Image to Three.js Model
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Audits a Unity project for Meta VR Glasses readiness across input and field of view — finds controller-dependent interactions such as OVRInput usage, recommends hand-tracking and ISDK…
$ npx skills add meta-quest/agentic-tools --skill hz-unity-device-readiness -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install meta-quest/agentic-tools hz-unity-device-readiness --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ 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-device-readiness .claude/skills/hz-unity-device-readiness && rm -rf skills-srcUse ~/.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/
Install the "hz-unity-device-readiness" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-device-readiness into .claude/skills/hz-unity-device-readiness/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-device-readiness", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-device-readinessType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add meta-quest/agentic-tools --skill hz-unity-device-readiness -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install meta-quest/agentic-tools hz-unity-device-readiness --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/meta-quest/agentic-tools.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/hz-unity-device-readiness .agents/skills/hz-unity-device-readiness && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "hz-unity-device-readiness" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-device-readiness into .agents/skills/hz-unity-device-readiness/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-device-readiness", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add meta-quest/agentic-tools --skill hz-unity-device-readiness -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install meta-quest/agentic-tools hz-unity-device-readiness --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/meta-quest/agentic-tools.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/hz-unity-device-readiness .cursor/skills/hz-unity-device-readiness && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "hz-unity-device-readiness" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-device-readiness into .cursor/skills/hz-unity-device-readiness/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-device-readiness", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/meta-quest/agentic-tools.git --path skills/hz-unity-device-readiness--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add meta-quest/agentic-tools --skill hz-unity-device-readiness -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install meta-quest/agentic-tools hz-unity-device-readiness --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/meta-quest/agentic-tools.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/hz-unity-device-readiness .gemini/skills/hz-unity-device-readiness && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "hz-unity-device-readiness" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-device-readiness into .gemini/skills/hz-unity-device-readiness/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-device-readiness", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install meta-quest/agentic-tools hz-unity-device-readinessInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add meta-quest/agentic-tools --skill hz-unity-device-readiness -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/meta-quest/agentic-tools.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/hz-unity-device-readiness .github/skills/hz-unity-device-readiness && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "hz-unity-device-readiness" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-device-readiness into .github/skills/hz-unity-device-readiness/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-device-readiness", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add meta-quest/agentic-tools --skill hz-unity-device-readiness -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install meta-quest/agentic-tools hz-unity-device-readiness --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/meta-quest/agentic-tools.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/hz-unity-device-readiness .opencode/skills/hz-unity-device-readiness && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "hz-unity-device-readiness" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-device-readiness into .opencode/skills/hz-unity-device-readiness/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-device-readiness", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
hz-unity-device-readinessAudits a Unity project for Meta VR Glasses readiness across input and field of view — finds controller-dependent interactions such as OVRInput usage, recommends hand-tracking and ISDK…
Hz Unity Device Readiness is an agent skill from meta-quest/agentic-tools. Audits a Unity project for Meta VR Glasses readiness across input and field of view — finds controller-dependent interactions such as OVRInput usage, recommends hand-tracking and ISDK controller-to-hands migrations, produces a prioritized migration plan, and detects head-locked UI that a narrower FoV would clip.
Its SKILL.md is about 2.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/hand-tracking-patterns.md` and `references/migration-guide.md`).
It sits in Game Development. The repository describes itself as: Agent Skills for Meta Quest/Horizon OS VR Development. The licence is Apache-2.0.
4 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 3a8553d. It shows what the files ask for, not the result of running them.
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.
No scripts in the folder and no shell commands in SKILL.md (its code samples are bash).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Hz Unity Device Readiness loads about 2.4k tokens when it runs, and up to ~5.6k if it reads all its reference files. Until then it costs about 85 tokens; SKILL.md has 1,222 words of instructions outside code blocks.
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.
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.
The full file from meta-quest/agentic-tools at commit 3a8553d, republished under its Apache-2.0 licence (© meta-quest). 1,222 words, ~2,444 tokens.
.claude/skills/hz-unity-device-readiness/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.This skill prepares a Unity project for Meta VR Glasses device requirements across two dimensions: input (hand tracking as the primary input, not a fallback) and field of view (a device with a narrower FoV than current Quest headsets). The input workflow is immediately below; the field-of-view workflow is its own section further down.
