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claudecodexCore skills library for Claude Code: TDD, debugging, collaboration patterns, and proven techniques
15 skills · hooks
Agent skills for Meta VR and Horizon OS development. Helps your coding agent with Meta VR app debugging, performance analysis, project setup, Unity and WebXR workflows, Spatial SDK and Platform SDK integration, store submission checks, and metavr device workflows.
Plugin meta-vr from marketplace meta-vr in FARICJH59/agentic-tools. Commands read from the repo's manifest — 5 days ago.
This plugin runs code on your machine — it starts local MCP servers. The exact commands are listed below; read them before installing.
hz-android-2d-portingGuides porting existing Android 2D apps to Meta VR and Horizon OS — input adaptation, panel layout, and design requirements. Use when adapting a mobile Android app for Meta VR. For UI design decisions, use hz-panel-designer if available. Build path: Standard Android; use hz-quest-verify-first if the
hz-api-upgradeUpgrades Meta VR apps to newer Horizon OS SDK versions — migration guides, deprecated API replacements, changelog. Use when updating SDK versions or fixing deprecated API warnings. Build paths: all Meta VR app stacks; use hz-quest-verify-first if the build path is unclear.
hz-immersive-designerGuides design of comfortable, intuitive VR/MR experiences for Meta VR and Horizon OS — comfort guidelines, interaction patterns, spatial layout, accessibility. Use during UX design review or when evaluating comfort and accessibility. Build paths: Meta Spatial SDK, Unity, Unreal, native OpenXR, and W
hz-iwsdk-webxrBuilds WebXR experiences for Meta VR and Horizon OS using the Immersive Web SDK (IWSDK) — ECS architecture, Three.js integration, spatial UI. Use when creating web-based VR/MR apps for Quest Browser.
hz-metavrx-layout-sdkBuild multi-window Meta Horizon OS experiences with the MetaVrx Layout SDK in Jetpack Compose or React Native. Covers framework selection, setup, anchoring, semantic offsets, window promotion, fallback, priority, lifecycle, and theming. Use for apps that need multiple app-owned panels without an imm
hz-metavrx-ui-setBuilds app UI for Meta VR and Horizon OS with the MetaVrx UI Set, a Jetpack Compose component library and design system. Covers UiSetTheme, buttons, cards, controls, dialogs, dropdowns, inputs, side navigation, sliders, tooltips, the Icons.Regular library, Gradle setup, and migration from the Spatia
hz-new-project-creationScaffolds new Meta VR and Horizon OS projects after the build path is selected — Standard Android, Meta Spatial SDK, Unity, Unreal, or WebXR. Use when creating a new Meta VR app from scratch. Build paths: all; use hz-quest-verify-first to choose the path.
hz-perfetto-debugAnalyzes Meta VR and Horizon OS VR performance using Perfetto traces — frame timing, CPU/GPU bottlenecks, render pass analysis. Use when profiling frame drops, jank, or thermal issues on Meta VR devices. Build paths: all Meta VR app stacks; use hz-quest-verify-first if the build path is unclear.
hz-platform-sdkGuides integration of the Horizon Platform SDK for Meta VR and Horizon OS Android/Kotlin apps — achievements, IAP, users, leaderboards, presence, notifications, abuse reporting, entitlements, asset files, application lifecycle, consent, device integrity, language packs, user age categories, and rate
hz-psdk-integrationGuides interactive Horizon Platform SDK (PSDK) integration for Meta VR and Horizon OS Android/Kotlin apps — analyzes the codebase, recommends public platform features, plans the integration, and validates on device. Use for workflow guidance; use hz-platform-sdk for the detailed API reference. Build
hz-quest-verify-firstMANDATORY pre-flight check before answering any question or writing any code related to Meta Quest VR headsets (Quest 2, Quest 3, Quest 3S, Quest Pro) or apps that target them. Forces verification against authoritative Meta sources via the metavr CLI / metavr MCP tools BEFORE relying on training-dat
hz-react-native-expoBuild and iterate on React Native apps for Meta VR / Horizon OS with Expo. Covers the fast dev loop — install Expo Go from the Meta Horizon Store, run a Metro dev server, load its bundle URL on the headset, and get live Fast Refresh — plus the full development-build path with the expo-horizon-core c
hz-simpleperf-debugProfiles Meta VR and Horizon OS application CPU performance using simpleperf — workload classification, CPU hotspot recording, kernel overhead measurement. Use when diagnosing whether an app is CPU-bound, memory-bound, or I/O-bound on Meta VR devices. Build paths: all Meta VR app stacks; use hz-ques
hz-spatial-sdkBuilds spatial Android apps for Meta VR and Horizon OS with Meta Spatial SDK — ECS architecture, 2D panels, 3D objects, hybrid experiences. Use when creating Kotlin-based spatial applications. Build path: Meta Spatial SDK; use hz-quest-verify-first if the build path is unclear.
hz-store-pwaGuides shipping a web app to the Meta VR and Horizon OS Store as a PWA/TWA — both 2D windowed panels and immersive WebXR/VR. Covers building the web app (IWSDK for WebXR, any responsive PWA for 2D), Vercel deploy, web app manifest + icons, the WebXR-only auto-enter-session step, choosing 2D vs immer
hz-store-submitGuides end-to-end Meta VR and Horizon OS app submission to the Meta Horizon Store — build validation, store-readiness checks, asset preparation, upload, and submission tracking. Use when preparing a Meta VR app for store publishing. Build paths: all Meta VR app stacks; use hz-quest-verify-first if t
hz-unity-code-reviewReviews Unity code targeting Meta VR and Horizon OS for performance issues, rendering best practices, and common VR pitfalls. Use during code review or when diagnosing Meta VR performance problems in Unity projects.
