Agent skill

Hz Spatial SDK

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

Builds spatial Android apps for Meta VR and Horizon OS with Meta Spatial SDK — ECS architecture, 2D panels, 3D objects, hybrid experiences.

Apache-2.0Auto-check passedMobile

Install Hz Spatial SDK

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

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

GitHub CLI
$ gh skill install meta-quest/agentic-tools hz-spatial-sdk --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-spatial-sdk .claude/skills/hz-spatial-sdk && 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-spatial-sdk
GitHub stars
213
Token cost
~3.2k tokens
SKILL.md length
1,010 words
Files
5 (incl. references)
Skills in repo
34
Repo updated
First seen
Licence
Apache-2.0

At a glance

Builds spatial Android apps for Meta VR and Horizon OS with Meta Spatial SDK — ECS architecture, 2D panels, 3D objects, hybrid experiences.

  • Works in 3 steps: Android Studio with the Meta Horizon… → Meta Spatial SDK dependencies added to… → A Meta VR device connected via USB with…
  • Creating Kotlin-based spatial applications
  • SKILL.md covers When to Use This Skill, What is Meta Spatial SDK, Key Concepts and Quick Start, plus 4 more sections
  • Calls npx

What it does

Hz Spatial SDK is an agent skill from meta-quest/agentic-tools. Builds spatial Android apps for Meta VR and Horizon OS with Meta Spatial SDK — ECS architecture, 2D panels, 3D objects, hybrid experiences. Use when creating Kotlin-based spatial applications. Build path: Meta Spatial SDK; use hz-quest-verify-first if the build path is unclear.

Its SKILL.md is about 3.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 5 other files, including reference files (for example `references/architecture-guide.md`, `references/debugging.md` and `references/interaction-sdk.md`).

It sits in Mobile, covering Android development. It works with Kotlin, Android and Gradle. 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

  • Creating Kotlin-based spatial applications
  • Tasks that involve Android development

Example prompts

  • “Use the hz-spatial-sdk skill to build spatial Android apps for Meta VR and Horizon OS with Meta Spatial SDK — ECS architecture, 2D panels, 3D…”
  • “/hz-spatial-sdk”

Requirements

  • Node.js
  • Pre-approved tools (allowed-tools): Bash(metavr:*), Bash(hzdb:*)

Workflow steps

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

  1. Android Studio with the Meta Horizon Android Studio Plugin installed
  2. Meta Spatial SDK dependencies added to your Gradle project
  3. A Meta VR device connected via USB with developer mode enabled

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 these tools, so the agent can use them without asking each time:

    • Bash(metavr:*)
    • Bash(hzdb:*)

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • npx

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

  • Network

    No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.

    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 Spatial SDK loads about 3.2k tokens when it runs, and up to ~14k if it reads all its reference files. Until then it costs about 73 tokens; SKILL.md has 1,010 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~73
When it runs · the whole SKILL.md, loaded when a task matches
~3.2k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~14k

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). 1,010 words, ~3,198 tokens.

Download SKILL.mdSave it as .claude/skills/hz-spatial-sdk/SKILL.md (or your agent's skills folder). This skill also uses 4 other files; get the full folder from GitHub.
name
hz-spatial-sdk
description
Builds spatial Android apps for Meta VR and Horizon OS with Meta Spatial SDK — ECS architecture, 2D panels, 3D objects, hybrid experiences. Use when creating Kotlin-based spatial applications. Build path: Meta Spatial SDK; use hz-quest-verify-first if the build path is unclear.
allowed-tools
Bash(metavr:*), Bash(hzdb:*)
license
Apache-2.0

Spatial SDK Skill

Build native Android spatial applications for Meta VR 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.

