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.
Configures Unity UI for Meta VR and Horizon OS VR development — world-space canvases, TextMesh Pro setup, comfortable sizing, viewing distances, and interaction readiness.
$ npx skills add meta-quest/agentic-tools --skill hz-unity-meta-quest-ui -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install meta-quest/agentic-tools hz-unity-meta-quest-ui --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-quest-ui .claude/skills/hz-unity-meta-quest-ui && 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-quest-ui" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-meta-quest-ui into .claude/skills/hz-unity-meta-quest-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-meta-quest-ui", 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-quest-uiType 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-quest-ui -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install meta-quest/agentic-tools hz-unity-meta-quest-ui --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-quest-ui .agents/skills/hz-unity-meta-quest-ui && 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-quest-ui" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-meta-quest-ui into .agents/skills/hz-unity-meta-quest-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-meta-quest-ui", 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-quest-ui -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install meta-quest/agentic-tools hz-unity-meta-quest-ui --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-quest-ui .cursor/skills/hz-unity-meta-quest-ui && 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-quest-ui" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-meta-quest-ui into .cursor/skills/hz-unity-meta-quest-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-meta-quest-ui", 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-quest-ui--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-quest-ui -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install meta-quest/agentic-tools hz-unity-meta-quest-ui --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-quest-ui .gemini/skills/hz-unity-meta-quest-ui && 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-quest-ui" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-meta-quest-ui into .gemini/skills/hz-unity-meta-quest-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-meta-quest-ui", 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-quest-uiInstalls 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-quest-ui -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-quest-ui .github/skills/hz-unity-meta-quest-ui && 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-quest-ui" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-meta-quest-ui into .github/skills/hz-unity-meta-quest-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-meta-quest-ui", 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-quest-ui -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-quest-ui --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-quest-ui .opencode/skills/hz-unity-meta-quest-ui && 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-quest-ui" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-meta-quest-ui into .opencode/skills/hz-unity-meta-quest-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-meta-quest-ui", 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-quest-uiConfigures Unity UI for Meta VR and Horizon OS VR development — world-space canvases, TextMesh Pro setup, comfortable sizing, viewing distances, and interaction readiness.
Hz Unity Meta Quest UI is an agent skill from meta-quest/agentic-tools. Configures Unity UI for Meta VR and Horizon OS VR development — world-space canvases, TextMesh Pro setup, comfortable sizing, viewing distances, and interaction readiness.
Its SKILL.md is about 4.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/unity-mcp-fallback.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.
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 and csharp).
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 Meta Quest UI loads about 4.4k tokens when it runs, and up to ~5.4k if it reads all its reference files. Until then it costs about 49 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, ~4,364 tokens.
.claude/skills/hz-unity-meta-quest-ui/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.Use this skill automatically when:
Build the UI against an open Editor with unity-cli rather than hand-editing scene YAML — the Editor
applies changes to the actual active scene.
unity status --format json # look for state "ready"
unity command run_script --file AgentScripts/BuildUI.cs --entry BuildUI.Run --format jsonCanvas construction is multi-component work, so it belongs in a run_script .cs file (kept
outside Assets/, path relative to the project root) rather than a chain of single commands.
Add --dry_run true to compile-check a script before it mutates the scene — but read the verdict
from data.result.success: a compile failure still returns outer success: true and exit code
0, with the errors in data.result.diagnostics. Connecting, --project-path, and Safe Mode
recovery are in the unity-cli skill; MCP equivalents are in
references/unity-mcp-fallback.md.
Single-property reads and writes are cheaper as direct commands than as a script:
unity command get_component_properties --target MenuUI --type Canvas --format json
unity command set_transform --target MenuUI --position "[0,1.5,2]" --format json
unity command find_gameobjects --name MenuUI --format jsonArray parameters take a JSON array in one argument (--position "[0,1.5,2]"). Space- or
comma-separated components are rejected with INVALID_COMMAND_ARGS. Note set_transform writes
local position — see the unity-placement skill for parented canvases.
Before creating ANY VR UI, verify TMP resources are imported:
unity command find_assets --name "LiberationSans SDF" --format jsonA data.result.count of 0 means they are missing — use the tmp-resources skill before
proceeding.
