Agent skill

Hz Unity Meta Mixed Reality Utility Kit

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

Meta XR Mixed Reality Utility Kit (MRUK) (com.meta.xr.mrutilitykit) for Unity XR development.

Apache-2.0Auto-check passedGame Development

Install Hz Unity Meta Mixed Reality Utility Kit

skills CLI
$ npx skills add meta-quest/agentic-tools --skill hz-unity-meta-mixed-reality-utility-kit -a claude-code

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

GitHub CLI
$ gh skill install meta-quest/agentic-tools hz-unity-meta-mixed-reality-utility-kit --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-mixed-reality-utility-kit .claude/skills/hz-unity-meta-mixed-reality-utility-kit && 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-mixed-reality-utility-kit
GitHub stars
215
Token cost
~5.3k tokens
SKILL.md length
1,620 words
Files
4 (incl. references)
Skills in repo
34
Repo updated
First seen
Licence
Apache-2.0

At a glance

Meta XR Mixed Reality Utility Kit (MRUK) (com.meta.xr.mrutilitykit) for Unity XR development.

  • Works in 3 steps: A SpawnOnStart / CreateOnStart /… → In Start(), they call… → They also expose manual methods…
  • Working with Scene API data (rooms
  • SKILL.md covers Finding the SDK Source, Quick Reference, Architecture and Key Enums, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Hz Unity Meta Mixed Reality Utility Kit is an agent skill from meta-quest/agentic-tools. Meta XR Mixed Reality Utility Kit (MRUK) (com.meta.xr.mrutilitykit) for Unity XR development. Use when working with Scene API data (rooms, walls, floors, furniture), spawning prefabs on scene anchors, placing virtual objects in the real world, world locking to prevent anchor drift, raycasting against room geometry, generating NavMesh from scene data, environment depth raycasting for instant placement without scanning, Passthrough Camera Access (PCA), trackable detection (keyboards, QR codes), destructible scene…

Its SKILL.md is about 5.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 4 other files, including reference files (for example `references/passthrough-relighting.md`, `references/scene-navigation.md` and `references/unity-mcp-fallback.md`).

It sits in Game Development, covering Fundraising and pitch decks. 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

  • Working with Scene API data (rooms
  • Spawning prefabs on scene anchors
  • Placing virtual objects in the real world
  • World locking to prevent anchor drift

Example prompts

  • “/hz-unity-meta-mixed-reality-utility-kit”

Workflow steps

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

  1. A SpawnOnStart / CreateOnStart / BuildOnSceneLoaded property of type MRUK.RoomFilter controls automatic initialization
  2. In Start(), they call MRUK.Instance.RegisterSceneLoadedCallback(...) which fires immediately if the scene is already loaded
  3. They also expose manual methods (CreateMesh(), StartSpawn(), BuildSceneNavMesh(), etc.) for programmatic control

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
    • github.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 Mixed Reality Utility Kit loads about 5.3k tokens when it runs, and up to ~12k if it reads all its reference files. Until then it costs about 159 tokens; SKILL.md has 1,620 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~159
When it runs · the whole SKILL.md, loaded when a task matches
~5.3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~12k

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). 1,620 words, ~5,322 tokens.

Download SKILL.mdSave it as .claude/skills/hz-unity-meta-mixed-reality-utility-kit/SKILL.md (or your agent's skills folder). This skill also uses 3 other files; get the full folder from GitHub.
name
hz-unity-meta-mixed-reality-utility-kit
description
Meta XR Mixed Reality Utility Kit (MRUK) (com.meta.xr.mrutilitykit) for Unity XR development. Use when working with Scene API data (rooms, walls, floors, furniture), spawning prefabs on scene anchors, placing virtual objects in the real world, world locking to prevent anchor drift, raycasting against room geometry, generating NavMesh from scene data, environment depth raycasting for instant placement without scanning, Passthrough Camera Access (PCA), trackable detection (keyboards, QR codes), destructible scene meshes, space maps, room sharing for multiplayer, or any MR scene-aware feature.
license
Apache-2.0

Meta XR Mixed Reality Utility Kit (MR Utility Kit, MRUK, com.meta.xr.mrutilitykit)

The Meta XR Mixed Reality Utility Kit (MR Utility Kit, MRUK) is a Unity package that provides high-level tools on top of the Scene API for building scene-aware Mixed Reality (MR) experiences. It is designed to be used in conjunction with the Meta XR Core SDK. It handles scene data loading and querying, spawning prefabs on real-world surfaces, world locking to prevent anchor drift, environment raycasting for instant placement without scanning, passthrough camera access, NavMesh generation from room geometry, and trackable detection (keyboards, QR codes).