When to Use This Skill

Use this skill when you need to:

  • Build a native Android app for Meta VR using the Spatial SDK and Kotlin
  • Create hybrid experiences that combine 2D Android UI panels with 3D content
  • Work with the Entity-Component-System (ECS) architecture in Spatial SDK
  • Add 3D objects, animations, or spatial interactions to a Meta VR application
  • Configure panels using Jetpack Compose or Android Views for spatial rendering
  • Use the Spatial Editor to compose 3D scenes visually
  • Deploy and test Spatial SDK applications on a Meta VR device

This skill applies to all Meta Quest headsets running Horizon OS (Quest 2, Quest 3, Quest 3S, Quest Pro).

What is Meta Spatial SDK

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.

Key characteristics:
  • Kotlin-first: all application logic is written in Kotlin
  • Android-native: builds on standard Android Activity, Gradle, and Jetpack libraries
  • ECS architecture: entities, components, and systems manage 3D scene state
  • Panel rendering: Android UI frameworks (Jetpack Compose, Views) render as spatial panels
  • Gradle integration: Spatial SDK ships as AAR libraries pulled via Gradle dependencies

Key Concepts

Entity-Component-System (ECS)

The Spatial SDK uses an ECS architecture to manage the 3D scene graph. This separates data (components) from behavior (systems):

  • Entity: a lightweight identifier (ID) that groups components together. An entity has no behavior on its own.
  • Component: a data container attached to an entity. Components are defined via XML attribute schemas and hold typed fields (floats, vectors, references, enums). Examples: Transform, Mesh, Panel, Grabbable.
  • System: a Kotlin class that queries entities by their components and executes logic each frame. Systems extend SystemBase and override the execute() method.
kotlin
// Example: a simple system that rotates all entities with a Spinner component
class SpinnerSystem : SystemBase() {
  private var previousTime = 0L

  override fun execute() {
    val currentTime = System.currentTimeMillis()
    if (previousTime == 0L) previousTime = currentTime
    val timeDeltaInSeconds = (currentTime - previousTime) / 1000f
    previousTime = currentTime

    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.transform.q =
        transform.transform.q * Quaternion(0f, spinner.speed * timeDeltaInSeconds, 0f)
      entity.setComponent(transform)
    }
  }
}
2D Panels

Panels are the primary way to display Android UI in spatial apps. A typed PanelRegistration maps an integer resource ID to a Jetpack Compose composable, an Android View, an Activity, or a media surface. Panels render as surfaces positioned in the 3D scene.

kotlin
override fun registerPanels(): List<PanelRegistration> {
  return listOf(
    ComposeViewPanelRegistration(
      registrationId = R.id.main_panel,
      composeViewCreator = { _, context ->
        ComposeView(context).apply { setContent { MainScreen() } }
      },
      settingsCreator = {
        UIPanelSettings(
          shape = QuadShapeOptions(width = 0.8f, height = 0.6f),
          display = DpDisplayOptions(width = 592f, height = 444f),
        )
      },
    )
  )
}
3D Objects

Load glTF models as meshes and place them in the scene using Transform and Mesh components:

kotlin
val modelEntity = Entity.create()
modelEntity.setComponent(
  Mesh(Uri.parse("apk:///models/robot.glb"))
)
modelEntity.setComponent(
  Transform(Pose(Vector3(0f, 1f, 2f)))
)
Hybrid Apps

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.

Activity Structure

For most Spatial SDK apps, keep one AppSystemActivity 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.

Scene

The Scene class manages the 3D environment, including the skybox, image-based lighting (IBL), view origin, and reference space. Each AppSystemActivity has an associated scene.

Show full SKILL.md (418 more words)Show less
Spatial Editor

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.

Quick Start

Prerequisites
  1. Android Studio with the Meta Horizon Android Studio Plugin installed
  2. Meta Spatial SDK dependencies added to your Gradle project
  3. A Meta VR device connected via USB with developer mode enabled
Step-by-step
  1. Create a new project from the Spatial SDK template in Android Studio (or add Spatial SDK dependencies to an existing project).