The target device treats hand tracking as the primary input method, not a fallback. Most existing Quest projects were built controller-first, so the work isn't just "replace button presses with gestures" — it's rethinking interaction design so hands feel natural instead of like a worse controller. A systematic scan matters: find every controller dependency, understand the gameplay intent behind it, and map it to the right ISDK pattern.
When a Meta VR Glasses or Meta Quest device is connected, ground the audit in real device data first — metavr device list shows what's attached, and metavr device info <id> reports the device's input and display capabilities the audit should target.
Build a complete picture of how the project handles input today. Controller dependencies hide in surprising places — not just obvious OVRInput.Get() calls, but also XR Interaction Toolkit components, Unity's legacy Input system, and custom grab systems. Cast a wide net:
# Find controller input usage
grep -r "OVRInput\.\(Get\|GetDown\|GetUp\)" --include="*.cs" .
grep -r "OVRInput\.Button\|OVRInput\.Axis" --include="*.cs" .
# Find XR Interaction Toolkit usage
grep -r "XRGrabInteractable\|XRRayInteractor\|XRDirectInteractor" --include="*.cs" .
# Find legacy Input system usage
grep -r "Input\.GetButton\|Input\.GetAxis\|Input\.GetKey" --include="*.cs" .
# Find interaction patterns
grep -r "Grabbable\|IGrabbable\|OnGrab\|OnRelease" --include="*.cs" .
grep -r "Raycast\|RaycastHit\|Physics\.Raycast" --include="*.cs" .For each finding, categorize it:
| Category | What to Look For | Impact |
|---|---|---|
| Controller Input | OVRInput.Get(), button/axis references | Must replace with hand gestures or ISDK components |
| Grab Systems | Trigger-based grab, distance grab | Convert to HandGrabInteractable with pinch detection |
| UI Interaction | Ray-based UI, pointer clicks | Convert to poke interactions (PokeInteractable) |
| Movement | Thumbstick locomotion, snap turn | Redesign for hand-based or gaze-based navigation |
| Object Manipulation | Thumbstick rotation, button-based scaling | Use direct hand rotation/scaling with two-hand support |
For each controller-dependent system, suggest a specific ISDK-based replacement. Reference the hand-tracking patterns in references/hand-tracking-patterns.md for implementation details.
Rank suggestions by impact and effort:
Important. If the project already uses ISDK hand tracking (HandGrabInteractable, PokeInteractable, etc.) and has no controller-dependent code, report that it is already hand-ready. Surface enhancements only as Low-priority items — don't treat them as required changes. A project that already works with hands should not receive a long list of improvement suggestions.
Provide your analysis as a structured report:
hand-tracking-patterns.md),For detailed implementation patterns, read:
references/hand-tracking-patterns.md — 7 ISDK interaction patterns with component references.references/migration-guide.md — step-by-step controller-to-hands migration checklist.Run this when preparing the project for a device with a narrower field of view than the developer's current target. It finds head-locked (HUD) UI that fits a wider FoV but would be clipped at the edges of the narrower device — reticles, health/ammo counters, minimaps, tutorial pins, vignette/letterbox overlays — and reports each with a migration fix. This is a distinct pass from the input workflow above.
In VR nothing is permanently off-screen — the user can turn their head. The genuinely-clipped case is head-locked content: UI attached to the camera at a fixed angular offset. If that offset fit the wider FoV but exceeds the narrower device's frustum, it is clipped every frame and can never be brought into view. That is the only class this pass claims to find completely.
Compute the geometry; never estimate it. Do not read scene/prefab YAML and do trigonometry on nested transforms in your head. Get resolved transforms from the running project — enter Play mode (or a build) and read the live objects — then apply the deterministic frustum test below. The math decides; you classify and suggest.
To reach the game's HUD states and automate this instead of clicking through by hand, drive the running build with Meta XR Operator — it can play the project and exercise gameplay states for you, then you inspect the resolved objects at each state. If you can't run and inspect the project live, this pass isn't reliable from static files alone — say so rather than guessing.
The frustum test needs both view frusta as tangent half-angles:
{ leftTan, rightTan, upTan, downTan } — target (narrower) device{ leftTan, rightTan, upTan, downTan } — current device (for the "fit before, not now" delta)Use the target device's published FoV spec for these values. If you don't have both sets, skip the FoV pass and say so — never guess numbers you don't have.
