Sprite Gen
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
Meta XR Interaction SDK (com.meta.xr.sdk.interaction.ovr) in Unity.
$ npx skills add meta-quest/agentic-tools --skill hz-unity-meta-interaction-sdk -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install meta-quest/agentic-tools hz-unity-meta-interaction-sdk --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-meta-interaction-sdk .claude/skills/hz-unity-meta-interaction-sdk && 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-meta-interaction-sdk" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-meta-interaction-sdk into .claude/skills/hz-unity-meta-interaction-sdk/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-meta-interaction-sdk", 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-meta-interaction-sdkType 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-meta-interaction-sdk -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install meta-quest/agentic-tools hz-unity-meta-interaction-sdk --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-meta-interaction-sdk .agents/skills/hz-unity-meta-interaction-sdk && 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-meta-interaction-sdk" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-meta-interaction-sdk into .agents/skills/hz-unity-meta-interaction-sdk/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-meta-interaction-sdk", 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-meta-interaction-sdk -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install meta-quest/agentic-tools hz-unity-meta-interaction-sdk --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-meta-interaction-sdk .cursor/skills/hz-unity-meta-interaction-sdk && 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-meta-interaction-sdk" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-meta-interaction-sdk into .cursor/skills/hz-unity-meta-interaction-sdk/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-meta-interaction-sdk", 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-meta-interaction-sdk--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-meta-interaction-sdk -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install meta-quest/agentic-tools hz-unity-meta-interaction-sdk --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-meta-interaction-sdk .gemini/skills/hz-unity-meta-interaction-sdk && 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-meta-interaction-sdk" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-meta-interaction-sdk into .gemini/skills/hz-unity-meta-interaction-sdk/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-meta-interaction-sdk", 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-meta-interaction-sdkInstalls 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-meta-interaction-sdk -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-meta-interaction-sdk .github/skills/hz-unity-meta-interaction-sdk && 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-meta-interaction-sdk" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-meta-interaction-sdk into .github/skills/hz-unity-meta-interaction-sdk/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-meta-interaction-sdk", 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-meta-interaction-sdk -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-meta-interaction-sdk --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-meta-interaction-sdk .opencode/skills/hz-unity-meta-interaction-sdk && 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-meta-interaction-sdk" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-meta-interaction-sdk into .opencode/skills/hz-unity-meta-interaction-sdk/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-meta-interaction-sdk", 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-meta-interaction-sdkMeta XR Interaction SDK (com.meta.xr.sdk.interaction.ovr) in Unity.
Hz Unity Meta Interaction SDK is an agent skill from meta-quest/agentic-tools. Meta XR Interaction SDK (com.meta.xr.sdk.interaction.ovr) in Unity. Use when adding ANY interaction to a Meta VR or Horizon OS scene - grab (hand, distance, ray, touch), poke, teleport/locomotion, gaze, interactable UI canvases - when making an object grabbable, adding interactors to hands or controllers, creating an interaction rig, or baking interaction into a prefab or a scene whose rig loads elsewhere (dynamically, DontDestroyOnLoad, additively). Use the OVR backend unless the user explicitly asks for…
Its SKILL.md is about 3.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 8 other files, including reference files (for example `references/documentation.md`, `references/installation.md` and `references/interaction-model.md`).
It sits in Game Development. It works with Model Context Protocol. The repository describes itself as: Agent Skills for Meta Quest/Horizon OS VR Development. The licence is Apache-2.0.
5 steps, taken from the first numbered list 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 csharp and bash).
From the folder's file list and the shell code blocks in SKILL.md.
Links to these hosts (documentation or services it may open):
developers.meta.comFrom 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 Meta Interaction SDK loads about 3.5k tokens when it runs, and up to ~17k if it reads all its reference files. Until then it costs about 203 tokens; SKILL.md has 1,443 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). 1,443 words, ~3,517 tokens.
.claude/skills/hz-unity-meta-interaction-sdk/SKILL.md (or your agent's skills folder). This skill also uses 7 other files; get the full folder from GitHub.The Core SDK (com.meta.xr.sdk.core) gives you the headset - camera rig, tracking, OVRManager.