  2. Define your activity by extending AppSystemActivity and using the current typed panel-registration APIs:

kotlin
class MyActivity : AppSystemActivity() {

  override fun registerPanels(): List<PanelRegistration> {
    return listOf(
      ComposeViewPanelRegistration(
        registrationId = R.id.home_panel,
        composeViewCreator = { _, context ->
          ComposeView(context).apply { setContent { HomeScreen() } }
        },
        settingsCreator = {
          UIPanelSettings(
            shape = QuadShapeOptions(width = 0.8f, height = 0.6f),
            display = DpDisplayOptions(width = 592f, height = 444f),
          )
        },
      )
    )
  }

  override fun registerFeatures(): List<SpatialFeature> {
    return listOf(VRFeature(this), ComposeFeature())
  }

  override fun onSceneReady() {
    super.onSceneReady()
    scene.setReferenceSpace(ReferenceSpace.LOCAL_FLOOR)
    Entity.create(
      Panel(panelRegistrationId = R.id.home_panel),
      Transform(Pose(Vector3(0f, 1.2f, 2f))),
      Visible(true),
    )
  }
}
  1. Add 3D content via the Spatial Editor or programmatically:
kotlin
// Load a 3D model
val robot = Entity.create(
  Mesh(Uri.parse("apk:///models/robot.glb")),
  Transform(Pose(Vector3(0f, 0.5f, 1.5f)))
)
  1. Build and deploy to your connected Meta VR device using metavr (invoke via metavr <args>, or npx -y metavr <args> if not on PATH):
bash
# Build the APK via Gradle
./gradlew assembleDebug

# Install using metavr
metavr app install app/build/outputs/apk/debug/app-debug.apk

# Launch the app
metavr app launch com.example.myspatialapp

# View logs
metavr log

Architecture Overview

The high-level architecture of a Spatial SDK application:

Android Activity
  └── AppSystemActivity
        ├── Scene (environment, lighting, viewer)
        ├── DataModel (entity-component store)
        │     ├── Entity: Panel (R.id.home_panel)
        │     │     ├── Transform
        │     │     ├── PanelComponent
        │     │     └── Grabbable
        │     ├── Entity: 3D Object ("robot")
        │     │     ├── Transform
        │     │     └── Mesh
        │     └── Entity: Light
        │           ├── Transform
        │           └── PointLight
        ├── Features
        │     ├── VRFeature (includes ISDK input by default)
        │     └── PhysicsFeature
        ├── Systems
        │     └── SpinnerSystem
        └── PanelRegistrations
              └── R.id.home_panel → Jetpack Compose UI
  • AppSystemActivity extends Android Activity and manages the Scene and DataModel lifecycle.
  • DataModel is the central ECS store where all entities and components live.
  • Scene configures the 3D environment (skybox, IBL, reference space).
  • Systems run each frame and operate on entities matching their queries.
  • PanelRegistrations bind stable integer resource IDs to UI content.

Gradle Dependencies

Copy the Spatial SDK aliases from the current official template into the project's version catalog. Resolve the latest stable release at use time and keep the plugin and every module on the same spatialsdk version:

toml
# gradle/libs.versions.toml
[versions]
spatialsdk = "<latest-stable-version>"

[libraries]
meta-spatial-sdk-base = { module = "com.meta.spatial:meta-spatial-sdk", version.ref = "spatialsdk" }
meta-spatial-sdk-toolkit = { module = "com.meta.spatial:meta-spatial-sdk-toolkit", version.ref = "spatialsdk" }
meta-spatial-sdk-vr = { module = "com.meta.spatial:meta-spatial-sdk-vr", version.ref = "spatialsdk" }
meta-spatial-sdk-compose = { module = "com.meta.spatial:meta-spatial-sdk-compose", version.ref = "spatialsdk" }

[plugins]
meta-spatial-plugin = { id = "com.meta.spatial.plugin", version.ref = "spatialsdk" }

Use those aliases in the app module:

kotlin
plugins {
  alias(libs.plugins.meta.spatial.plugin)
}

dependencies {
  implementation(libs.meta.spatial.sdk.base)
  implementation(libs.meta.spatial.sdk.toolkit)
  implementation(libs.meta.spatial.sdk.vr)
  implementation(libs.meta.spatial.sdk.compose)
}

Add optional modules such as meta-spatial-sdk-isdk, meta-spatial-sdk-physics, meta-spatial-sdk-mruk, or meta-spatial-sdk-spatialaudio only when the app uses them, referencing the same spatialsdk version in libs.versions.toml.

