Agent skill

Hz Unity Code Review

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

Reviews Unity code targeting Meta VR and Horizon OS for performance issues, rendering best practices, and common VR pitfalls.

Apache-2.0Auto-check passedGame Development

Install Hz Unity Code Review

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

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

GitHub CLI
$ gh skill install meta-quest/agentic-tools hz-unity-code-review --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-unity-code-review .claude/skills/hz-unity-code-review && 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-unity-code-review
GitHub stars
213
Token cost
~2k tokens
SKILL.md length
691 words
Files
5 (incl. references)
Skills in repo
34
Repo updated
First seen
Licence
Apache-2.0

At a glance

Reviews Unity code targeting Meta VR and Horizon OS for performance issues, rendering best practices, and common VR pitfalls.

  • Works in 7 steps: Rendering Pipeline Configuration → Draw Call Budgets and Batching → Shader Complexity → …
  • Tasks that involve Code review
  • SKILL.md covers When to Use, Key Review Areas, Quick Review Checklist and What to Look For in Code, plus 2 more sections
  • Calls npx

What it does

Hz Unity Code Review is an agent skill from meta-quest/agentic-tools. Reviews Unity code targeting Meta VR and Horizon OS for performance issues, rendering best practices, and common VR pitfalls. Use during code review or when diagnosing Meta VR performance problems in Unity projects.

Its SKILL.md is about 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/common-pitfalls.md`, `references/input-handling.md` and `references/performance-checklist.md`).

It sits in Game Development, covering Code review. 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 Code review

Example prompts

  • “Use the hz-unity-code-review skill to review Unity code targeting Meta VR and Horizon OS for performance issues, rendering best practices, and…”
  • “/hz-unity-code-review”

Requirements

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

Workflow steps

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

  1. Rendering Pipeline Configuration
  2. Draw Call Budgets and Batching
  3. Shader Complexity
  4. Memory Management
  5. Input Handling
  6. Physics Configuration
  7. Audio Setup

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 Unity Code Review loads about 2k tokens when it runs, and up to ~13k if it reads all its reference files. Until then it costs about 59 tokens; SKILL.md has 691 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~59
When it runs · the whole SKILL.md, loaded when a task matches
~2k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~13k

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). 691 words, ~2,045 tokens.

Download SKILL.mdSave it as .claude/skills/hz-unity-code-review/SKILL.md (or your agent's skills folder). This skill also uses 4 other files; get the full folder from GitHub.
name
hz-unity-code-review
description
Reviews Unity code targeting Meta VR and Horizon OS for performance issues, rendering best practices, and common VR pitfalls. Use during code review or when diagnosing Meta VR performance problems in Unity projects.
allowed-tools
Bash(metavr:*), Bash(hzdb:*)
license
Apache-2.0

Unity Code Review for Meta VR

When to Use

Use this skill when reviewing Unity C# code or project settings that target Meta VR headsets. This includes:

  • Reviewing scripts for VR performance issues
  • Checking rendering pipeline configuration and settings
  • Ensuring adherence to Meta VR-specific best practices
  • Identifying common VR development pitfalls
  • Validating input handling for controllers, hands, and eye tracking
  • Auditing memory usage and GC allocation patterns

Key Review Areas

1. Rendering Pipeline Configuration

Meta VR applications must use the Universal Render Pipeline (URP) with specific settings optimized for mobile VR. The Built-in Render Pipeline is not recommended for new Meta VR projects.

Critical settings to verify:

  • Single-pass multiview must be enabled (Player Settings > XR Plug-in Management > Oculus > Stereo Rendering Mode)
  • Vulkan should be the primary graphics API
  • Linear color space is required for correct lighting
  • HDR should be disabled in URP asset settings
  • Post-processing should be minimal or disabled
2. Draw Call Budgets and Batching

Meta VR has draw call budgets that vary by workload complexity. Every draw call has CPU overhead that directly impacts frame timing.

