Agent skill

Xr Development

by jame581 in jame581/GodotPrompter

A skill your agent uses when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+

MITAuto-check passedGame Development

Install Xr Development

skills CLI
$ npx skills add jame581/GodotPrompter --skill xr-development -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install jame581/GodotPrompter xr-development --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/xr-development .claude/skills/xr-development && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
xr-development
GitHub stars
799
Token cost
~3.6k tokens
SKILL.md length
1,384 words
Files
7 (incl. references)
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+

  • Works in 12 steps: XR Setup → Controllers and Input → Hand Tracking → …
  • Building VR/AR/XR applications — OpenXR setup
  • SKILL.md covers 1. XR Setup, 2. Controllers and Input, 3. Hand Tracking and 4. Grabbing Objects, plus 8 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Xr Development is an agent skill from jame581/GodotPrompter. Use when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+

Its SKILL.md is about 3.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including reference files (for example `references/controllers-and-input.md`, `references/godot-4-5-features.md` and `references/grabbing-objects.md`).

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: Agentic skills framework for Godot 4.x. Domain-specific skills for AI coding agents (Claude Code, Copilot, Antigravity, Cursor). The licence is MIT.

When your agent uses it

  • Building VR/AR/XR applications — OpenXR setup
  • Meta Quest deployment in Godot 4.3+

Example prompts

  • “/xr-development”

Workflow steps

12 steps, taken from the step headings in SKILL.md.

  1. XR Setup
  2. Controllers and Input
  3. Hand Tracking
  4. Grabbing Objects
  5. XR UI Interaction
  6. Passthrough (Mixed Reality)
  7. Meta Quest Export
  8. Godot 4.5+ XR Features
  9. Godot 4.6+ XR Features
  10. Godot 4.7+ XR Features
  11. Common Pitfalls
  12. Implementation Checklist

What it can do on your machine

Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript and csharp).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Links to these hosts (documentation or services it may open):

    • github.com
    • godotengine.org

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Xr Development loads about 3.6k tokens when it runs, and up to ~8k if it reads all its reference files. Until then it costs about 41 tokens; SKILL.md has 1,384 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~41
When it runs · the whole SKILL.md, loaded when a task matches
~3.6k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~8k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 1,384 words, ~3,646 tokens.

Download SKILL.mdSave it as .claude/skills/xr-development/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.
name
xr-development
description
Use when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+

XR Development in Godot 4.3+

All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.

Related skills: 3d-essentials for 3D rendering and environment, physics-system for 3D physics interactions, input-handling for non-XR input patterns, export-pipeline for platform exports.


1. XR Setup

Enabling OpenXR
  1. Project Settings → Plugins → Enable: OpenXR (or OpenXR Plugin depending on version)
  2. Project Settings → XR → OpenXR → Enabled → true
  3. Project Settings → XR → Shaders → Enabled → true (for XR shader support)
  4. Rendering:
    • Use Forward+ or Mobile renderer (Compatibility also works for simpler scenes)
    • Set Project Settings → Display → Window → VSync Mode to Disabled (the XR runtime controls frame timing)
Core Scene Structure
Main (Node3D)
├── XROrigin3D                    ← Player's physical space origin
│   ├── XRCamera3D                ← Head-mounted display
│   ├── XRController3D (left)     ← Left controller
│   │   └── LeftHandModel (MeshInstance3D or hand tracking)
│   ├── XRController3D (right)    ← Right controller
│   │   └── RightHandModel
│   └── (XRBodyTracker via XRServer — optional full body tracking)
├── WorldEnvironment
└── GameWorld (Node3D)
    └── ... level geometry
Starting XR Session
gdscript
extends Node3D

func _ready() -> void:
    var xr_interface: XRInterface = XRServer.find_interface("OpenXR")
    if xr_interface and xr_interface.is_initialized():
        get_viewport().use_xr = true
    else:
        push_error("OpenXR not available")
csharp
public partial class XRMain : Node3D
{
    public override void _Ready()
    {
        var xrInterface = XRServer.FindInterface("OpenXR");
        if (xrInterface != null && xrInterface.IsInitialized())
            GetViewport().UseXr = true;
        else
            GD.PushError("OpenXR not available");
    }
}

2. Controllers and Input

XRController3D nodes (one per hand, child of XROrigin3D) expose buttons via the OpenXR action map. Common buttons: trigger (select_button), grip (grip_button), thumbstick (primary_axis Vector2). Apply thumbstick locomotion velocity to XROrigin3D (not the camera).