Manifest Configuration

Spatial SDK apps require specific manifest entries:

xml
<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.

References

Skill References
  • Architecture Guide -- ECS model, custom components and systems, scene management, and activity lifecycle
  • Panels and 3D Objects -- 2D panel rendering, 3D object loading, hybrid app development
  • Interaction SDK -- Input handling, grabbables, hand tracking, controller input, haptics
  • Debugging -- Data Model Inspector, OVR Metrics Tool, logcat filtering, common issues

© 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-spatial-sdk of meta-quest/agentic-tools.

  • SKILL.md
  • references/architecture-guide.md
  • references/debugging.md
  • references/interaction-sdk.md
  • references/panels-and-3d.md

Open the folder on GitHubat commit 3a8553d

Compare with similar skills

Hz Spatial SDK 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.

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Hz Spatial SDK this skillmeta-quest/agentic-tools213—~3.2kAutomated safety check: PassApache-2.0
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Claude Android NinjaDrjacky/claude-android-ninja124—~5.2kAutomated safety check: PassApache-2.0
Expo Brownfield Integrationmweinbach/agent-coworker1562 repos~900Automated safety check: NotesCustom licence
Build Foremannekomangaorg/Neko2.8k—~807Automated safety check: PassApache-2.0
Android Audio E2Ehyochan/react-native-nitro-sound961—~814Automated safety check: PassMIT

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Categories

Questions about Hz Spatial SDK

What does Hz Spatial SDK do?

Builds spatial Android apps for Meta VR and Horizon OS with Meta Spatial SDK — ECS architecture, 2D panels, 3D objects, hybrid experiences. Hz Spatial SDK is an agent skill from meta-quest/agentic-tools. Builds spatial Android apps for Meta VR and Horizon OS with Meta Spatial SDK — ECS architecture, 2D panels, 3D objects, hybrid experiences.

When should I use Hz Spatial SDK?

Hz Spatial SDK fits situations like: creating Kotlin-based spatial applications; tasks that involve Android development.

How do I install Hz Spatial SDK in Claude Code?

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

How do I install Hz Spatial SDK in Codex?

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

Can I use Hz Spatial SDK 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-spatial-sdk -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-spatial-sdk, .gemini/skills/hz-spatial-sdk, .github/skills/hz-spatial-sdk and .opencode/skills/hz-spatial-sdk in your project.

What does Hz Spatial SDK need to run?

Going by SKILL.md and its folder, Hz Spatial SDK needs the command-line tools its instructions call (npx). Our summary lists: Node.js. Its frontmatter pre-approves these tools: Bash(metavr:*), Bash(hzdb:*).

Does Hz Spatial SDK access the network?

SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Hz Spatial SDK 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 Spatial SDK use?

Hz Spatial SDK 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 Spatial SDK use?

About 3.2k tokens (SKILL.md is roughly 13k 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 10k tokens, read only when the agent opens those files.

What are the alternatives to Hz Spatial SDK?

Skills that share tags, products or a category with Hz Spatial SDK: Android Development (dpconde/claude-android-skill, 336 stars), Claude Android Ninja (Drjacky/claude-android-ninja, 124 stars), Expo Brownfield Integration (mweinbach/agent-coworker, 156 stars) and Build Foreman (nekomangaorg/Neko, 2.8k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Hz Spatial SDK?

meta-quest (a GitHub organization) maintains it in meta-quest/agentic-tools, which has 213 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.