npx claudepluginhub meta-quest/agentic-tools --plugin meta-vrThis skill is limited to using the following tools:
Build native Android spatial applications for Meta Quest using the Meta Spatial SDK. This skill covers the Entity-Component-System architecture, 2D panel rendering, 3D object placement, hybrid app development, and deployment to Horizon OS devices.
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.
Sets up OpenXR for VR/AR/XR apps in Godot 4.3+: XROrigin3D, controllers, hand tracking, passthrough, input handling, Meta Quest deployment.
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.
Share bugs, ideas, or general feedback.
Build native Android spatial applications for Meta Quest using the Meta Spatial SDK. This skill covers the Entity-Component-System architecture, 2D panel rendering, 3D object placement, hybrid app development, and deployment to Horizon OS devices.
Use this skill when you need to:
This skill applies to all Meta Quest headsets running Horizon OS (Quest 2, Quest 3, Quest 3S, Quest Pro).
Meta Spatial SDK is Meta's native Android framework for building spatial applications on Horizon OS. It extends the standard Android development model with spatial capabilities, allowing developers to write apps in Kotlin that render 2D UI panels in 3D space, display glTF models, handle spatial input, and integrate with Horizon OS features like passthrough, scene understanding, and hand tracking.
Unlike Unity or Unreal Engine, Spatial SDK builds on top of the Android Activity lifecycle. Applications are standard Android APKs that use Spatial SDK libraries to gain spatial rendering and interaction capabilities.
The Spatial SDK uses an ECS architecture to manage the 3D scene graph. This separates data (components) from behavior (systems):
Transform, Mesh, Panel, Grabbable.SystemBase and override the execute() method.// Example: a simple system that rotates all entities with a Spinner component
class SpinnerSystem : SystemBase() {
override fun execute() {
val query = Query.where { has(Spinner.id, Transform.id) }
for (entity in query.eval()) {
val transform = entity.getComponent<Transform>()
val spinner = entity.getComponent<Spinner>()
transform.rotation *= Quaternion.fromAxisAngle(Vector3.UP, spinner.speed * getDeltaTime())
entity.setComponent(transform)
}
}
}
Panels are the primary way to display Android UI in spatial apps. A PanelRegistration maps a panel name to a Jetpack Compose composable or an Android View. Panels render as flat rectangles positioned in 3D space.
override fun registerPanels(): List<PanelRegistration> {
return listOf(
PanelRegistration("main_panel") {
layoutParams = LayoutParams(592f, 592f, SpatialPanelLayoutParams.HORIZONTAL)
panel {
MainScreen() // Jetpack Compose composable
}
}
)
}
Load glTF models as meshes and place them in the scene using Transform and Mesh components:
val modelEntity = Entity.create()
modelEntity.setComponent(
Mesh(Uri.parse("apk:///models/robot.glb"))
)
modelEntity.setComponent(
Transform(Pose(Vector3(0f, 1f, -2f)))
)
Spatial SDK excels at hybrid applications that combine 2D panels with 3D content. A single activity can display Android UI panels alongside 3D models, allowing users to interact with familiar 2D interfaces while surrounded by spatial content.
For most Spatial SDK apps, keep one SpatialActivity subclass as the root shell for the whole experience. Tool-style apps usually work best when that single activity owns the scene, registered panels, and ECS systems while UI states change inside that shell.
Avoid structuring a Quest-native tool app like a standard multi-activity Android app unless you have a specific platform reason. Multiple panels or different UI states are usually better expressed inside the same spatial activity.
The Scene class manages the 3D environment, including the skybox, image-based lighting (IBL), viewer position, and the reference space. Each SpatialActivity has an associated scene.
The Spatial Editor is a visual tool (integrated into Android Studio via the Meta Horizon plugin) for composing 3D scenes. It produces .glxf files that define entity arrangements, panel placements, and 3D object positions. These files are loaded at runtime.
Create a new project from the Spatial SDK template in Android Studio (or add Spatial SDK dependencies to an existing project).
Define your activity by extending SpatialActivity:
class MyActivity : SpatialActivity() {
override fun registerPanels(): List<PanelRegistration> {
return listOf(
PanelRegistration("home_panel") {
layoutParams = LayoutParams(592f, 592f, SpatialPanelLayoutParams.HORIZONTAL)
panel {
HomeScreen()
}
}
)
}
override fun registerSystems(): List<SystemBase> {
return listOf(
SpinnerSystem()
)
}
override fun onSceneReady(scene: Scene) {
super.onSceneReady(scene)
scene.setViewerPosition(Vector3(0f, 0f, 0f))
// Spawn panels and 3D objects here
Entity.createPanelEntity("home_panel")
}
}
// Load a 3D model
val robot = Entity.create(
Mesh(Uri.parse("apk:///models/robot.glb")),
Transform(Pose(Vector3(0f, 0.5f, -1.5f)))
)
npx -y @meta-quest/hzdb <args>):# Build the APK via Gradle
./gradlew assembleDebug
# Install using hzdb
hzdb app install app/build/outputs/apk/debug/app-debug.apk
# Launch the app
hzdb app launch com.example.myspatialapp
# View logs
hzdb log
The high-level architecture of a Spatial SDK application:
Android Activity
└── SpatialActivity
├── Scene (environment, lighting, viewer)
├── DataModel (entity-component store)
│ ├── Entity: Panel ("home_panel")
│ │ ├── Transform
│ │ ├── PanelComponent
│ │ └── Grabbable
│ ├── Entity: 3D Object ("robot")
│ │ ├── Transform
│ │ └── Mesh
│ └── Entity: Light
│ ├── Transform
│ └── PointLight
├── Systems
│ ├── SpinnerSystem
│ ├── IsdkSupportingSystems (input)
│ └── PhysicsSystem
└── PanelRegistrations
└── "home_panel" → Jetpack Compose UI
Activity and manages the Scene and DataModel lifecycle.Add the Spatial SDK to your build.gradle.kts:
dependencies {
implementation("com.meta.spatial:meta-spatial-sdk:latest")
implementation("com.meta.spatial:meta-spatial-sdk-physics:latest")
implementation("com.meta.spatial:meta-spatial-sdk-isdk:latest")
implementation("com.meta.spatial:meta-spatial-sdk-mruk:latest")
}
Apply the Spatial SDK Gradle plugin for code generation:
plugins {
id("com.meta.spatial.plugin") version "latest"
}
Spatial SDK apps require specific manifest entries:
<uses-feature
android:name="android.hardware.vr.headtracking"
android:required="true" />
<!-- Include these when the app should launch and remain usable with hands,
not only paired controllers. -->
<uses-feature
android:name="oculus.software.handtracking"
android:required="false" />
<uses-permission android:name="com.oculus.permission.HAND_TRACKING" />
<application>
<activity
android:name=".MyActivity"
android:exported="true">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
<category android:name="com.oculus.intent.category.VR" />
</intent-filter>
</activity>
</application>
For panel or hybrid apps that should work without controllers, declare hand tracking support and make sure the experience handles switching between hands and controllers cleanly. Meta's VRC guidance applies to panel apps as well as immersive apps.
If your app needs to talk to a local development service over http:// or
ws://, you may also need debug-only cleartext traffic settings or a network
security config. Keep that scoped to development builds and prefer https://
and wss:// in release builds.