Agent skill

Hz Unity Meta Interaction SDK

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

Meta XR Interaction SDK (com.meta.xr.sdk.interaction.ovr) in Unity.

Apache-2.0Auto-check passedGame Development

Install Hz Unity Meta Interaction SDK

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

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

GitHub CLI
$ gh skill install meta-quest/agentic-tools hz-unity-meta-interaction-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-unity-meta-interaction-sdk .claude/skills/hz-unity-meta-interaction-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-unity-meta-interaction-sdk
GitHub stars
215
Token cost
~3.5k tokens
SKILL.md length
1,443 words
Files
8 (incl. references)
Skills in repo
34
Repo updated
First seen
Licence
Apache-2.0

At a glance

Meta XR Interaction SDK (com.meta.xr.sdk.interaction.ovr) in Unity.

  • Works in 5 steps: Clear the console, enter Play mode, read… → Zero errors and zero exceptions is the… → [MetaXRFeature]:… → …
  • Adding ANY interaction to a Meta VR
  • SKILL.md covers Use ISDK for interaction on…, Quick start, Which call for which interaction and When the rig isn't in your scene, plus 7 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

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.

When your agent uses it

  • Adding ANY interaction to a Meta VR
  • Horizon OS scene - grab (hand
  • Teleport/locomotion
  • Interactable UI canvases - when making an object grabbable

Example prompts

  • “/hz-unity-meta-interaction-sdk”

Workflow steps

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

  1. Clear the console, enter Play mode, read the console, exit.
  2. Zero errors and zero exceptions is the bar. Every AssertionException names the exact
  3. [MetaXRFeature]: ErrorFormFactorUnavailable xrGetSystem only means no headset/XRSIM is
  4. Some failures are silent - see verification.md.
  5. After Play mode is clean, confirm on a real headset: build an APK, metavr app install , then stream metavr adb logcat --follow --tag Unity…

What it can do on your machine

Read from SKILL.md and the folder at commit 3a8553d. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are csharp and bash).

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

  • Network

    Links to these hosts (documentation or services it may open):

    • developers.meta.com

    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 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.

Always · name and description, kept in context so the agent knows when to use it
~203
When it runs · the whole SKILL.md, loaded when a task matches
~3.5k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~17k

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). 1,443 words, ~3,517 tokens.

Download SKILL.mdSave it as .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.
name
hz-unity-meta-interaction-sdk
description
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 cross-platform. Covers QuickActionsAPI and OVRQuickActionsAPI as the default way to wire interactions, running them via unity-cli, an Editor script, or MCP, installation, and the undocumented behavior that source-reading or a Play-mode run is otherwise needed to discover.
license
Apache-2.0

Meta XR Interaction SDK (com.meta.xr.sdk.interaction.ovr)

Use ISDK for interaction on Meta VR

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.

TargetWhat to do
Meta VR / Horizon OS, or platform not statedOVR backend (com.meta.xr.sdk.interaction.ovr) - the rest of this skill
Cross-platform, still on ISDKUnityXR backend (Essentials + Unity XR Hands). Same model, different entry points - look them up, don't assume the OVR ones
Cross-platform not using ISDKStop. 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. OVRQuickActionsAPI builds the rig; QuickActionsAPI makes 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).

Quick start

csharp
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.

Which call for which interaction

FeatureCall
Interaction rig (+ camera rig)OVRQuickActionsAPI.AddOVRInteractionRig()
Hand grab (near)QuickActionsAPI.AddGrabInteraction(go)
Distance grabQuickActionsAPI.AddDistanceGrabInteraction(go, mode)
Ray grabQuickActionsAPI.AddRayGrabInteraction(go)
Gaze grab (eye tracking)QuickActionsAPI.AddGazeInteraction(go)
Teleport surfaceQuickActionsAPI.AddTeleportInteraction(go, surfaceType)
Poke / ray / gaze a CanvasQuickActionsAPI.AddPokeCanvasInteraction(go) · AddRayCanvasInteraction · AddGazeCanvasInteraction
Interactors on a hand / controllerQuickActionsAPI.AddHandInteractors(go, types) · AddControllerInteractors · AddControllerHandInteractors
Touch hand grab, plain poke, plain rayno 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.

When the rig isn't in your scene

An interaction needs a matching interactor at runtime, in the loaded scene set. It does not need the rig present at author time.

Quick ActionNeeds 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.