It does not give you interaction. ISDK is the interaction layer. Don't hand-roll grabbing on
OVRInput, raycasts, or trigger colliders: ISDK already models hover/select state, pose
conforming, throw velocity, and interactor arbitration, and a hand-rolled version drifts from
platform behavior.
| Target | What to do |
|---|---|
| Meta VR / Horizon OS, or platform not stated | OVR backend (com.meta.xr.sdk.interaction.ovr) - the rest of this skill |
| Cross-platform, still on ISDK | UnityXR backend (Essentials + Unity XR Hands). Same model, different entry points - look them up, don't assume the OVR ones |
| Cross-platform not using ISDK | Stop. This skill does not apply. |
Do not infer cross-platform intent - default to OVR, switch only if the user says so, and state which backend you used.
Set interactions up through the Quick Actions APIs, not by hand.
OVRQuickActionsAPIbuilds the rig;QuickActionsAPImakes objects interactive and equips interactors. Reach for manual prefab assembly only when a Quick Action cannot express what you need - and say so.
Meta's own guidance too: Quick Actions are "the fastest and recommended way" to add the rig (docs).
using Oculus.Interaction.Editor.QuickActions; // QuickActionsAPI
using Oculus.Interaction.OVR.Editor.QuickActions; // OVRQuickActionsAPI
// Delete the default Main Camera first - ISDK brings its own camera rig.
// 1. Rig: comprehensive interaction rig (hands + controllers + every interactor + visuals),
// plus an OVRCameraRig if the scene has none.
OVRQuickActionsAPI.AddOVRInteractionRig();
// 2. Interactable: adds Rigidbody + Grabbable + a HandGrab/Grab interactable child.
var cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
cube.transform.localScale = Vector3.one * 0.1f;
cube.transform.position = new Vector3(0f, 1.0f, 0.4f); // in reach at a FloorLevel origin
QuickActionsAPI.AddGrabInteraction(cube);Every method returns the root GameObjects it created - not the target you passed. Use that to find what to configure or rename.
| Feature | Call |
|---|---|
| Interaction rig (+ camera rig) | OVRQuickActionsAPI.AddOVRInteractionRig() |
| Hand grab (near) | QuickActionsAPI.AddGrabInteraction(go) |
| Distance grab | QuickActionsAPI.AddDistanceGrabInteraction(go, mode) |
| Ray grab | QuickActionsAPI.AddRayGrabInteraction(go) |
| Gaze grab (eye tracking) | QuickActionsAPI.AddGazeInteraction(go) |
| Teleport surface | QuickActionsAPI.AddTeleportInteraction(go, surfaceType) |
| Poke / ray / gaze a Canvas | QuickActionsAPI.AddPokeCanvasInteraction(go) · AddRayCanvasInteraction · AddGazeCanvasInteraction |
| Interactors on a hand / controller | QuickActionsAPI.AddHandInteractors(go, types) · AddControllerInteractors · AddControllerHandInteractors |
| Touch hand grab, plain poke, plain ray | no API - menu item only |
Every one of these takes a GameObject target - never a component. Passing a Canvas to a
Canvas call is a compile error (cannot convert from 'UnityEngine.Canvas' to 'UnityEngine.GameObject');
pass canvas.gameObject or the result of GameObject.Find. Likewise the interactor calls take the
GameObject that carries the Hand/Controller, not the component.
Signatures, parameters, and what each call builds: quick-actions-api.md · ovr-quick-actions-api.md. Per-feature Meta docs: documentation.md.
The interactor calls are only for a hand-built rig - AddOVRInteractionRig() already ships every
interactor, so after it they are redundant.
An interaction needs a matching interactor at runtime, in the loaded scene set. It does not need the rig present at author time.
| Quick Action | Needs a rig in the scene? |
|---|---|
| Interactables (grab, distance grab, ray grab, gaze, canvas, teleport) | No - everything they require is on the target itself |
Interactors (AddHandInteractors and siblings) | Yes - target must carry the Hand / Controller |
AddOVRInteractionRig() | It creates the rig |
So all of these are fine: the rig is instantiated at runtime, lives in a bootstrap scene under
DontDestroyOnLoad, arrives from an additive scene, or you are authoring a prefab.
The consequence. An interactable Quick Action also tops up the rig with matching interactors
when it finds one - silently skipped when there is no rig. Nothing breaks, but nobody added
those interactors, so the rig that eventually loads must already carry the types your interactable
needs. A DistanceHandGrabInteractable with no DistanceHandGrabInteractor on the runtime rig is
inert and logs nothing. When you author against an absent rig, say which interactor types the
runtime rig must provide.
