From meta-vr
Scaffolds new Meta Quest and Horizon OS projects for Unity, Unreal, Android/Spatial SDK, or WebXR with recommended settings, setup instructions, and decision tree. Use when creating Quest apps from scratch.
npx claudepluginhub meta-quest/agentic-tools --plugin meta-vrThis skill is limited to using the following tools:
Scaffold and configure new Meta Quest projects from scratch. This skill guides you through choosing the right platform and project type, then provides step-by-step setup instructions with recommended settings optimized for Quest hardware.
Verifies Meta Quest VR facts and APIs against official docs via hzdb tools before answering questions or writing code for Quest headsets and apps. Auto-activates in Quest projects.
Builds immersive VR/AR experiences using WebXR, Three.js XR, Quest/Meta development, hand tracking, spatial UI/UX, AR anchors, and XR performance optimization. Useful for VR/AR/WebXR projects.
Sets up OpenXR for VR/AR/XR apps in Godot 4.3+: XROrigin3D, controllers, hand tracking, passthrough, input handling, Meta Quest deployment.
Share bugs, ideas, or general feedback.
Scaffold and configure new Meta Quest projects from scratch. This skill guides you through choosing the right platform and project type, then provides step-by-step setup instructions with recommended settings optimized for Quest hardware.
Use this skill when you need to:
Before creating any Meta Quest project, complete these steps regardless of platform:
npx -- The hzdb CLI is invoked on demand; no global install required:
npx -y @meta-quest/hzdb --version
Examples below use the bare hzdb command for brevity — substitute npx -y @meta-quest/hzdb in front.Verify your device connection before starting any project:
hzdb device list
When a user wants to create a new Quest project, walk through these questions in order:
Ask the user which development platform they prefer or are most experienced with:
Ask what kind of application they are building:
| Type | Description | Best Platforms |
|---|---|---|
| Fully Immersive VR | Complete virtual environment, no passthrough | Unity, Unreal |
| Mixed Reality | Blend virtual content with real world via passthrough | Unity, Unreal, Spatial SDK |
| 2D Panel App | Flat UI panel floating in the user's space | Spatial SDK, Unity |
| Hybrid (2D + 3D) | Panels with optional 3D spatial content | Spatial SDK |
Identify which Quest-specific features the project needs:
| Platform | Best For | Language | 3D Engine | Learning Curve | Distribution |
|---|---|---|---|---|---|
| Unity | Games, complex 3D, social VR | C# | Unity | Moderate | Quest Store, App Lab |
| Unreal Engine | High-fidelity visuals, cinematic | C++ / Blueprint | Unreal | Steep | Quest Store, App Lab |
| Spatial SDK | Android panel apps, hybrid apps | Kotlin | Custom ECS | Moderate | Quest Store, App Lab |
| IWSDK / WebXR | Web-based, quick prototyping | TypeScript | Three.js | Low | Web, PWA, Store (via Bubblewrap) |
Once the user has selected a platform, refer to the corresponding reference guide for detailed, step-by-step project setup:
Each reference covers:
These are common pitfalls when setting up new Quest projects.
gradle-wrapper.properties and build.gradle.com.company.appname package name before your first build and deploy.After the project is created and configured on any platform, these tasks are typically needed:
Create an application entry at developer.meta.com to obtain an App ID. This is required for platform features like entitlement checks, multiplayer, achievements, and store submission.
Initialize a Git repository and configure .gitignore for the chosen platform:
git init
# Use a platform-appropriate .gitignore (Unity, Unreal, Android, or Node.js)
Build the project and install it on a connected Quest device:
# After building, install the APK
hzdb app install path/to/build.apk
# Launch the app
hzdb app launch com.yourcompany.yourapp
# Monitor logs during first run
hzdb log --tag yourapp
On first successful run, verify the application meets baseline performance targets: