Agent skill

Hz Immersive Designer

by meta-quest in meta-quest/agentic-tools

Guides design of comfortable, intuitive VR/MR experiences for Meta VR and Horizon OS — comfort guidelines, interaction patterns, spatial layout, accessibility.

Apache-2.0Auto-check passedFrontend & Design

Install Hz Immersive Designer

skills CLI
$ npx skills add meta-quest/agentic-tools --skill hz-immersive-designer -a claude-code

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

GitHub CLI
$ gh skill install meta-quest/agentic-tools hz-immersive-designer --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/meta-quest/agentic-tools.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/hz-immersive-designer .claude/skills/hz-immersive-designer && 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
hz-immersive-designer
GitHub stars
215
Token cost
~2.9k tokens
SKILL.md length
1,509 words
Files
5 (incl. references)
Skills in repo
34
Repo updated
First seen
Licence
Apache-2.0

At a glance

Guides design of comfortable, intuitive VR/MR experiences for Meta VR and Horizon OS — comfort guidelines, interaction patterns, spatial layout, accessibility.

  • Works in 4 steps: Comfort First — User comfort is… → Presence — Maintain the feeling of… → Intuitive Interaction — Leverage… → …
  • Tasks that involve Game development
  • SKILL.md covers When to Use, Core Design Principles, Key Design Areas and Quick Design Review Checklist, plus 3 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Hz Immersive Designer is an agent skill from meta-quest/agentic-tools. Guides 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 WebXR; for 2D panel apps use hz-panel-designer if available. Use hz-quest-verify-first if the build path is unclear.

Its SKILL.md is about 2.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 5 other files, including reference files (for example `references/accessibility.md`, `references/comfort-guidelines.md` and `references/interaction-patterns.md`).

It sits in Frontend & Design, covering Game development, Accessibility and UX design. The repository describes itself as: Agent Skills for Meta Quest/Horizon OS VR Development. The licence is Apache-2.0.

When your agent uses it

  • Tasks that involve Game development
  • Tasks that involve Accessibility
  • Tasks that involve UX design

Example prompts

  • “Use the hz-immersive-designer skill to guide design of comfortable, intuitive VR/MR experiences for Meta VR and Horizon OS — comfort guidelines…”
  • “/hz-immersive-designer”

Workflow steps

4 steps, taken from the first numbered list in SKILL.md.

  1. Comfort First — User comfort is non-negotiable. Motion sickness, eye strain, and fatigue will cause users to abandon an app regardless of…
  2. Presence — Maintain the feeling of "being there" through consistent spatial cues, coherent lighting, plausible physics, and stable world…
  3. Intuitive Interaction — Leverage gestures and spatial relationships that map to real-world expectations. Introduce novel patterns…
  4. Accessibility — Design for the widest range of abilities from the start. Every core function should have alternative interaction paths…

What it can do on your machine

Read from SKILL.md and the folder at commit 3a8553d. 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.

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

  • Network

    No URLs in SKILL.md.

    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

Hz Immersive Designer loads about 2.9k tokens when it runs, and up to ~12k if it reads all its reference files. Until then it costs about 109 tokens; SKILL.md has 1,509 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~109
When it runs · the whole SKILL.md, loaded when a task matches
~2.9k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~12k

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 meta-quest/agentic-tools at commit 3a8553d, republished under its Apache-2.0 licence (© meta-quest). 1,509 words, ~2,894 tokens.

Download SKILL.mdSave it as .claude/skills/hz-immersive-designer/SKILL.md (or your agent's skills folder). This skill also uses 4 other files; get the full folder from GitHub.
name
hz-immersive-designer
description
Guides 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 WebXR; for 2D panel apps use hz-panel-designer if available. Use hz-quest-verify-first if the build path is unclear.
license
Apache-2.0

Immersive Designer

A knowledge skill for designing comfortable, intuitive, and accessible VR and MR experiences on Meta VR. This skill provides design principles, best practices, and review checklists for spatial computing UX.