MetricQuest 2 / Quest ProQuest 3 / Quest 3SMeta VR Glasses
Draw calls (busy simulation)80-200200-300200-300
Draw calls (medium simulation)200-300400-600400-600
Draw calls (light simulation)400-600700-1000700-1000
Triangles per frame750K-1M1M-2M1M-2M
SetPass calls< 50< 80< 80

Enable and verify:

  • Static batching for non-moving geometry
  • GPU instancing for repeated objects
  • SRP batcher for URP materials
  • Dynamic batching for small meshes (< 300 vertices)
3. Shader Complexity

Mobile GPUs on Meta VR cannot handle desktop-class shaders. Review all materials for:

  • Use of URP/Lit or URP/Simple Lit instead of Standard shader
  • Custom shaders that minimize texture samples and ALU operations
  • Avoidance of real-time shadows where possible (bake instead)
  • No screen-space effects (SSAO, SSR, screen-space shadows)
4. Memory Management

GC allocations cause frame hitches and must be eliminated from hot paths.

csharp
// BAD: Allocates every frame
void Update() {
    string label = "Score: " + score.ToString();
    var enemies = FindObjectsOfType<Enemy>();
    var filtered = enemies.Where(e => e.IsAlive).ToList();
}

// GOOD: Zero allocations in Update
private StringBuilder _sb = new StringBuilder(32);
private List<Enemy> _enemyCache = new List<Enemy>();
private Enemy[] _enemyArray;

void Start() {
    _enemyArray = FindObjectsOfType<Enemy>();
}

void Update() {
    _sb.Clear();
    _sb.Append("Score: ");
    _sb.Append(score);
}
5. Input Handling

Meta VR supports multiple input modalities. Code should handle:

  • Controllers: Use Unity's Input System Package for new projects (recommended); OVRInput is maintained for legacy support
  • Hand tracking: OVRHand and OVRSkeleton for hand pose data
  • Eye tracking: OVREyeGaze (Quest Pro / Meta VR Glasses, requires permission)
  • Graceful switching between controller and hand tracking modes
6. Physics Configuration

Physics simulation is expensive on mobile. Review for:

  • Physics timestep set to match target frame rate (72/90/120 Hz)
  • Simplified collision meshes (use primitives, not mesh colliders)
  • Reduced solver iterations (4-6 is usually sufficient)
  • Layer-based collision matrix to minimize pair checks
  • Rigidbody sleep thresholds configured appropriately
Show full SKILL.md (276 more words)Show less
7. Audio Setup

Audio is often overlooked but can impact performance:

  • Compress audio clips (Vorbis for music, ADPCM for short SFX)
  • Use streaming load type for clips longer than 1 second
  • Limit simultaneous audio sources (target < 16)
  • Spatialize audio using Meta's audio SDK for 3D positioning

Quick Review Checklist

AreaTargetNotes
Draw calls80-200 (busy) to 400-600 (light)Use batching, instancing, atlasing
Triangles750K-1M/frameUse LODs, occlusion culling
Texture resolutionMax 2K, 4K sparinglyASTC compression required
ShaderURP mobile shadersNo Standard shader, no screen-space effects
Rendering modeSingle-pass multiviewMust be enabled in XR settings
FFREnabled (High or HighTop)Fixed foveated rendering reduces edge fragment cost
MSAA4x quality / 2x perfFree on tile-based GPU when configured correctly
Target frame rate72 Hz minimum90 Hz recommended, 120 Hz for smooth experiences
GC allocations0 B/frame in steady stateNo allocations in Update/LateUpdate/FixedUpdate
Audio sources< 16 simultaneousUse pooling for audio sources

What to Look For in Code

GC-Heavy Patterns
csharp
// Flag these patterns in code review:
Camera.main                          // Calls FindWithTag internally
GameObject.Find("name")             // Linear search every call
GetComponent<T>() in Update         // Cache the result
new List<T>() in Update             // Allocates on heap
string + string in Update           // Creates new string objects
foreach on non-List collections     // Enumerator allocation
LINQ queries (.Where, .Select)      // Multiple allocations
Boxing (int -> object)              // Heap allocation
delegate/lambda in hot paths        // Closure allocation
Update() Misuse
csharp
// BAD: Empty Update still has overhead
void Update() { }