Package: com.meta.xr.mrutilitykit

Finding the SDK Source

The package com.meta.xr.mrutilitykit may be located in different places depending on the project setup:

  • Library/PackageCache/com.meta.xr.mrutilitykit@<hash>/ (cached from registry)
  • Packages/com.meta.xr.mrutilitykit/ (local package reference)
  • A custom on-disk path (embedded or local folder)

Before searching for SDK source, first locate the package root by searching for a known file by filename pattern:

**/com.meta.xr.mrutilitykit*/Core/Scripts/MRUK.cs

Then use the resolved parent path for all subsequent search operations.

Quick Reference

TaskClass / ComponentSource FileKey Entry Point
Load scene from deviceMRUKScripts/MRUK.csLoadSceneFromDevice()
Load scene from prefab/JSONMRUKScripts/MRUK.csLoadSceneFromPrefab(), LoadSceneFromJsonString()
Get current roomMRUKScripts/MRUK.csGetCurrentRoom()
Prevent anchor driftMRUKScripts/MRUK.csEnableWorldLock = true
Query room geometryMRUKRoomScripts/MRUKRoom.csRaycast(), IsPositionInRoom()
Find surfaces / closest pointMRUKRoomScripts/MRUKRoom.csTryGetClosestSurfacePosition(), GenerateRandomPositionOnSurface()
Get anchor propertiesMRUKAnchorScripts/MRUKAnchor.csLabel, PlaneRect, VolumeBounds
Spawn prefabs on anchorsAnchorPrefabSpawnerScripts/AnchorPrefabSpawner.csPrefabsToSpawn, SpawnOnStart
Find random spawn positionsFindSpawnPositionsScripts/FindSpawnPositions.csStartSpawn(), SpawnLocations
27-slice mesh resizingGridSliceResizerScripts/GridSliceResizer.csResizeTo(Vector3)
Generate visual meshesEffectMeshScripts/EffectMesh.csCreateMesh(), CutHoles
Breakable scene geometryDestructibleGlobalMeshSpawnerScripts/DestructibleGlobalMeshSpawner.csCreateOnRoomLoaded
GPU distance field textureSpaceMapGPUScripts/SpaceMapGPU.csGetSpaceMap(), StartSpaceMap()
Boundary proximity fadeRoomGuardianScripts/RoomGuardian.csGuardianDistance, GuardianMaterial
NavMesh from sceneSceneNavigationScripts/SceneNavigation.csBuildSceneNavMesh()
Depth API raycastingEnvironmentRaycastManagerScripts/EnvironmentRaycastManager.csRaycast(), PlaceBox()
Passthrough camera imagesPassthroughCameraAccessScripts/PassthroughCameraAccess.csGetTexture(), GetCameraPose()
Track keyboards / QR codesMRUKTrackableScripts/MRUKTrackable.csTrackableType, MarkerPayloadString
Instant placement (no scan)PointAndLocateScripts/BuildingBlocks/InstantContentPlacement/TryLocateSpace()
Share rooms (multiplayer)MRUKScripts/MRUK.csShareRoomsAsync(), LoadSceneFromSharedRooms()

All source file paths are relative to the package root (see "Finding the SDK Source" above).