When to Use

  • Designing new VR or MR experiences for Meta VR
  • Reviewing UX decisions in existing Meta VR applications
  • Evaluating comfort and usability of spatial interfaces
  • Planning interaction models for immersive content
  • Ensuring accessibility compliance in XR applications
  • Advising on spatial layout, depth placement, and UI positioning
  • Troubleshooting user comfort complaints such as motion sickness or eye strain

Core Design Principles

  1. Comfort First — User comfort is non-negotiable. Motion sickness, eye strain, and fatigue will cause users to abandon an app regardless of content quality. When in doubt, choose the more conservative option.

  2. Presence — Maintain the feeling of "being there" through consistent spatial cues, coherent lighting, plausible physics, and stable world anchoring. In MR, blend virtual content seamlessly with physical surroundings.

  3. Intuitive Interaction — Leverage gestures and spatial relationships that map to real-world expectations. Introduce novel patterns gradually with clear affordances. Never assume prior VR experience.

  4. Accessibility — Design for the widest range of abilities from the start. Every core function should have alternative interaction paths, and comfort options should be adjustable.

Key Design Areas

Comfort

Managing user comfort across all aspects of the experience. This encompasses motion sickness prevention, field of view management, locomotion design, refresh rate considerations, session length awareness, and vestibular mismatch avoidance.

See Comfort Guidelines for detailed guidance.

Interaction

Designing how users engage with the virtual world and its elements. This covers direct manipulation, ray casting, gaze-based interaction, voice input, gesture recognition, controller mapping, haptic feedback, and multi-modal input support.

See Interaction Patterns for detailed guidance.

Spatial Layout

Structuring the three-dimensional space for optimal usability and visual comfort. This includes depth zone management, UI placement and readability, scale and proportion, spatial audio positioning, and environmental design fundamentals.

See Spatial Layout for detailed guidance.

Accessibility

Ensuring the experience is usable by people with diverse abilities. This spans physical accessibility (one-handed use, seated play), visual accessibility (contrast, colorblind support), audio accessibility (captions, visual indicators), cognitive accessibility (clear instructions, adjustable pacing), and motion sensitivity accommodations.

See Accessibility for detailed guidance.

Quick Design Review Checklist

Use this checklist when reviewing any VR or MR experience design. Each item includes specific pass/fail measurements where applicable. Guidelines evolve — when an item feels stale, confirm it against current docs with metavr docs search "<topic>" before citing it.

Comfort
  • Does the locomotion system follow comfort guidelines (snap turning default, teleportation option, vignette during movement)?
  • Is the camera ever moved without direct user input? Any camera movement not initiated by the user's physical head motion is a comfort violation.
  • Is the horizon line stable during all interactions?
  • Does the application target at least 72 Hz refresh rate? 90 Hz is recommended for Quest 3, and 120 Hz for fast-paced content.
  • Are there session length reminders or natural break points every 20-30 minutes?
  • Is there a risk of vestibular mismatch in any scenario?
  • Locomotion speed: Smooth locomotion speed should not exceed 1.4 m/s (walking pace) without vignette. Speeds above 3 m/s require aggressive FOV restriction.
  • Rotation: Snap turn increments should be 30-45 degrees. Smooth turn speed should default to 60-90 degrees/second with user-adjustable range.
Viewing and Readability
  • Are primary UI elements placed between 1.0 m and 2.0 m from the user? This is the comfort zone where accommodation-vergence conflict is minimal.
  • Minimum text size: Text must subtend at least 1.0 degree of visual arc at its intended viewing distance. At 1.0 m, this is approximately 17.5 mm (roughly 50px at Quest 3 resolution). At 2.0 m, double the physical size.
  • Is critical content placed within 30 degrees of center gaze? Content beyond 30 degrees requires head movement. Content beyond 55 degrees is outside comfortable neck rotation.
  • Are there any content elements closer than 0.5 m to the user? Objects closer than 0.5 m cause vergence-accommodation conflict and eye strain. Never place interactive content closer than 0.5 m.
  • Do wide UI surfaces (wider than 0.6 m at their viewing distance) use curved panels to maintain consistent focal distance across the panel?
  • Maximum panel width: Individual panels should not exceed 50 degrees of visual arc. For a panel at 1.5 m, this is approximately 1.4 m wide.
Interaction Quality
  • Are interaction targets at least 48 mm x 48 mm (approximately 2.8 degrees at 1.0 m) for controller ray interaction and at least 64 mm x 64 mm for hand tracking poke/pinch?
  • Is there clear visual distinction between interactive and non-interactive elements (depth offset, highlight, or material change)?
  • Do all interactive elements provide hover, press, and release feedback states?
  • Is haptic feedback used to confirm interactions? Recommended pulse: 0.1-0.3 seconds, medium intensity.
  • Can destructive actions be undone or cancelled?
  • Grab interaction range: Objects should be grabbable within 0.3-0.8 m arm's reach for direct grab. Beyond 0.8 m, use ray-based grab or distance grab.
Feedback
  • Is there adequate visual feedback for every user action?
  • Is there adequate audio feedback for important interactions?
  • Do spatial audio sources match their visual positions within 15 degrees of angular accuracy?
  • Are loading states and progress clearly communicated?
Accessibility and Flexibility
  • Can the experience be used while seated? Seated-mode users have a reachable volume of approximately 0.6 m radius from their torso.
  • Can all core functions be performed with one hand?
  • Are there alternatives for interactions that rely solely on color? Use shape, pattern, or label in addition to color. Minimum contrast ratio for text: 4.5:1 (WCAG AA).
  • Are captions or subtitles available for speech and important audio?
  • Are there comfort mode options for motion-sensitive users?
  • Can text size and contrast be adjusted?
Show full SKILL.md (567 more words)Show less
Mixed Reality Considerations
  • Does virtual content blend plausibly with the physical environment?
  • Are passthrough and virtual element boundaries clearly defined?
  • Does the experience respect the user's physical space boundaries (Guardian/boundary system)?
  • Are virtual objects anchored stably to real-world positions? Anchored objects should not drift more than 1-2 cm during a session.