Verified: run the interactable call on a scene instance, then save. The wiring is self-contained -
the interactable's _pointableElement resolves to the Grabbable inside the prefab, with no
leaked scene reference.
var go = GameObject.CreatePrimitive(PrimitiveType.Cube);
QuickActionsAPI.AddGrabInteraction(go); // no rig needed
PrefabUtility.SaveAsPrefabAsset(go, "Assets/Grabbable.prefab", out bool ok);
Object.DestroyImmediate(go);interactable.PointableElement - it is assigned in
Awake(), which never runs on an asset, so it is always null there even when the prefab is
correct. Read the serialized field:
new SerializedObject(interactable).FindProperty("_pointableElement").objectReferenceValue.fixPointableCanvasModule: false when the PointableCanvasModule comes
from a prefab or an unloaded additive scene, or you get a second one in the open scene.They live in Editor assemblies and cannot run from a MonoBehaviour or anything in a build.
1. Live Editor via unity-cli (preferred when one is open - drive it instead of editing
scene YAML):
unity status --format json # look for state "ready"
unity command run_script --project-path <proj> --file /abs/path/DoTheThing.cs --entry MyClass.Run --format jsonUse run_script with a .cs file rather than eval: shell quoting mangles C# char literals
(' '), the file is re-runnable, it can live outside Assets/, and --timeout_ms awaits async
entry points.
2. A project Editor script under Assets/Editor/ (or an Editor-only asmdef referencing
Oculus.Interaction.Editor and Oculus.Interaction.OVR.Editor), exposed as a [MenuItem] -
when a human should be able to repeat the setup.
3. MCP, if a Unity MCP server is connected. Its harness constraints (no using System.Reflection;, no BindingFlags overloads, package Editor assemblies not referenced) apply
there and not to unity-cli's Roslyn run_script — see
unity-mcp-fallback.md.
Finish by saving the scene (EditorSceneManager.MarkSceneDirty + SaveScene), then verify.
Install com.meta.xr.sdk.interaction.ovr - it pulls in Essentials and the Core SDK. Check
Packages/manifest.json first; if it is listed, do not re-add. Installing only
com.meta.xr.sdk.interaction is the classic misinstall: interaction model, no OVR binding, no
rig, no OVRQuickActionsAPI.
using UnityEditor.PackageManager;
var request = Client.Add("com.meta.xr.sdk.interaction.ovr"); // async - poll request.IsCompletedOr against a live Editor: unity command package_add --identifier com.meta.xr.sdk.interaction.ovr --confirm true --wait true.
A successful add forces a recompile and domain reload - never install a package and use its API in the same script. Details: installation.md.
Don't answer ISDK questions from memory. The installed package is authoritative for behavior; Meta's docs for intent and design guidance.
Search for the API sources by filename pattern - this works regardless of install form (registry cache, embedded, or local):
**/com.meta.xr.sdk.interaction*/Editor/QuickActions/Scripts/QuickActionsAPI.cs
**/com.meta.xr.sdk.interaction.ovr*/Editor/QuickActions/Scripts/OVRQuickActionsAPI.csThen use the resolved package roots for all subsequent lookups.
Inside Unity, AssetDatabase paths work regardless of install form:
Packages/com.meta.xr.sdk.interaction.ovr/Runtime/Prefabs/....
For docs, query metavr - vr_docs_search(query, scope="unity") for the doc_path, then
vr_docs_get_page, and vr_api_search(query, engine="unity") for signatures. Never
hand-construct a doc URL; the namespace varies. Curated map:
documentation.md.
The two APIs are the supported entry points; the machinery under them is not public API. If
you are reaching for reflection to invoke a wizard, you have probably missed a method - re-read
the two files first. The same actions exist under the GameObject > Interaction SDK menu as
blocking wizard windows; open one when you want to see what a call will create.
Each of these is visible only from the source or from a runtime failure.
AddDistanceGrabInteraction additionally creates a root
ISDK_SnapZone (<target>) that pulls the object back after it goes untouched - delete it to
opt out. Detail: quick-actions-api.md.useGravity = false; isKinematic = true). Objects
float where you put them; that is intended.ISDK_HandGrabInteraction, ISDK_SnapZone (...).
Rename afterwards if it matters; components track by reference, so renaming is safe.Hand/Controller object itself. Hand-derived components on
child objects log Could not execute HandInteractorWizard; filter with
.Where(h => h.GetType() == typeof(Hand)).DistanceGrabMode vs. the Movement
Provider in the scene vs. Meta's doc label are three vocabularies - never guess the mapping.ISDK asserts its wiring in Start(), so a scene that looks correct in the Inspector can still
throw. Edit-time component checks are not sufficient.
