cf-cliCloudflare's official cf CLI (beta) for the public Cloudflare API and Workers projects. Use for finding and running Cloudflare commands from the terminal — sign-in and profiles, cf cli search, cf schema, cf deploy/dev/build, resource commands for DNS, zones, D1, KV, and R2 — and for choosing between
durable-objectsBuild, debug, or review Cloudflare Durable Objects code for persistent state and coordination.
game-gdd-authorInvoke for guided game design document authoring -- section-by-section GDD creation with validation, pillar alignment, and scope tier marking. Triggers on: "write GDD", "create GDD", "game design document", "document my game", "GDD authoring", "fill in GDD". Do NOT invoke for reviewing an existing G
game-playtestInvoke when the user wants to plan, execute, or analyze a structured playtest session with behavioral observation. Covers protocol design, observer guides, and data synthesis. Triggers on: "playtest", "player feedback", "usability test", "observation session", "playtest analysis". Do NOT invoke for
pmndrs-handleUse @pmndrs/handle to let users move, rotate, and scale objects or the camera in a plain three.js scene with mouse, touch, XR controllers, and hands — draggable objects, constrained handles (doors, levers), editor gizmos (TransformHandles, PivotHandles), and orbit/map camera controls (OrbitHandles,
pmndrs-pointer-eventsUse @pmndrs/pointer-events to give a plain three.js scene DOM-style pointer events (click, hover, drag with pointer capture) from mouse/touch, XR controllers, hands, or custom inputs, and to forward events through render-target screens or portals. Use when wiring events into a vanilla three.js scene
pmndrs-uikitBuild 3D user interfaces in vanilla three.js with @pmndrs/uikit (flexbox layout, text, images, inputs, scrolling, and styling of UI panels placed in a scene, on screen, or in VR/AR). Use when writing or debugging code that constructs uikit components such as `new Container(...)`, or code that uses t
prototype-fastBuild a playable prototype in about an hour to answer one question — is it fun? — with greybox primitives, a hard timebox, and explicit keep/kill criteria. Use when prototyping a mechanic, making a vertical slice or MVP, greyboxing/blockout, or judging throwaway vs keep.
pwa-offlineUse for service-worker strategy, the update flow, lazy-chunk-404 recovery after deploy, cache versioning, offline fallback, client storage, version skew across deploys, and the CDN/deploy headers that pin a broken worker. Fixes service-worker P-501..P-519, P-549, P-560..P-561; version-skew P-520..P-
review-game-trailerPlan, audit, or revise an indie game's announcement, Steam, demo, launch, or short-form trailer using authentic gameplay, readable pacing, truthful feature evidence, competent play, and clean audio. Use for trailer-first vertical slices, shot lists, timecoded reviews, or edit decisions; do not use t
scenario-blender-expertUse when doing any 3D work in Blender through Python or an MCP bridge, headless or in a live session: modeling, sculpting a character or head, retopology, UV unwrapping, baking, texturing, rigging, animating, previs, geometry nodes, lighting and rendering, grease pencil, or finishing an AI-generated
scenario-blender-retopologyUse when turning a dense sculpt, scan or AI-generated mesh into clean topology in Blender, for animation, subdivision or a game low poly with a triangle budget. Also when choosing between QuadriFlow or voxel remesh and manual retopo, placing loops around eyes, mouth and joints, deciding pole placeme
scenario-blender-uv-bakingUse when UV unwrapping, placing seams, straightening or packing UVs, setting texel density, laying out UDIMs or mirrored UVs, or baking normal, AO, curvature, ID or displacement maps from a sculpt or high poly onto a low poly or retopo in Blender, including Multires bakes. Also when a bake has black
threejs-perf-loadingPerformance and loading patterns for real-time Three.js/WebGL/WebGPU sites, based on modern approaches and best practices explored from top-notch studios and developers (Ivress brand site, Threejspunk cyberpunk-rain demo, igloo.inc, Noomo Agency showcase) plus live production profiling, rather than
webapp-testingToolkit for interacting with and testing local web applications using Playwright. Supports verifying frontend functionality, debugging UI behavior, capturing browser screenshots, and viewing browser logs.
workers-best-practicesCloudflare Workers best practices for production applications. Use when writing, reviewing, or configuring Workers.
wranglerRun or troubleshoot Wrangler CLI commands in projects that have a wrangler.jsonc, wrangler.json, or wrangler.toml file, including local development, Previews, deployment, and resource management. For new projects and projects without a Wrangler configuration file, use the cf CLI instead.