See references/controllers-and-input.md for full XRController3D wiring, OpenXR button reference, and thumbstick locomotion recipe.


3. Hand Tracking

When the headset supports hand tracking (Quest 2+, Vision Pro), XRController3D nodes can be configured to track hand joints. Sample finger positions for gesture detection, or bind to standard select / grip events when the user pinches.

See references/hand-tracking.md for hand-tracking node setup, joint sampling, and gesture-driven interactions.


4. Grabbing Objects

Standard pattern: an Area3D on the controller detects nearby RigidBody3D objects; on grip-press, parent the body to the controller and freeze it; on grip-release, restore the parent and apply the controller's velocity to launch.

See references/grabbing-objects.md for the full physics-based grabbing implementation (GDScript + C#).


5. XR UI Interaction

For UI in VR, render a Control tree to a SubViewport, map its texture onto a Quad mesh placed in 3D space. Pointer: a RayCast3D from the controller hits the quad, the hit position is converted back to 2D viewport coords, an InputEventMouseMotion is forwarded into the SubViewport.

See references/xr-ui.md for the SubViewport-on-quad recipe and pointer/ray interaction.


6. Passthrough (Mixed Reality)

For headsets that support it (Quest 2+, Vision Pro), set OpenXRInterface.environment_blend_mode = XR_ENVIRONMENT_BLEND_MODE_ALPHA_BLEND and clear the WorldEnvironment background to transparent. The user sees the real world with virtual content composited on top.

See references/passthrough.md for the full enabling steps and Quest-specific notes.


7. Meta Quest Export

Setup
  1. Install Android Build Template: Project → Install Android Build Template
  2. Install OpenXR Vendors plugin: Project → Project Settings → Plugins → Enable Godot OpenXR Vendors (or install from AssetLib)
  3. Export → Add → Android
  4. In the Android export preset:
    • XR Features → XR Mode → OpenXR
    • XR Features → Hand Tracking → Optional or Required
    • XR Features → Passthrough → Optional (if needed)
    • Architectures → arm64 → enabled (Quest is ARM)
  5. Set minimum API level to 29+
Performance Settings for Quest
SettingRecommended Value
RendererMobile
MSAA2x or 4x (VR needs antialiasing)
Texture CompressionETC2/ASTC
Target FPS72 (Quest 2) or 90 (Quest 3)

Critical: VR must maintain consistent frame rate. Dropped frames cause nausea. Profile aggressively and keep draw calls low.

⚠️ Changed in Godot 4.7: New project settings xr/openxr/foveation_eye_tracked and xr/openxr/foveation_with_subsampled_images both default to true — when the foveation level is not "Disabled", eye-tracked foveation is used where the headset supports it, and subsampled images are used on Vulkan for a bigger foveation win. Subsampled images are incompatible with many screen-space features (e.g., FXAA, glow); if any are enabled, subsampled images are automatically disabled with a log warning. Set either setting to false to opt out. See GH-117868.


8. Godot 4.5+ XR Features

Godot 4.5 adds a D3D12 OpenXR backend on Windows (Quest Link / SteamVR alternative to Vulkan), foveated rendering on the Mobile Vulkan renderer, Application SpaceWarp frame synthesis for Quest/Pico, OpenXR Render Models for platform-native controller meshes, and native visionOS export via the Apple Embedded preset. All are enabled through Project Settings or the Godot OpenXR Vendors plugin — no engine-level code changes.

See references/godot-4-5-features.md for enabling steps, GDScript + C# render-model snippets, and per-feature caveats.


9. Godot 4.6+ XR Features

OpenXR 1.1 Support (Godot 4.6+)

Godot 4.6 ships with native OpenXR 1.1 runtime support. Devices and runtimes that implement OpenXR 1.1 automatically unlock 1.1 features (improved compositor layers, updated interaction profiles, etc.) without any project-level change. No API change is required — the engine negotiates the spec version with the runtime at startup.

Note: OpenXR 1.1 was introduced in Godot 4.6 (beta as of this writing). API behaviour may evolve before the stable release — see https://godotengine.org/article/dev-snapshot-godot-4-6-beta-1/ for current details.