// AgentScripts/BuildUI.cs
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.UI;
public static class BuildUI
{
public static string Run()
{
// Adapt the name to match your canvas (e.g., "MainMenu", "SettingsUI")
var go = new GameObject("MenuUI");
var canvas = go.AddComponent<Canvas>();
canvas.renderMode = RenderMode.WorldSpace;
go.AddComponent<GraphicRaycaster>();
// Remove CanvasScaler — not appropriate for VR
var scaler = go.GetComponent<CanvasScaler>();
if (scaler != null)
Object.DestroyImmediate(scaler);
var rt = go.GetComponent<RectTransform>();
rt.localScale = new Vector3(0.001f, 0.001f, 0.001f);
rt.sizeDelta = new Vector2(1920f, 1080f);
rt.position = new Vector3(0f, 1.5f, 2f);
Undo.RegisterCreatedObjectUndo(go, "Create VR Canvas");
EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
return $"Created VR Canvas '{go.name}'. Scale: {rt.localScale}, Size: {rt.sizeDelta}, Position: {rt.position}";
}
}Persist it when the shape is right:
unity command save_scene --format jsonCanvas sizeDelta * scale = meters. Example: 1920 * 0.001 = 1.92m wide.All child elements (panels, buttons, text) must follow these rules:
[1, 1, 1]. Never scale children to compensate for canvas scale.0. Children must sit on the canvas plane.RectTransform.sizeDelta and anchors, never scale.// AgentScripts/BuildPanel.cs
using TMPro;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.UI;
public static class BuildPanel
{
public static string Run()
{
// Replace "MenuUI" with the actual canvas name used in Step 1
var canvas = GameObject.Find("MenuUI");
if (canvas == null) return "ERROR: Canvas 'MenuUI' not found.";
// Panel
var panel = new GameObject("ButtonPanel");
panel.transform.SetParent(canvas.transform, false);
var panelRT = panel.AddComponent<RectTransform>();
panelRT.localScale = Vector3.one;
panelRT.sizeDelta = new Vector2(800f, 600f);
var panelImg = panel.AddComponent<Image>();
panelImg.color = new Color(0.1f, 0.1f, 0.1f, 0.95f);
panelImg.raycastTarget = false;
var layout = panel.AddComponent<VerticalLayoutGroup>();
layout.spacing = 50f;
layout.padding = new RectOffset(80, 80, 100, 100);
layout.childAlignment = TextAnchor.MiddleCenter;
// Button
var btnGO = new GameObject("StartButton");
btnGO.transform.SetParent(panel.transform, false);
var btnRT = btnGO.AddComponent<RectTransform>();
btnRT.localScale = Vector3.one;
btnRT.sizeDelta = new Vector2(400f, 120f);
var btnImg = btnGO.AddComponent<Image>();
btnImg.color = new Color(0.2f, 0.6f, 1f, 1f);
btnGO.AddComponent<Button>();
// Button text
var textGO = new GameObject("Text");
textGO.transform.SetParent(btnGO.transform, false);
var textRT = textGO.AddComponent<RectTransform>();
textRT.localScale = Vector3.one;
textRT.anchorMin = Vector2.zero;
textRT.anchorMax = Vector2.one;
textRT.sizeDelta = Vector2.zero;
var tmp = textGO.AddComponent<TextMeshProUGUI>();
tmp.text = "Start";
tmp.fontSize = 48f;
tmp.color = new Color(0.95f, 0.95f, 0.95f, 1f);
tmp.alignment = TextAlignmentOptions.Center;
tmp.raycastTarget = false;
Undo.RegisterCreatedObjectUndo(panel, "Create VR Panel");
EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
return $"Created panel with button. Panel scale: {panelRT.localScale}, Button scale: {btnRT.localScale}";
}
}Spot-check the canvas itself with a direct command:
unity command get_component_properties --target MenuUI --type Canvas --format json
unity command get_scene_hierarchy --format json # whole active scene, incl. childrenget_scene_hierarchy --path takes an open scene path, not a GameObject — --path MenuUI fails
with "Scene 'MenuUI' is not open." Omit it and read the MenuUI subtree out of the active scene.
Editor checks only go so far — deploy the build and pull metavr capture screenshot from the headset to see the UI the way users will.