Architecture

Object Hierarchy
MRUK (singleton MonoBehaviour)
 └── MRUKRoom (child GameObjects, one per room)
      └── MRUKAnchor (children of rooms: walls, floors, furniture, etc.)
  • MRUK.Instance is the central hub. It loads scene data, manages rooms, handles world locking, and provides the SceneSettings configuration.
  • MRUKRoom represents a physical room. Provides spatial queries (raycasting, position checks, surface queries) and holds Anchors, WallAnchors, FloorAnchors, CeilingAnchors, GlobalMeshAnchor.
  • MRUKAnchor represents a single scene element (wall, table, couch, etc.). Has a Label (SceneLabels flags), optional PlaneRect (2D bounds), VolumeBounds (3D bounds), and PlaneBoundary2D (polygon points).
  • MRUKTrackable extends MRUKAnchor for runtime-detected objects (keyboards, QR codes).
Native Library

A C/C++ shared library handles world locking, anchor discovery, and coordinate conversion (OpenXR right-handed ↔ Unity left-handed). A hidden MRUKGlobalContext MonoBehaviour (DontDestroyOnLoad) ticks the native context every frame. You never call these directly.

Component Pattern

All feature components (AnchorPrefabSpawner, EffectMesh, FindSpawnPositions, SceneNavigation, SpaceMapGPU, RoomGuardian, DestructibleGlobalMeshSpawner) follow the same pattern:

  1. A SpawnOnStart / CreateOnStart / BuildOnSceneLoaded property of type MRUK.RoomFilter controls automatic initialization
  2. In Start(), they call MRUK.Instance.RegisterSceneLoadedCallback(...) which fires immediately if the scene is already loaded
  3. They also expose manual methods (CreateMesh(), StartSpawn(), BuildSceneNavMesh(), etc.) for programmatic control
Dependencies
  • Required: com.meta.xr.sdk.core (OVRCameraRig, OVRPlugin, OVRSpatialAnchor, OVRSemanticLabels)
  • com.unity.ai.navigation (for SceneNavigation)
  • com.unity.nuget.newtonsoft-json (for JSON scene serialization)

Key Enums

MRUKAnchor.SceneLabels (Flags)
csharp
FLOOR, CEILING, WALL_FACE, TABLE, COUCH, DOOR_FRAME, WINDOW_FRAME,
OTHER, STORAGE, BED, SCREEN, LAMP, PLANT, WALL_ART, GLOBAL_MESH,
INVISIBLE_WALL_FACE, UNKNOWN, INNER_WALL_FACE

Use as flags: SceneLabels.TABLE | SceneLabels.COUCH matches tables OR couches.

MRUKAnchor.ComponentType (Flags)
csharp
None = 0, Plane = 1, Volume = 2, All = Plane | Volume

Anchors can have plane geometry (2D rect), volume geometry (3D bounds), or both.

MRUK.SceneDataSource
csharp
Device                    // Load from device Scene API
Prefab                    // Load from room prefab GameObjects
DeviceWithPrefabFallback  // Device first, prefab if no scene data (recommended for dev)
Json                      // Load from JSON string
DeviceWithJsonFallback    // Device first, JSON if no scene data
MRUK.SurfaceType (Flags)
csharp
FACING_UP = 1    // Floors, table tops
FACING_DOWN = 2  // Ceilings, undersides
VERTICAL = 4     // Walls
MRUK.RoomFilter
csharp
None             // Don't auto-initialize
CurrentRoomOnly  // Only the room the user is in
AllRooms         // All loaded rooms
MRUK.SceneModel
csharp
V1               // Standard scene model
V2               // High Fidelity: multiple floors/ceilings, slanted ceilings, inner walls
V2FallbackV1     // Try V2, fall back to V1 if unsupported
LabelFilter

Struct for filtering anchors by label and component type. Used in raycast, surface query, and spawn methods.

csharp
var filter = new LabelFilter(SceneLabels.TABLE | SceneLabels.COUCH, ComponentType.Volume);
bool passes = filter.PassesFilter(anchor.Label);
MRUK.PositioningMethod
csharp
DEFAULT  // Standard positioning
CENTER   // Center of surface (e.g., center of table for chess board)
EDGE     // Edge of surface (e.g., edge of table for piano)

Core Classes

MRUK (Singleton)

Key Properties: Instance (static), IsInitialized, Rooms (List<MRUKRoom>), EnableWorldLock, IsWorldLockActive, TrackingSpaceOffset, SceneSettings

Key Methods:

  • GetCurrentRoom() → MRUKRoom
  • RegisterSceneLoadedCallback(UnityAction) — fires immediately if already loaded
  • LoadSceneFromDevice(SceneModel) → Task<LoadDeviceResult>
  • LoadSceneFromPrefab(GameObject) → Task<LoadDeviceResult>
  • LoadSceneFromJsonString(string) → Task<LoadDeviceResult>
  • SaveSceneToJsonString() → string
  • ClearScene()
  • HasSceneModel() → Task<bool> (static, checks if device has scene data)
  • ShareRoomsAsync(...), LoadSceneFromSharedRooms(...) — co-located multiplayer

Events: SceneLoadedEvent, RoomCreatedEvent, RoomUpdatedEvent, RoomRemovedEvent

MRUKSettings (serialized config): DataSource, RoomPrefabs[], SceneJsons[], LoadSceneOnStartup, EnableHighFidelityScene, SeatWidth, TrackerConfiguration

MRUKRoom

Key Properties: Anchors, WallAnchors, FloorAnchors, CeilingAnchors, GlobalMeshAnchor, IsLocal, RoomMeshData

Key Methods:

  • Raycast(Ray, float, out RaycastHit, out MRUKAnchor) — collisionless raycast against scene geometry
  • RaycastAll(...) — all intersections
  • IsPositionInRoom(Vector3), IsPositionInSceneVolume(Vector3)
  • TryGetClosestSurfacePosition(Vector3, out Vector3, out MRUKAnchor, LabelFilter) → float (distance)
  • GenerateRandomPositionOnSurface(SurfaceType, float, LabelFilter, out Vector3, out Vector3) → bool
  • GenerateRandomPositionInRoom(float, bool) → Vector3?
  • FindLargestSurface(SceneLabels) → MRUKAnchor
  • GetRoomBounds() → Bounds
  • GetKeyWall(out Vector2, float) → MRUKAnchor (widest wall facing room center)

Events: AnchorCreatedEvent, AnchorUpdatedEvent, AnchorRemovedEvent

MRUKAnchor

Key Properties: Label (SceneLabels), PlaneRect (Rect?), VolumeBounds (Bounds?), PlaneBoundary2D (List<Vector2>), Room (MRUKRoom), ParentAnchor, ChildAnchors, GlobalMesh (Mesh)

Key Methods:

  • Raycast(Ray, float, out RaycastHit, ComponentType) — collisionless raycast
  • HasAnyLabel(SceneLabels) → bool
  • GetAnchorCenter() → Vector3
  • GetClosestSurfacePosition(Vector3, out Vector3, out Vector3, ComponentType) → float
  • IsPositionInVolume(Vector3), IsPositionInBoundary(Vector2)
MRUKTrackable (extends MRUKAnchor)

Runtime-tracked objects (keyboards, QR codes). Managed by MRUK via SceneSettings.TrackerConfiguration.

Key Properties: TrackableType (OVRAnchor.TrackableType), IsTracked, MarkerPayloadString, MarkerPayloadBytes

Events on SceneSettings: TrackableAdded, TrackableRemoved

Feature Components

AnchorPrefabSpawner (Scripts/AnchorPrefabSpawner.cs)

Spawns prefabs on scene anchors based on labels. Configure PrefabsToSpawn (List<AnchorPrefabGroup>) mapping labels to prefab lists with scaling/alignment modes.

AnchorPrefabGroup: Labels, Prefabs, PrefabSelection (Random/ClosestSize/Custom), Scaling (Stretch/UniformScaling/UniformXZScale/NoScaling/Custom), Alignment (Automatic/Bottom/Center/NoAlignment/Custom), MatchAspectRatio, CalculateFacingDirection

Methods: SpawnPrefabs(), SpawnPrefabs(MRUKRoom), ClearPrefabs()

FindSpawnPositions (Scripts/FindSpawnPositions.cs)

Generates random valid positions for spawning objects. Supports floating, surface-mounted, and hanging positions with physics overlap checking.