AssertionException names the exact
component and field - treat it as a real defect.[MetaXRFeature]: ErrorFormFactorUnavailable xrGetSystem only means no headset/XRSIM is
attached; OpenXR teardown warnings are benign.metavr app install <apk>, then stream metavr adb logcat --follow --tag Unity while exercising each interaction.unity-clihz-unity-meta-core-sdk - camera rig, OVRManager, tracking origin, hand tracking support,
Project Setup Tool, AndroidManifestunity-cli - drive a live Editorhz-xr-simulator-install-and-configure / hz-vr-debug - run and debug beyond Play mode© 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 7 other files (references) in skills/hz-unity-meta-interaction-sdk of meta-quest/agentic-tools.
Open the folder on GitHubat commit 3a8553d
Hz Unity Meta Interaction 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Hz Unity Meta Interaction SDK this skillmeta-quest/agentic-tools | 215 | — | ~3.5k | Automated safety check: Pass | Apache-2.0 | |
| Sprite Genaldegad/sprite-gen | 2.6k | — | ~4.8k | Automated safety check: Pass | Apache-2.0 | |
| Blockbench Pluginsjasonjgardner/blockbench-mcp-plugin | 495 | — | ~2.8k | Automated safety check: Pass | GPL-3.0 | |
| Unreal Blueprint Authoringflopperam/unreal-engine-mcp | 1.1k | — | ~1.6k | Automated safety check: Pass | None | |
| Locus Unity BridgeMisaka-Mikoto-Tech/agent-skills | 278 | — | ~4k | Automated safety check: Pass | MIT | |
| Assets Shader List AllIvanMurzak/Unity-MCP | 4.4k | — | ~435 | Automated safety check: Pass | Apache-2.0 |
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
jasonjgardner/blockbench-mcp-plugin
Blockbench plugin/extension development for the 3D modeling tool.
flopperam/unreal-engine-mcp
Walks an agent through creating and editing Unreal Engine Blueprints with the Flopperam MCP's bp_* tools, from inspection to commit and verification.
Misaka-Mikoto-Tech/agent-skills
A skill your agent uses when an agent needs to inspect or control a real Unity Editor through Locus, especially when Unity MCP is unavailable, named-pipe discovery is needed, C must be executed, or…
IvanMurzak/Unity-MCP
List all shaders available in the project assets and packages, sorted by name.
flopperam/unreal-engine-mcp
Walks an Unreal Engine MCP agent through building materials, Niagara particle systems, Chaos destruction, and curve assets with inspect-then-edit steps.
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.
Works with
Categories
Meta XR Interaction SDK (com.meta.xr.sdk.interaction.ovr) in Unity. Hz Unity Meta Interaction SDK is an agent skill from meta-quest/agentic-tools.ovr) in Unity.
Hz Unity Meta Interaction SDK fits situations like: adding ANY interaction to a Meta VR; horizon OS scene - grab (hand; teleport/locomotion; interactable UI canvases - when making an object grabbable.
Run `npx skills add meta-quest/agentic-tools --skill hz-unity-meta-interaction-sdk -a claude-code`. Or copy the skill folder (skills/hz-unity-meta-interaction-sdk in meta-quest/agentic-tools) into .claude/skills/hz-unity-meta-interaction-sdk in your project. Claude Code loads it when a task matches its description.
Run `npx skills add meta-quest/agentic-tools --skill hz-unity-meta-interaction-sdk -a codex`. Or copy the skill folder (skills/hz-unity-meta-interaction-sdk in meta-quest/agentic-tools) into .agents/skills/hz-unity-meta-interaction-sdk 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-meta-interaction-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-unity-meta-interaction-sdk, .gemini/skills/hz-unity-meta-interaction-sdk, .github/skills/hz-unity-meta-interaction-sdk and .opencode/skills/hz-unity-meta-interaction-sdk in your project.
SKILL.md names no scripts, command-line tools or credentials: Hz Unity Meta Interaction SDK is instructions for the agent only.
SKILL.md names 1 domain. As links in the text: developers.meta.com. 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 Meta Interaction 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.
About 3.5k tokens (SKILL.md is roughly 14k 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 13k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Hz Unity Meta Interaction SDK: Sprite Gen (aldegad/sprite-gen, 2.6k stars), Blockbench Plugins (jasonjgardner/blockbench-mcp-plugin, 495 stars), Unreal Blueprint Authoring (flopperam/unreal-engine-mcp, 1.1k stars) and Locus Unity Bridge (Misaka-Mikoto-Tech/agent-skills, 278 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.