Spatial Entities — Anchors, Plane Tracking, Marker Tracking (Godot 4.6+)

Godot 4.6 stabilises the XR Spatial Entities extension, enabling:

  • Spatial anchors — persist virtual object positions across sessions (XRSpatialAnchor)
  • Plane detection — detect floor, wall, and ceiling surfaces from the environment scan
  • Marker tracking — track QR codes or image markers in the scene

Basic spatial anchor usage:

gdscript
# Requires: OpenXR Spatial Entities extension enabled in the vendor plugin
# XRSpatialAnchor is a Node3D placed in your scene that the runtime keeps locked
# to a real-world location.

extends Node3D

@export var anchor_scene: PackedScene  # Scene containing XRSpatialAnchor

func place_anchor_at(world_position: Vector3) -> void:
    var anchor: XRSpatialAnchor = XRSpatialAnchor.new()
    anchor.position = world_position
    add_child(anchor)
    # The XR runtime takes over tracking once the node is added to the scene tree.
    # Persist the anchor UUID to restore it on next launch (platform-specific API).
csharp
// Requires: OpenXR Spatial Entities extension enabled in the vendor plugin
public partial class SpatialAnchorManager : Node3D
{
    public void PlaceAnchorAt(Vector3 worldPosition)
    {
        var anchor = new XRSpatialAnchor();
        anchor.Position = worldPosition;
        AddChild(anchor);
        // The XR runtime takes over tracking once added to the scene tree.
        // Persist anchor UUID via platform-specific API for cross-session recall.
    }
}

Note: XRSpatialAnchor, plane tracking, and marker tracking APIs were introduced in Godot 4.6 (beta as of this writing). The full API surface — especially persistence, query callbacks, and plane/marker node types — may change before the stable release. See https://godotengine.org/article/dev-snapshot-godot-4-6-beta-1/ for current signatures and the Godot OpenXR Vendors plugin for platform-specific spatial entity setup.


10. Godot 4.7+ XR Features

Show full SKILL.md (554 more words)Show less
User Presence Detection (Godot 4.7+)

OpenXRInterface exposes the OpenXR user presence extension: the user_presence_changed(is_user_present: bool) signal fires when the user puts on or removes the headset, is_user_presence_supported() reports whether the extension is supported and enabled, and is_user_present() polls the current state (both only return valid values after OpenXR is initialized). Typical use: pause the game and mute audio when the headset comes off.

Note: The signal is not emitted during application startup or shutdown — assume user presence is gained on startup and lost on shutdown.

gdscript
func _ready() -> void:
    var xr_interface: OpenXRInterface = XRServer.find_interface("OpenXR")
    if xr_interface and xr_interface.is_user_presence_supported():
        xr_interface.user_presence_changed.connect(_on_user_presence_changed)

func _on_user_presence_changed(is_user_present: bool) -> void:
    get_tree().paused = not is_user_present
csharp
public override void _Ready()
{
    var xrInterface = XRServer.FindInterface("OpenXR") as OpenXRInterface;
    if (xrInterface != null && xrInterface.IsUserPresenceSupported())
        xrInterface.UserPresenceChanged += OnUserPresenceChanged;
}

private void OnUserPresenceChanged(bool isUserPresent)
{
    GetTree().Paused = !isUserPresent;
}
Composition Layer Eye Visibility (Godot 4.7+)

OpenXRCompositionLayer gains eye_visibility (EyeVisibility enum: EYE_VISIBILITY_BOTH = 0 default, EYE_VISIBILITY_LEFT = 1, EYE_VISIBILITY_RIGHT = 2) — the eye(s) the composition layer is visible to. Renders a quad/cylinder/equirect layer to one eye only, e.g. for per-eye calibration screens or stereo content authored per eye.

gdscript
$OpenXRCompositionLayerQuad.eye_visibility = OpenXRCompositionLayer.EYE_VISIBILITY_LEFT
csharp
GetNode<OpenXRCompositionLayerQuad>("OpenXRCompositionLayerQuad").EyeVisibility =
    OpenXRCompositionLayer.EyeVisibilityEnum.Left;

Note: Not all composition layer types or runtimes support restricting visibility to a single eye.

Spatial Anchor Extensibility (Godot 4.7+)

OpenXRSpatialAnchorCapability.create_new_anchor() gains an optional next parameter — full signature: create_new_anchor(transform: Transform3D, spatial_context: RID = RID(), next: OpenXRStructureBase = null) -> OpenXRAnchorTracker. next must be a valid next object for the XrSpatialAnchorCreateInfoEXT chain, letting vendor-specific create-info structs be appended when creating an anchor. Existing calls are unaffected (compatible change, GH-118128).

Note: OpenXRSpatialAnchorCapability is still marked experimental — the class may change in future versions. For typical anchor placement, keep using the node-based workflow from Section 9.