Gotchas

These are common design mistakes that cause comfort issues or poor reviews.

  • Text is too small -- This is the single most common design failure in VR apps. Developers test on desktop monitors where everything is readable, then deploy to a Meta VR headset where the effective resolution per degree is much lower. Always validate text readability on device, not in editor.
  • UI placed at arm's length (0.3-0.5 m) -- New VR developers instinctively place UI panels within arm's reach, like a tablet. This causes severe eye strain because it falls in the vergence-accommodation conflict zone. Push primary UI panels to 1.0-1.5 m distance.
  • Smooth locomotion with no comfort options -- Shipping smooth locomotion without a teleportation fallback or vignette will cause motion sickness for 30-40% of users. Always provide snap turn and teleportation as alternatives and make them the default.
  • Ignoring seated users -- If all interactive elements require standing and reaching above head height, seated users (including wheelchair users) cannot use the app. Design all core interactions within a 0.6 m radius at chest-to-head height.
  • Color-only feedback -- Approximately 8% of males have some form of color vision deficiency. If interactive elements are distinguished only by color (red = error, green = success), add shape or icon indicators as well.
  • Anchoring UI to the head (head-locked HUD) -- Head-locked UI panels cause nausea and obscure the 3D scene. Use world-locked or body-locked UI that follows the user with lag and stays at a comfortable distance.
  • Spatial audio with no fallback -- Some users are deaf or hard of hearing. Every spatial audio cue (directional alerts, proximity sounds) should have a corresponding visual indicator.
  • Infinite render distance without LOD -- Rendering detailed geometry at all distances tanks frame rate. Use LOD (level of detail) groups and impostor billboards for objects beyond 20 m.

Reference Documents

  • Comfort Guidelines — Motion sickness prevention, FOV management, refresh rates, session design
  • Interaction Patterns — Input modalities, feedback design, multi-modal support
  • Spatial Layout — Depth zones, UI placement, scale, spatial audio, environment design
  • Accessibility — Physical, visual, audio, cognitive accessibility and motion sensitivity

General Guidance for Design Reviews

When reviewing a design or providing UX guidance for an immersive experience, consider the following approach:

  1. Start with comfort. Identify any potential sources of discomfort before evaluating any other aspect of the design. Comfort issues are show-stoppers.

  2. Evaluate the interaction model. Determine whether the chosen interaction patterns are appropriate for the content and audience. Ensure they are learnable and provide adequate feedback.

  3. Assess spatial layout. Check that content is placed at appropriate depths, UI is readable and reachable, and the environment supports orientation and navigation.