SpawnLocation enum: Floating, AnySurface, VerticalSurfaces, OnTopOfSurfaces, HangingDown

Key props: SpawnObject, SpawnAmount, MaxIterations, Labels, CheckOverlaps, SurfaceClearanceDistance

GridSliceResizer (Scripts/GridSliceResizer.cs)

27-slice 3D mesh resizer (3D analogue of 9-slice). Preserves mesh borders/corners while stretching the interior to match anchor dimensions. Attach to prefabs used with AnchorPrefabSpawner.

EffectMesh (Scripts/EffectMesh.cs)

Generates visual meshes from scene anchors. Supports materials, colliders, hole cutting (for doors/windows), shadow casting, and visibility toggling.

Key props: MeshMaterial, Colliders, CutHoles (SceneLabels to cut holes for), CastShadow, HideMesh

Methods: CreateMesh(), DestroyMesh(), ToggleEffectMeshVisibility(bool), ToggleEffectMeshColliders(bool)

Passthrough Relighting (PTRL)

Casts virtual lights' shadows and highlights onto real-world surfaces by rendering an EffectMesh with the Meta/MRUK/Scene/HighlightsAndShadows shader (TransparentSceneAnchor.mat). Silent-failure heavy — the most common gotcha is the URP Renderer asset's Transparent Receive Shadows flag must be ON, otherwise shadows never appear on the floor.

For setup, URP/EffectMesh/passthrough requirements, common failure modes, and editor verification, see references/passthrough-relighting.md.

DestructibleGlobalMeshSpawner (Scripts/DestructibleGlobalMeshSpawner.cs)

Segments the global mesh into breakable fragments using Voronoi-based segmentation.

Key props: GlobalMeshMaterial, PointsPerUnitX/Y/Z (density), ReservedTop/Bottom (unbreakable zones)

Show full SKILL.md (651 more words)Show less
SpaceMapGPU (Scripts/SpaceMapGPU.cs)

GPU-computed 2D top-down distance field of the room layout. Outputs to RenderTexture.

Key props: TextureDimension, MapGradient; Methods: GetSpaceMap() → RenderTexture, GetColorAtPosition(Vector3) → Color

Sets shader global _SpaceMapProjectionViewMatrix for UV calculation.

RoomGuardian (Scripts/RoomGuardian.cs)

Fades a boundary material as the user approaches room walls. Sets _GuardianFade float on the material.

Key props: GuardianMaterial, GuardianDistance (meters, default 1.0)

SceneNavigation (Scripts/SceneNavigation.cs)

Generates Unity NavMesh from scene geometry. Requires com.unity.ai.navigation.

Key props: NavigableSurfaces (SceneLabels), Agents (List<NavMeshAgent>), AgentRadius

Events: OnNavMeshInitialized

For more info see references/scene-navigation.md.

EnvironmentRaycastManager (Scripts/EnvironmentRaycastManager.cs)

Depth API raycasting against the physical environment without requiring pre-scanned scene data. Requires Quest 3+. Namespace: Meta.XR.

Check EnvironmentRaycastManager.IsSupported before use.

Methods: Raycast(Ray, out EnvironmentRaycastHit, float), PlaceBox(Ray, Vector3, Vector3, out EnvironmentRaycastHit), CheckBox(Vector3, Vector3, Quaternion)

PassthroughCameraAccess (Scripts/PassthroughCameraAccess.cs)

Raw passthrough camera image access. Requires horizonos.permission.HEADSET_CAMERA in AndroidManifest. Quest 3+ only. Namespace: Meta.XR.

Key props: CameraPosition (Left/Right), RequestedResolution, MaxFramerate, TargetMaterial

Methods: GetTexture() → Texture, GetColors() → NativeArray<Color32> (expensive), GetCameraPose() → Pose, ViewportPointToRay(), WorldToViewportPoint()

Struct CameraIntrinsics: FocalLength, PrincipalPoint, SensorResolution, LensOffset

Instant Content Placement (Scripts/BuildingBlocks/InstantContentPlacement/)

Building block scripts using EnvironmentRaycastManager for device-scan-free placement:

  • SpaceLocator (abstract): TryLocateSpace(out Pose), OnSpaceLocateCompleted event, PreferredSurfaceOrientation
  • PointAndLocate: raycast from a Transform, Locate() method
  • GrabAndLocate: grab-and-release placement via Interaction SDK
  • PlaceWithAnchor: creates OVRSpatialAnchor at placed position to prevent drift

Common Patterns

Scene Loaded Callback
csharp
void Start()
{
    MRUK.Instance.RegisterSceneLoadedCallback(OnSceneLoaded);
}

void OnSceneLoaded()
{
    var room = MRUK.Instance.GetCurrentRoom();
    // Scene is ready — query anchors, spawn objects, etc.
}

RegisterSceneLoadedCallback fires immediately if the scene is already loaded — safe to call at any time.