11. Common Pitfalls

SymptomCauseFix
Black screen in headsetuse_xr = true not set on viewportSet in _ready() after checking XR interface
Controller input not firingWrong signal name for the platformCheck OpenXR action map bindings in Project Settings
Objects scale wrong in VRScene not built at real-world scaleUse 1 unit = 1 meter throughout the scene
Motion sickness from locomotionSmooth rotationUse snap turning (30° increments) or add a vignette during movement
UI unreadable in VRPanel too far away or too smallPlace UI at 1–2m distance, use SubViewport at 1024+ resolution
Hand tracking jitteryRaw joint data used directlyApply smoothing (lerp toward new position each frame)
Export fails on QuestMissing Android build template or wrong architectureInstall Android Build Template; enable arm64; set API level 29+

12. Implementation Checklist

  • OpenXR is enabled in Project Settings
  • Scene uses XROrigin3D → XRCamera3D + XRController3D hierarchy
  • XR session is started with get_viewport().use_xr = true after interface check
  • World is built at 1 unit = 1 meter scale
  • Controller input uses OpenXR action names (trigger_click, grip_click, etc.)
  • Fallback exists for hand tracking → controller tracking
  • UI panels use SubViewport rendered on a 3D mesh
  • Locomotion includes comfort options (snap turn, vignette)
  • VSync is disabled (XR runtime handles frame timing)
  • Quest export uses Mobile renderer, arm64 architecture, API level 29+
  • On Windows Quest Link / SteamVR builds, consider D3D12 backend if Vulkan drivers are problematic (Godot 4.5+)
  • Foveated rendering enabled via OpenXR Vendors plugin for standalone Quest/Pico targets (Godot 4.5+)
  • Application SpaceWarp evaluated for performance budget on Meta Quest / Pico targets (Godot 4.5+)
  • OpenXR Render Models used for controller visuals instead of bundled meshes where supported (Godot 4.5+)
  • visionOS export uses the Apple Embedded preset with visionOS SDK target (Godot 4.5+)
  • Spatial anchors use XRSpatialAnchor and vendor plugin spatial entities extension (Godot 4.6+)
  • Headset on/off handled via OpenXRInterface.user_presence_changed — pause/mute when the user is away (Godot 4.7+)
  • Foveation defaults reviewed — xr/openxr/foveation_eye_tracked and xr/openxr/foveation_with_subsampled_images are on by default; disable subsampled images if you rely on FXAA/glow (Godot 4.7+)

© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 6 other files (references) in skills/xr-development of jame581/GodotPrompter.

  • SKILL.md
  • references/controllers-and-input.md
  • references/godot-4-5-features.md
  • references/grabbing-objects.md
  • references/hand-tracking.md
  • references/passthrough.md
  • references/xr-ui.md

Open the folder on GitHubat commit 1e7d79d

Compare with similar skills

Xr Development next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Xr Development compared with similar skills
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Godot UI Integrationzimo-xiao-zheng/godot-ui-integration277—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT

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Works with

Questions about Xr Development

What does Xr Development do?

A skill your agent uses when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+. Xr Development is an agent skill from jame581/GodotPrompter.

When should I use Xr Development?

Xr Development fits situations like: building VR/AR/XR applications — OpenXR setup; meta Quest deployment in Godot 4.3+.

How do I install Xr Development in Claude Code?

Run `npx skills add jame581/GodotPrompter --skill xr-development -a claude-code`. Or copy the skill folder (skills/xr-development in jame581/GodotPrompter) into .claude/skills/xr-development in your project. Claude Code loads it when a task matches its description.

How do I install Xr Development in Codex?

Run `npx skills add jame581/GodotPrompter --skill xr-development -a codex`. Or copy the skill folder (skills/xr-development in jame581/GodotPrompter) into .agents/skills/xr-development in your project. Codex loads it when a task matches its description.

Can I use Xr Development in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jame581/GodotPrompter --skill xr-development -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/xr-development, .gemini/skills/xr-development, .github/skills/xr-development and .opencode/skills/xr-development in your project.

What does Xr Development need to run?

SKILL.md names no scripts, command-line tools or credentials: Xr Development is instructions for the agent only.

Does Xr Development access the network?

SKILL.md names 2 domains. As links in the text: github.com and godotengine.org. This is read from the text; nothing was executed.

Is Xr Development safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Xr Development use?

Xr Development is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Xr Development use?

About 3.6k tokens (SKILL.md is roughly 15k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 4.4k tokens, read only when the agent opens those files.

What are the alternatives to Xr Development?

Skills that share tags, products or a category with Xr Development: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 277 stars) and Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Xr Development?

jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 799 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 8, 2026.

Source: jame581/GodotPrompter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.