xr-perceptual-constraints-displays-and-trackingUse when reasoning about why an XR experience feels wrong: motion-to-photon latency and its budget, cybersickness and what actually causes it, the vergence-accommodation conflict, and presence; displays and optics including panels, lenses, field of view and distortion correction; and tracking — insi
xr-platforms-audio-and-comfortUse when targeting real devices and real users: platforms and APIs including OpenXR and WebXR and the engine integrations, spatial audio with HRTFs, room modelling and why audio carries more presence than expected, and comfort, safety and accessibility including guardian systems, session length, and
xr-referenceUse when checking an XR anti-pattern, looking up a latency, frame rate, field-of-view or resolution number, checking the platform landscape (the three-platform picture and the OpenXR and WebXR position, verified August 2026), finding resources, or needing a picker and a ship checklist. Companion to
xr-rendering-input-and-spatial-understandingUse when building the core loop: stereo rendering, reprojection as the safety net, foveated rendering and the rest of the XR-specific frame budget; input and interaction including controllers, hand tracking, gorilla arm and interaction ergonomics, and locomotion as the highest-risk design decision;
xr-ux-design-and-performance-budgetingUse when designing the experience and making it hold frame rate: UX design for 3D including affordances, depth cues, text legibility, comfortable placement zones and the conventions users already expect, and performance budgeting — the frame budget, draw calls, fill rate, and the profiling method fo
horizon-launch-roadmapPlan and sequence the launch of an IWSDK / WebXR game or 2D web app on Meta Quest: choose between hosted web, the Browser new tab page and a Horizon Store PWA; pick 2D vs immersive; list the irreversible decisions (Android package id, signing key, origin and Digital Asset Links, Early Access, pre-or
horizon-store-listing-assetsPrepare and validate the Meta Horizon Store listing for a WebXR / IWSDK PWA or a 2D PWA: art specs (covers, Hero, Mini Landscape, Logo, Icon, Spatialized tile, screenshots, trailer, 360 preview), asset VRCs, metadata limits, specs (play area, input, comfort, internet), age group and IARC, privacy po
horizon-web-store-publishEnd-to-end release pipeline for shipping an IWSDK / WebXR game (or a 2D web app) on the Meta Horizon Store as a PWA/TWA: production build, HTTPS hosting that can serve /.well-known/assetlinks.json, web app manifest and icons, @meta-quest/bubblewrap-cli in immersive or 2D mode (scripted, non-TTY), ve
horizon-web-vrc-checklistPre-submission audit of a WebXR / IWSDK PWA (immersive) or a 2D PWA against Meta's current Virtual Reality Checks (VRCs) for the Horizon Store, by VRC ID, using the Store and Store (2D) columns of Meta's VRC table. For each VRC it gives the web-specific check (WebXR APIs, Bubblewrap manifest output,
iwsdk-asset-pipelinePrepares 3D models, textures, HDR maps and audio for an IWSDK WebXR app on Meta Quest: what IWSDK 1.x loads through its manifest (Draco and KTX2 yes, Meshopt no), loading Meshopt or standalone KTX2 with your own loader and local decoders, FBX/OBJ conversion in Blender, IWSDK-safe gltf-transform flag
iwsdk-dev-workflowStart-here map for making a WebXR game or app with Meta's Immersive Web SDK (IWSDK) and Claude Code, testing it on Meta Quest, getting it ready for Meta VR Glasses (eyes and hands, no controllers), and shipping it on the Meta Horizon Store as a PWA. Gives the end-to-end order (plan, set up, build, t
iwsdk-performanceFinds and fixes frame-rate and load-time problems in IWSDK WebXR apps in Meta Quest Browser (Quest 2/3/3S, and what Meta documents for Meta VR Glasses) with Meta's WebXR performance workflow: frame budgets, CPU vs GPU vs vertex vs fragment tests, frame-time logging comparable with OVR Metrics (perce
iwsdk-project-setupSets up a machine and a project for Meta Immersive Web SDK (IWSDK) WebXR development with Claude Code: checks Node, maps the game pitch to `npm create @iwsdk@latest` flags (vr/ar/browser, physics, locomotion, grabbing, scene understanding), explains the generated files (AGENTS.md, .claude skills/rul
iwsdk-quest-device-testingTests an IWSDK WebXR app on a physical Meta Quest in Quest Browser: developer mode and adb checks, the dev server over Wi-Fi or USB (`adb reverse`) and its certificate, the production build over HTTPS for benchmarks, getting results off the headset, remote DevTools via chrome://inspect, metavr logs
iwsdk-testingSets up repeatable automated tests for an IWSDK WebXR app: typecheck and build gates, asset checks, a headless smoke test that drives the IWER emulator through the `iwsdk` CLI (screenshot, console errors, entity and component checks, ECS pause/step/diff, entering XR), scripted interaction tests with
iwsdk-vr-glassesMakes an IWSDK WebXR app ready for Meta VR Glasses (the controller-free, eyes-and-hands Horizon OS device from Connect 2026, shipping spring 2027): picks the input plan, writes IWSDK 1.0.1 config that validates (`gazeTracking`, `dev.emulator.device: metaVRGlasses`, `dev.targetDevicePreview`; not the
quest-browser-webxrWhat Meta Quest Browser supports for WebXR and how to use it: a sourced feature matrix with a Meta VR Glasses column (immersive-vr, immersive-ar passthrough, hand-tracking, gaze-tracking, hit-test, anchors, plane and mesh detection, depth sensing, layers, fixed foveation, framebuffer scale, frame ra
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-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-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-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-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-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.
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