// BAD: Logic that doesn't need per-frame execution
void Update() {
    SavePlayerPrefs();  // Should be event-driven
}

// GOOD: Use events, coroutines, or InvokeRepeating for non-per-frame logic
void OnScoreChanged(int newScore) {
    UpdateScoreUI(newScore);
}
Camera.main Anti-Pattern
csharp
// BAD: Camera.main uses FindWithTag internally
void Update() {
    transform.LookAt(Camera.main.transform);
}

// GOOD: Cache the reference
private Transform _cameraTransform;

void Start() {
    _cameraTransform = Camera.main.transform;
}

void Update() {
    transform.LookAt(_cameraTransform);
}
Find Calls in Hot Paths
csharp
// BAD: Expensive search every frame
void Update() {
    var player = GameObject.FindWithTag("Player");
    var rb = player.GetComponent<Rigidbody>();
}

// GOOD: Cache in Awake/Start or use dependency injection
private Rigidbody _playerRb;

void Awake() {
    _playerRb = GameObject.FindWithTag("Player").GetComponent<Rigidbody>();
}

Using metavr for Validation

You can use the metavr tool to validate builds and check device-side behavior. Invoke via metavr <args> (published as the npm package metavr; if metavr is not on PATH, run npx -y metavr <args>) — no install required.

bash
# Check connected Meta VR device
metavr device list

# Install and run a build
metavr app install path/to/build.apk
metavr app launch com.company.app

# Check device logs for errors
metavr adb logcat --tag Unity

# Monitor GPU performance
metavr perf capture

Use device-side profiling to validate that code review findings translate to real performance improvements.

Reference Documents

For detailed guidance on specific topics, see the following reference documents:

© 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-unity-code-review of meta-quest/agentic-tools.

  • SKILL.md
  • references/common-pitfalls.md
  • references/input-handling.md
  • references/performance-checklist.md
  • references/rendering-best-practices.md

Open the folder on GitHubat commit 3a8553d

Compare with similar skills

Hz Unity Code Review 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 Unity Code Review compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Hz Unity Code Review this skillmeta-quest/agentic-tools213—~2kAutomated safety check: PassApache-2.0
Fantasy Framework Development Guideqq362946/Fantasy1.4k—~5.8kAutomated safety check: PassCustom licence
PR Babysitteropeninterpreter/openinterpreter69k3 repos~4.2kAutomated safety check: PassApache-2.0
Code Review ChecklistshareAI-lab/learn-claude-code78k5 repos~1.1kAutomated safety check: PassMIT
Backend Code Reviewlangflow-ai/langflow156k—~3.5kAutomated safety check: NotesMIT
Understand Diff AnalysisEgonex-AI/Understand-Anything86k1 repos~1.4kAutomated safety check: PassMIT

Similar skills

  • Development and review guide for the Fantasy C# distributed game server framework: ECS, FTask, routing, service discovery, config and databases.

    1.4k GitHub stars~5.8k tokensUpdated 7 days ago
    Game DevelopmentAuto-check passed
  • PR Babysitter

    openinterpreter/openinterpreter

    Watches an open GitHub pull request until it merges, handling review comments, diagnosing CI failures and retrying flaky checks along the way.

    69k GitHub starsUsed in 3 repos~4.2k tokens
    DevelopmentAuto-check passed
  • Code Review Checklist

    shareAI-lab/learn-claude-code

    Reviews code against a five-part checklist covering security, correctness, performance, maintainability and testing, and reports findings in a fixed format.

    78k GitHub starsUsed in 5 repos~1.1k tokens
    DevelopmentAuto-check passed
  • Backend Code Review

    langflow-ai/langflow

    Review backend code for quality, security, maintainability, and best practices based on established checklist rules.