Canvas with renderMode ScreenSpaceOverlay/ScreenSpaceCamera; any Canvas/RectTransform/Renderer whose transform ancestry passes through the tracked camera / CenterEyeAnchor / OVRCameraRig center eye; full-screen vignette/letterbox overlays. Exclude world-locked content not parented to the head.z > 0): tanX = x/z, tanY = y/z; a corner is inside a device when -leftTan <= tanX <= rightTan and -downTan <= tanY <= upTan. Bleed = at least one corner inside the current device but outside the target device.© 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
SKILL.md and 2 other files (references) in skills/hz-unity-device-readiness of meta-quest/agentic-tools.
Open the folder on GitHubat commit 3a8553d
Hz Unity Device Readiness 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Hz Unity Device Readiness this skillmeta-quest/agentic-tools | 215 | — | ~2.4k | Automated safety check: Pass | Apache-2.0 | |
| Image to Three.js Modelimg2threejs/img2threejs | 18k | 1 repos | ~8.2k | Automated safety check: Pass | Apache-2.0 | |
| Web CloneJane-xiaoer/claude-skill-web-clone | 1k | 1 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.5k | — | ~2.2k | Automated safety check: Pass | MIT | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 |
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Jane-xiaoer/claude-skill-web-clone
网站复刻 / 克隆方法论。USE WHEN 用户说 复刻网站、克隆网站、clone website、抄个站、仿站、 照着这个站做一个、reproduce site、还原某个网页效果、把这个站搬下来改成我的、 复刻某个交互/WebGL/Canvas/Three.js 效果。提供「先拿真源码 → 判路径 → 逆向拆解 → 搭工程 → 替换内容」的可移植决策树,覆盖静态站 /…
majidmanzarpour/threejs-game-skills
Entrypoint for building, upgrading, and finishing Three.js browser games.
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
CyberAgentGameEntertainment/NovaShader
Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.
meta-quest/agentic-tools
Guides porting existing Android 2D apps to Meta VR and Horizon OS — input adaptation, panel layout, and design requirements.
meta-quest/agentic-tools
Upgrades Meta VR apps to newer Horizon OS SDK versions — migration guides, deprecated API replacements, changelog.
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.
meta-quest/agentic-tools
Build multi-window Meta Horizon OS experiences with the MetaVrx Layout SDK in Jetpack Compose or React Native.
meta-quest/agentic-tools
Scaffolds new Meta VR and Horizon OS projects after the build path is selected — Standard Android, Meta Spatial SDK, Unity, Unreal, or WebXR.
meta-quest/agentic-tools
Analyzes Meta VR and Horizon OS VR performance using Perfetto traces — frame timing, CPU/GPU bottlenecks, render pass analysis.
Categories
Audits a Unity project for Meta VR Glasses readiness across input and field of view — finds controller-dependent interactions such as OVRInput usage, recommends hand-tracking and ISDK…. Hz Unity Device Readiness is an agent skill from meta-quest/agentic-tools. Audits a Unity project for Meta VR Glasses readiness across input and field of view — finds controller-dependent interactions such as OVRInput usage, recommends hand-tracking and ISDK controller-to-hands migrations, produces a prioritized migration plan, and detects head-locked UI that a narrower FoV would clip.
Hz Unity Device Readiness fits situations like: game Development work in your project.
Run `npx skills add meta-quest/agentic-tools --skill hz-unity-device-readiness -a claude-code`. Or copy the skill folder (skills/hz-unity-device-readiness in meta-quest/agentic-tools) into .claude/skills/hz-unity-device-readiness in your project. Claude Code loads it when a task matches its description.
Run `npx skills add meta-quest/agentic-tools --skill hz-unity-device-readiness -a codex`. Or copy the skill folder (skills/hz-unity-device-readiness in meta-quest/agentic-tools) into .agents/skills/hz-unity-device-readiness in your project. Codex loads it when a task matches its description.
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-device-readiness -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-device-readiness, .gemini/skills/hz-unity-device-readiness, .github/skills/hz-unity-device-readiness and .opencode/skills/hz-unity-device-readiness in your project.
SKILL.md names no scripts, command-line tools or credentials: Hz Unity Device Readiness is instructions for the agent only.
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.
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.
Hz Unity Device Readiness 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.
About 2.4k tokens (SKILL.md is roughly 9.8k 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 3.1k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Hz Unity Device Readiness: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
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.