Baking interaction into a prefab

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.

csharp
var go = GameObject.CreatePrimitive(PrimitiveType.Cube);
QuickActionsAPI.AddGrabInteraction(go);                       // no rig needed
PrefabUtility.SaveAsPrefabAsset(go, "Assets/Grabbable.prefab", out bool ok);
Object.DestroyImmediate(go);
  • Don't verify a prefab asset via 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.
  • Canvas calls: pass fixPointableCanvasModule: false when the PointableCanvasModule comes from a prefab or an unloaded additive scene, or you get a second one in the open scene.

Running the calls - both APIs are Editor-only

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):

bash
unity status --format json          # look for state "ready"
unity command run_script --project-path <proj> --file /abs/path/DoTheThing.cs --entry MyClass.Run --format json

Use 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.

Installing

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.

csharp
using UnityEditor.PackageManager;
var request = Client.Add("com.meta.xr.sdk.interaction.ovr");   // async - poll request.IsCompleted

Or 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.

Show full SKILL.md (590 more words)Show less

Finding the truth: source first, docs second

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.cs

Then 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.

What the docs don't tell you

Each of these is visible only from the source or from a runtime failure.

  • You get the optional components too. A call is equivalent to clicking Fix All and Add All in the wizard. 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.
  • Grab calls make the Rigidbody kinematic (useGravity = false; isKinematic = true). Objects float where you put them; that is intended.
  • Created names come from the wizard - ISDK_HandGrabInteraction, ISDK_SnapZone (...). Rename afterwards if it matters; components track by reference, so renaming is safe.
  • Interactor calls target the Hand/Controller object itself. Hand-derived components on child objects log Could not execute HandInteractorWizard; filter with .Where(h => h.GetType() == typeof(Hand)).
  • Enum names don't match the components they select. DistanceGrabMode vs. the Movement Provider in the scene vs. Meta's doc label are three vocabularies - never guess the mapping.
  • The wizards expose settings the APIs don't. If you need one that isn't a parameter, use the menu item or post-process the result. Smooth Locomotion on the rig is the common case.
  • Building Blocks are another route to the same result, not a better one. Prefer the APIs: no block-tracking components, no project-setup side pass, readable names.
  • No API means no API. If there is no method for what you want, use the menu item or build it from components - don't reflect into the wizard.

Always verify in Play mode

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.

  1. Clear the console, enter Play mode, read the console, exit.
  2. Zero errors and zero exceptions is the bar. Every AssertionException names the exact component and field - treat it as a real defect.
  3. [MetaXRFeature]: ErrorFormFactorUnavailable xrGetSystem only means no headset/XRSIM is attached; OpenXR teardown warnings are benign.
  4. Some failures are silent - see verification.md.
  5. After Play mode is clean, confirm on a real headset: build an APK, metavr app install <apk>, then stream metavr adb logcat --follow --tag Unity while exercising each interaction.

References

  • hz-unity-meta-core-sdk - camera rig, OVRManager, tracking origin, hand tracking support, Project Setup Tool, AndroidManifest
  • unity-cli - drive a live Editor
  • hz-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

Files

SKILL.md and 7 other files (references) in skills/hz-unity-meta-interaction-sdk of meta-quest/agentic-tools.

  • SKILL.md
  • references/documentation.md
  • references/installation.md
  • references/interaction-model.md
  • references/ovr-quick-actions-api.md
  • references/quick-actions-api.md
  • references/unity-mcp-fallback.md
  • references/verification.md

Open the folder on GitHubat commit 3a8553d

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Unreal Blueprint Authoringflopperam/unreal-engine-mcp1.1k—~1.6kAutomated safety check: PassNone
Locus Unity BridgeMisaka-Mikoto-Tech/agent-skills278—~4kAutomated safety check: PassMIT
Assets Shader List AllIvanMurzak/Unity-MCP4.4k—~435Automated safety check: PassApache-2.0

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Questions about Hz Unity Meta Interaction SDK

What does Hz Unity Meta Interaction SDK do?

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.

When should I use Hz Unity Meta Interaction SDK?

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.

How do I install Hz Unity Meta Interaction SDK in Claude Code?

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.

How do I install Hz Unity Meta Interaction SDK in Codex?

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.

Can I use Hz Unity Meta Interaction 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-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.

What does Hz Unity Meta Interaction SDK need to run?

SKILL.md names no scripts, command-line tools or credentials: Hz Unity Meta Interaction SDK is instructions for the agent only.

Does Hz Unity Meta Interaction SDK access the network?

SKILL.md names 1 domain. As links in the text: developers.meta.com. This is read from the text; nothing was executed.

Is Hz Unity Meta Interaction 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 Unity Meta Interaction SDK use?

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.

How many tokens does Hz Unity Meta Interaction SDK use?

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.

What are the alternatives to Hz Unity Meta Interaction SDK?

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Who maintains Hz Unity Meta Interaction SDK?

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.