Iterating Anchors with LabelFilter
csharp
var room = MRUK.Instance.GetCurrentRoom();
foreach (var anchor in room.Anchors)
{
    if (anchor.HasAnyLabel(MRUKAnchor.SceneLabels.TABLE | MRUKAnchor.SceneLabels.STORAGE))
    {
        Debug.Log($"{anchor.Label} at {anchor.GetAnchorCenter()}");
    }
}
Raycasting Against Room Geometry
csharp
var room = MRUK.Instance.GetCurrentRoom();
var ray = new Ray(origin, direction);
if (room.Raycast(ray, Mathf.Infinity, out var hit, out var anchor))
{
    Debug.Log($"Hit {anchor.Label} at {hit.point}, normal {hit.normal}");
}
Editor Testing with Prefab Fallback

Set MRUK.SceneSettings.DataSource to DeviceWithPrefabFallback and assign room prefabs in SceneSettings.RoomPrefabs. On device, real scene data is used. In editor (no device), prefab rooms load automatically. The package includes ~50 sample room prefabs under Core/Rooms/Prefabs/ (Bedroom, LivingRoom, Office, LargeScale).

Project Setup

  1. Install com.meta.xr.mrutilitykit package
  2. In OVRManager > Quest Features, set Scene Support to "Required"
  3. In OVRManager > Quest Features, enable Anchor Support
  4. Ensure OVRCameraRig is in the scene
  5. Add an MRUK GameObject with the MRUK component to the scene
  6. Configure SceneSettings.DataSource (use DeviceWithPrefabFallback for development)
  7. For PassthroughCameraAccess: add horizonos.permission.HEADSET_CAMERA to AndroidManifest and regenerate via OVRManifestPreprocessor.GenerateOrUpdateAndroidManifest(true) — silentMode: true is required, or the generator opens a modal dialog that blocks the request. See hz-unity-meta-core-sdk for the full manifest workflow.

Running MRUK code — drive a live Editor with unity-cli

MRUK setup is Editor-only C#. Run it against an open Editor rather than hand-editing scene or settings files:

bash
unity status --format json          # look for state "ready"
unity command run_script --file AgentScripts/SetupMRUK.cs --entry SetupMRUK.Run --format json

Keep the .cs outside Assets/ (path relative to the project root) so writing it triggers no import or domain reload, and add --dry_run true to compile-check before mutating anything.

run_script references every loaded assembly, so the Meta.XR.MRUtilityKit namespace is directly referenceable — no reflection:

csharp
// AgentScripts/SetupMRUK.cs
using Meta.XR.MRUtilityKit;

public static class SetupMRUK
{
    public static string Run()
    {
        var room = MRUK.Instance.GetCurrentRoom();
        return room == null ? "no current room" : $"room: {room.name}";
    }
}
  • using System.Reflection; and BindingFlags overloads both work here, so reflection is only for genuinely non-public members.
  • Anything async completes after the script returns — verify in a separate follow-up run_script, never Task.Wait() on the main thread.
  • Finish scene changes with EditorSceneManager.MarkSceneDirty + SaveScene, or unity command save_scene, then read the value back.

MRUK is a runtime system, so most of it only produces data in Play mode. Drive that from the CLI:

bash
unity command clear_console --format json
unity command editor_play --format json           # blocks until play mode is live
unity command get_console_logs --severity error --format json
unity command editor_stop --format json

Give the scene time before stopping. editor_play returns once play mode is live, not once MRUK has finished — LoadSceneFromDevice / LoadSceneFromPrefab return a Task, and EffectMesh, SceneNavigation and friends only run off SceneLoadedEvent. Stopping straight away truncates all of it. Poll get_console_logs (or a run_script reading MRUK.Instance.IsInitialized) until the scene has loaded, and only then read errors and stop.