  4. Review accessibility. Verify that the experience can be enjoyed by users with diverse abilities. Identify any interactions or information channels that lack alternatives.

  5. Consider the full session. Think about the experience over time — onboarding, sustained use, transitions, and session end. Comfort and usability must hold up across the entire duration, not just the first few minutes.

  6. Prioritize recommendations. Not all issues carry equal weight. A comfort violation that causes nausea is more urgent than a suboptimal button placement. Communicate severity clearly in any review.

© meta-quest, Apache-2.0. 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 4 other files (references) in skills/hz-immersive-designer of meta-quest/agentic-tools.

  • SKILL.md
  • references/accessibility.md
  • references/comfort-guidelines.md
  • references/interaction-patterns.md
  • references/spatial-layout.md

Open the folder on GitHubat commit 3a8553d

Compare with similar skills

Hz Immersive Designer 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.

Hz Immersive Designer compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Hz Immersive Designer this skillmeta-quest/agentic-tools215—~2.9kAutomated safety check: PassApache-2.0
Color Auditrome-os/rome748—~2.7kAutomated safety check: PassMIT
Product Designeraakashg/pm-claude-skills112—~2.4kAutomated safety check: PassMIT
Dont Make Me Thinkluongnv89/skills131—~2.5kAutomated safety check: PassMIT
Super UI UX Designsyahiidkamil/Software-Engineer-AI-Agent-Atlas401—~9kAutomated safety check: PassNone
Assistive Technology ScenariosOwl-Listener/inclusive-design-skills105—~1.1kAutomated safety check: PassMIT

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Questions about Hz Immersive Designer

What does Hz Immersive Designer do?

Guides design of comfortable, intuitive VR/MR experiences for Meta VR and Horizon OS — comfort guidelines, interaction patterns, spatial layout, accessibility. Hz Immersive Designer is an agent skill from meta-quest/agentic-tools. Guides design of comfortable, intuitive VR/MR experiences for Meta VR and Horizon OS — comfort guidelines, interaction patterns, spatial layout, accessibility.

When should I use Hz Immersive Designer?

Hz Immersive Designer fits situations like: tasks that involve Game development; tasks that involve Accessibility; tasks that involve UX design.

How do I install Hz Immersive Designer in Claude Code?

Run `npx skills add meta-quest/agentic-tools --skill hz-immersive-designer -a claude-code`. Or copy the skill folder (skills/hz-immersive-designer in meta-quest/agentic-tools) into .claude/skills/hz-immersive-designer in your project. Claude Code loads it when a task matches its description.

How do I install Hz Immersive Designer in Codex?

Run `npx skills add meta-quest/agentic-tools --skill hz-immersive-designer -a codex`. Or copy the skill folder (skills/hz-immersive-designer in meta-quest/agentic-tools) into .agents/skills/hz-immersive-designer in your project. Codex loads it when a task matches its description.

Can I use Hz Immersive Designer 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 meta-quest/agentic-tools --skill hz-immersive-designer -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/hz-immersive-designer, .gemini/skills/hz-immersive-designer, .github/skills/hz-immersive-designer and .opencode/skills/hz-immersive-designer in your project.

What does Hz Immersive Designer need to run?

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

Does Hz Immersive Designer access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Hz Immersive Designer 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 Hz Immersive Designer use?

Hz Immersive Designer is published under the Apache-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Hz Immersive Designer use?

About 2.9k tokens (SKILL.md is roughly 12k 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 9.6k tokens, read only when the agent opens those files.

What are the alternatives to Hz Immersive Designer?

Skills that share tags, products or a category with Hz Immersive Designer: Color Audit (rome-os/rome, 748 stars), Product Designer (aakashg/pm-claude-skills, 112 stars), Dont Make Me Think (luongnv89/skills, 131 stars) and Super UI UX Design (syahiidkamil/Software-Engineer-AI-Agent-Atlas, 401 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Hz Immersive Designer?

meta-quest (a GitHub organization) maintains it in meta-quest/agentic-tools, which has 215 GitHub stars. The repository holds 34 skills in this directory. The repository was last updated on September 24, 2026.

Source: meta-quest/agentic-tools on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.