    156k GitHub stars~3.5k tokensUpdated yesterday
    DevelopmentAuto-check: notes
  • Understand Diff Analysis

    Egonex-AI/Understand-Anything

    Reads your git changes or a pull request against a prebuilt knowledge graph of the project to explain what changed, which components are affected and what is risky.

    86k GitHub starsUsed in 1 repo~1.4k tokens
    DevelopmentAuto-check passed
  • A catalog of recurring bug shapes in the Mole Mac cleaner, used to review safety-sensitive diffs for deletion safety, unbounded commands, shell traps and weak tests.

    70k GitHub stars~2k tokensUpdated yesterday
    DevelopmentAuto-check passed

More from meta-quest/agentic-tools

All 34 skills in this repo
  • Hz Unity Fbx Import

    meta-quest/agentic-tools

    Ensures complete FBX URLs or absolute paths are used when importing external 3D models into Unity projects targeting Meta VR and Horizon OS.

    213 GitHub starsUsed in 1 repo~2.7k tokens
    Auto-check passed
  • Hz Unity Meta Core SDK

    meta-quest/agentic-tools

    Meta XR Core SDK (com.meta.xr.sdk.core) for Unity XR development.

    213 GitHub starsUsed in 1 repo~3.4k tokens
    Auto-check passed
  • Hz Unity Tmp Resources

    meta-quest/agentic-tools

    Imports and configures TextMesh Pro Essential Resources for Unity projects targeting Meta VR and Horizon OS.

    213 GitHub starsUsed in 1 repo~1.3k tokens
    Auto-check passed
  • Hz Android 2D Porting

    meta-quest/agentic-tools

    Guides porting existing Android 2D apps to Meta VR and Horizon OS — input adaptation, panel layout, and design requirements.

    213 GitHub stars~2.1k tokensUpdated 14 days ago
    Auto-check passed
  • Hz API Upgrade

    meta-quest/agentic-tools

    Upgrades Meta VR apps to newer Horizon OS SDK versions — migration guides, deprecated API replacements, changelog.

    213 GitHub stars~1.8k tokensUpdated 14 days ago
    Auto-check passed
  • Hz Iwsdk Webxr

    meta-quest/agentic-tools

    Builds WebXR experiences for Meta VR and Horizon OS using the Immersive Web SDK (IWSDK) — ECS architecture, Three.js integration, spatial UI.

    213 GitHub stars~3k tokensUpdated 14 days ago
    Auto-check passed

Questions about Hz Unity Code Review

What does Hz Unity Code Review do?

Reviews Unity code targeting Meta VR and Horizon OS for performance issues, rendering best practices, and common VR pitfalls. Hz Unity Code Review is an agent skill from meta-quest/agentic-tools. Reviews Unity code targeting Meta VR and Horizon OS for performance issues, rendering best practices, and common VR pitfalls.

When should I use Hz Unity Code Review?

Hz Unity Code Review fits situations like: tasks that involve Code review.

How do I install Hz Unity Code Review in Claude Code?

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

How do I install Hz Unity Code Review in Codex?

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

Can I use Hz Unity Code Review 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-unity-code-review -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-unity-code-review, .gemini/skills/hz-unity-code-review, .github/skills/hz-unity-code-review and .opencode/skills/hz-unity-code-review in your project.

What does Hz Unity Code Review need to run?

Going by SKILL.md and its folder, Hz Unity Code Review 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 Unity Code Review 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 Unity Code Review 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 Unity Code Review use?

Hz Unity Code Review 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 Unity Code Review use?

About 2k tokens (SKILL.md is roughly 8.2k 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 11k tokens, read only when the agent opens those files.

What are the alternatives to Hz Unity Code Review?

Skills that share tags, products or a category with Hz Unity Code Review: Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars), PR Babysitter (openinterpreter/openinterpreter, 69k stars), Code Review Checklist (shareAI-lab/learn-claude-code, 78k stars) and Backend Code Review (langflow-ai/langflow, 156k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Hz Unity Code Review?

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.