Connecting, --project-path, and Safe Mode recovery are in the unity-cli skill. The reflection-based MCP version is in references/unity-mcp-fallback.md.

Using metavr Tools for Latest Docs

If the metavr MCP server is available, use the mcp__metavr__vr_docs_search and mcp__metavr__vr_docs_get_page tools to verify current API details, as Meta SDK documentation updates frequently. Use mcp__metavr__vr_api_search with engine='unity' to look up exact method signatures for MRUK, MRUKRoom, MRUKAnchor, and other classes. The same backend is reachable from the CLI: metavr docs search "<topic>" and metavr docs api-search "<Class.method>".

© 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 3 other files (references) in skills/hz-unity-meta-mixed-reality-utility-kit of meta-quest/agentic-tools.

  • SKILL.md
  • references/passthrough-relighting.md
  • references/scene-navigation.md
  • references/unity-mcp-fallback.md

Open the folder on GitHubat commit 3a8553d

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    191 GitHub starsUsed in 1 repo~2.4k tokens
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More from meta-quest/agentic-tools

All 34 skills in this repo
  • Hz Android 2D Porting

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

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

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

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    Build multi-window Meta Horizon OS experiences with the MetaVrx Layout SDK in Jetpack Compose or React Native.

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  • Hz New Project Creation

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    Scaffolds new Meta VR and Horizon OS projects after the build path is selected — Standard Android, Meta Spatial SDK, Unity, Unreal, or WebXR.

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Questions about Hz Unity Meta Mixed Reality Utility Kit

What does Hz Unity Meta Mixed Reality Utility Kit do?

Meta XR Mixed Reality Utility Kit (MRUK) (com.meta.xr.mrutilitykit) for Unity XR development. Hz Unity Meta Mixed Reality Utility Kit is an agent skill from meta-quest/agentic-tools.mrutilitykit) for Unity XR development.

When should I use Hz Unity Meta Mixed Reality Utility Kit?

Hz Unity Meta Mixed Reality Utility Kit fits situations like: working with Scene API data (rooms; spawning prefabs on scene anchors; placing virtual objects in the real world; world locking to prevent anchor drift.

How do I install Hz Unity Meta Mixed Reality Utility Kit in Claude Code?

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

How do I install Hz Unity Meta Mixed Reality Utility Kit in Codex?

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

Can I use Hz Unity Meta Mixed Reality Utility Kit 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-mixed-reality-utility-kit -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-mixed-reality-utility-kit, .gemini/skills/hz-unity-meta-mixed-reality-utility-kit, .github/skills/hz-unity-meta-mixed-reality-utility-kit and .opencode/skills/hz-unity-meta-mixed-reality-utility-kit in your project.

What does Hz Unity Meta Mixed Reality Utility Kit need to run?

SKILL.md names no scripts, command-line tools or credentials: Hz Unity Meta Mixed Reality Utility Kit is instructions for the agent only.

Does Hz Unity Meta Mixed Reality Utility Kit access the network?

SKILL.md names 2 domains. As links in the text: developers.meta.com and github.com. This is read from the text; nothing was executed.

Is Hz Unity Meta Mixed Reality Utility Kit 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 Mixed Reality Utility Kit use?

Hz Unity Meta Mixed Reality Utility Kit 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 Mixed Reality Utility Kit use?

About 5.3k tokens (SKILL.md is roughly 21k 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 7k tokens, read only when the agent opens those files.

What are the alternatives to Hz Unity Meta Mixed Reality Utility Kit?

Skills that share tags, products or a category with Hz Unity Meta Mixed Reality Utility Kit: Sales Enablement (AvdLee/RocketSimApp, 806 stars), Deep Research (sanjay3290/ai-skills, 432 stars), Gpt Image2 Ppt (JuneYaooo/gpt-image2-ppt-skills, 1.3k stars) and McKinsey-Style PPT Design (likaku/Mck-ppt-design-skill, 297 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Hz Unity Meta Mixed Reality Utility Kit?

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.