hz-unity-device-readinessAudits a Unity project for Meta VR Glasses readiness across input and field of view — finds controller-dependent interactions such as OVRInput usage, recommends hand-tracking and ISDK controller-to-hands migrations, produces a prioritized migration plan, and detects head-locked UI that a narrower Fo
hz-unity-face-trackingDrive ARKit-blendshape-rigged head/face models in Unity with the wearer's facial expressions on Meta VR via Meta Movement SDK (face tracking + A2E). Use when a user has an FBX with the 52 ARKit blendshapes (any prefix, _L/_R suffixes) and wants it to animate from face tracking on Quest Pro / Quest 3
hz-unity-fbx-importEnsures complete FBX URLs or absolute paths are used when importing external 3D models into Unity projects targeting Meta VR and Horizon OS. Use when adding FBX files, 3D models, or external assets.
hz-unity-meta-core-sdkMeta 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, And
hz-unity-meta-interaction-sdkMeta XR Interaction SDK (com.meta.xr.sdk.interaction.ovr) in Unity. Use when adding ANY interaction to a Meta VR or Horizon OS scene - grab (hand, distance, ray, touch), poke, teleport/locomotion, gaze, interactable UI canvases - when making an object grabbable, adding interactors to hands or contro
hz-unity-meta-mixed-reality-utility-kitMeta XR Mixed Reality Utility Kit (MRUK) (com.meta.xr.mrutilitykit) for Unity XR development. Use when working with Scene API data (rooms, walls, floors, furniture), spawning prefabs on scene anchors, placing virtual objects in the real world, world locking to prevent anchor drift, raycasting agains
hz-unity-meta-movement-sdk-retargetingSet up and tweak Meta Movement SDK (MSDK) retargeting for a character model. Use this whenever the user wants to retarget a humanoid FBX/prefab for Meta VR body tracking, generate a retargeting config, or hand-edit the resulting `<asset>.json` (fix known-joint mappings, exclude joints from auto-mapp
hz-unity-meta-quest-uiConfigures Unity UI for Meta VR and Horizon OS VR development — world-space canvases, TextMesh Pro setup, comfortable sizing, viewing distances, and interaction readiness.
hz-unity-passthrough-camera-accessMeta Quest Passthrough Camera Access (PCA) for Unity — access the forward-facing RGB cameras on Quest 3 / Quest 3S to feed Computer Vision and Machine Learning pipelines. Use when capturing the passthrough camera image/texture, reading the camera pose and intrinsics, projecting camera pixels into wo
hz-unity-placementEnsures accurate object placement in Unity projects targeting Meta VR and Horizon OS by using Renderer and Collider bounds when objects are added, moved, or positioned relative to other objects.
hz-unity-platform-sdkGuides integration of the Horizon Platform SDK for Meta VR and Horizon OS Unity/C# apps — achievements, IAP, users, leaderboards, challenges, presence, notifications, abuse reporting, entitlements, asset files, application lifecycle, consent, device integrity, language packs, user age categories, an
hz-unity-project-analyzerAnalyzes, documents, and maintains a living `.agent-docs/` knowledge base for Unity projects targeting Meta VR and Horizon OS. Use when the user asks to scan project structure, explain how a Unity system works, or update project docs after structural changes.
hz-unity-sdk-upgradeUpgrades 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 recor
hz-unity-tmp-resourcesImports and configures TextMesh Pro Essential Resources for Unity projects targeting Meta VR and Horizon OS. Use when setting up TMP UI, fixing missing TMP materials or fonts, or resolving pink/magenta TMP text.
hz-vr-debugDebugs Meta VR and Horizon OS VR, MR, and Android applications using the metavr CLI — view logs, capture screenshots, and diagnose common issues. Use when troubleshooting crashes, errors, or unexpected behavior on Meta VR devices. Build paths: All; use hz-quest-verify-first if the path is unclear.
hz-xr-simulator-controlRoutes Meta VR and Horizon OS simulator work to the right `metavr` command group, and drives a running Meta XR Simulator via `metavr xrsim` — runtime, device, input, compositor layers and MP4 recording. Use when a goal concerns a simulated headset rather than a physical one, when choosing between `x
hz-xr-simulator-install-and-configureInstalls and configures the Meta XR Simulator for testing Meta VR and Horizon OS apps without a physical device. Use when installing the simulator or integrating it with Unity, Unreal, or native OpenXR projects. For controlling a running simulator, use hz-xr-simulator-control. Build paths: Unity, Un
metavr-cliProvides the complete metavr (Meta VR CLI) reference for Meta VR and Horizon OS development — installation, device setup, command discovery, MCP server mode, documentation search, app deployment, device testing setup, audio control, screenshots, and performance analysis. Use when the user needs to i
portalBuild and sideload Android apps for Meta Portal devices (Portal, Portal+, Portal Mini, Portal Go, Portal TV) using metavr. Use when targeting Portal hardware — covers ADB enablement, the no-GMS constraint, manifest/launcher intent-filter requirements, icon density quirks (PNG-only, mipmap-xxxhdpi),
metavrruns: npx -y metavr mcp server
Core skills library for Claude Code: TDD, debugging, collaboration patterns, and proven techniques
15 skills · hooks
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3 skills · 1 command · 1 agent
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1 MCP server
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12 skills · 1 MCP server · hooks
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