. Establish the source and target SDK versions from package or SDK-family markers. Treat the Meta XR package version, the bundled native OVRPlugin version reported through the managed `OVRPlugin` API, Unity editor version, and XR provider as separate axes; do not infer one from another. If either SDK version is ambiguous, report the evidence and label the value as inferred. 3. Query current documentation with `metavr` before choosing replacements. Start with one full-range query and one query per active high-impact axis, then fetch the most relevant authoritative results. Search individual published releases only when package metadata or a changelog shows that an intermediate release matters. Once the relevant official guide and exact target API signatures for the next migration slice are established, implement that slice; do not keep probing adjacent APIs. Return to search only for a new error or unresolved checklist item. 4. Treat missing or irrelevant results as a documentation-coverage gap. Record the query and result in the upgrade report; do not fill the gap from memory or claim that `metavr` found guidance it did not return. 5. Update the package topology before application code. Remove duplicate vendored SDK content, keep related Meta packages and any required bridge/adaptor package compatible with the target release, update the XR provider deliberately, and resolve assembly-definition references. Verify both package declarations and serialized loader/provider settings; installing an OpenXR package does not enable its loader. Run and await any required project-setup tool within this slice, then re-scan for vendored SDK code because imports or setup automation can recreate files. Run the first post-change compile before inspecting package sources or deeply migrating scenes and prefabs; let its diagnostics determine what to inspect next. 6. Run the critical compile loop below after the package/provider slice and after every coherent migration slice. Do not batch unrelated migration work on top of a failed compile. 7. Migrate producers and consumers together. Before optional cleanup or platform checks, enumerate the concrete consumer files and mark each migrated. Search scenes, prefabs, serialized fields, custom loaders, editor tooling, and tests—not only `.cs` call sites. Do not delete or skip an affected consumer merely to obtain a clean compile. 8. If the project uses `OVRSceneManager`, `OVRSceneRoom`, `OVRSceneAnchor`, or custom Scene API loaders, read [the MRUK migration best practices](references/mruk-migration.md) before editing and run its completion checklist before the final compile. 9. Treat an accompanying Unity-major-version, XR-provider, or Input System change as a separate migration axis. Check serialized provider settings per build target, required OpenXR feature groups and interaction profiles, Active Input Handling, `Unity.InputSystem` assembly references, Android entry point, permissions, Addressables/Localization, render-pipeline settings, color space, and Android minimum SDK when applicable. Verify version-sensitive details through live docs and installed package APIs. 10. Validate in layers: package resolution, script compilation, edit/play-mode tests, Android build, then headset behavior for permissions, scene loading, input, rendering, and lifecycle. For compilation, prefer an installed, documented Unity editor-control CLI or bridge when it can safely drive the project's already-open Editor. Otherwise use the matching Unity Editor in batch mode only after confirming that the same project is not open elsewhere. Never start a second Editor on the same project or terminate an unrelated Unity process. Preserve exact commands and results in the upgrade report. 11. Finish only when the requested validation layers pass or are explicitly recorded as failed or unverified with the blocking layer, evidence, and a concrete next command.

Critical execution and compile loop

Treat compilation as a blocking feedback loop, not end-of-task validation:

1. Before editing, capture a fresh baseline compile when the environment supports it and record any pre-existing e

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