To sweep every child and auto-fix, use a script:
// AgentScripts/ValidateUI.cs
using System.Text;
using UnityEngine;
public static class ValidateUI
{
public static string Run()
{
// Replace "MenuUI" with the actual canvas name
var canvas = GameObject.Find("MenuUI");
if (canvas == null) return "ERROR: Canvas not found.";
var crt = canvas.GetComponent<RectTransform>();
var c = canvas.GetComponent<Canvas>();
var sb = new StringBuilder();
if (c.renderMode != RenderMode.WorldSpace)
sb.AppendLine("FAIL: Canvas renderMode is not World Space.");
if (Mathf.Abs(crt.localScale.x - 0.001f) > 0.0001f)
sb.AppendLine($"FAIL: Canvas scale is {crt.localScale}, expected 0.001.");
foreach (Transform child in canvas.GetComponentsInChildren<Transform>(true))
{
if (child == canvas.transform) continue;
var rt = child.GetComponent<RectTransform>();
if (rt == null) continue;
if (rt.localScale != Vector3.one)
{
sb.AppendLine($"FIXED: '{child.name}' had localScale {rt.localScale}, expected (1,1,1).");
rt.localScale = Vector3.one;
}
if (Mathf.Abs(rt.localPosition.z) > 0.01f)
{
sb.AppendLine($"FIXED: '{child.name}' had localPosition.z={rt.localPosition.z}, expected 0.");
rt.localPosition = new Vector3(rt.localPosition.x, rt.localPosition.y, 0f);
}
}
return sb.Length == 0 ? "Validation PASSED. All properties correct." : sb.ToString();
}
}Common issues this catches:
Only add interaction when your Canvas has interactive elements (buttons, sliders, dropdowns, toggles, input fields). Skip this for display-only UI (HUD, score, labels).
Does your Canvas have buttons, dropdowns, sliders, toggles, or input fields?
YES -> Add VR interaction. Without it, interactive elements won't work in VR.
NO -> Skip. Display-only UI doesn't need interaction overhead.The supported entry point is the ISDK Quick Actions API, called through run_script. See the
hz-unity-meta-interaction-sdk skill for signatures and the behavior these calls bake in.
// AgentScripts/AddCanvasInteraction.cs
using Oculus.Interaction.Editor.QuickActions; // Editor-only assembly
using UnityEngine;
public static class AddCanvasInteraction
{
public static string Run()
{
var target = GameObject.Find("MenuUI");
QuickActionsAPI.AddRayCanvasInteraction(target); // or AddPokeCanvasInteraction
return "ok";
}
}These calls take the canvas's GameObject, not a Canvas component — passing Canvas is a
compile error (cannot convert from 'UnityEngine.Canvas' to 'UnityEngine.GameObject'). Verified
signatures:
| Interaction | Signature | When to use |
|---|---|---|
| Ray (default) | AddRayCanvasInteraction(GameObject target, bool fixPointableCanvasModule = true) | Menus, settings panels, any UI beyond arm's reach |
| Poke (close range) | AddPokeCanvasInteraction(GameObject target, bool fixPointableCanvasModule = true) | Control panels on surfaces, virtual keyboards, diegetic UI on props (< 0.8m) |
| Gaze | AddGazeCanvasInteraction(GameObject target, bool enableRayFallback = true, bool addToChildCanvases = true, bool fixPointableCanvasModule = true) | Eye-tracked selection |
| Both (advanced) | Ray first, then poke | Hybrid UIs where users can point OR touch |
Ray adds RayInteractable, PointableCanvas, an ISDK_RayCanvasInteraction child, and a
scene-level Pointable Canvas Module. Poke adds PokeInteractable, PointableCanvas, and
close-range collision detection.
Pass
fixPointableCanvasModule: falsewhen thePointableCanvasModulecomes from a prefab or an unloaded additive scene, or you get a second one in the open scene.
If a Unity MCP server with the Meta Unity extension is what you have instead, the equivalent tools
are meta_add_canvas_interaction_ray / meta_add_canvas_interaction_poke —
see references/unity-mcp-fallback.md.
unity command get_component_properties --target MenuUI --type PointableCanvas --format json
unity command find_gameobjects --name "Pointable Canvas Module" --format jsonget_component_properties needs --type whenever --target is a GameObject (without it the call
fails: "'type' is required when 'target' is a GameObject."), and it addresses one component
rather than listing them — so name the component you are asserting. Success means the component is
there; a failure naming the type means it is not.
PointableCanvas on the canvas plus a Pointable Canvas Module in the scene is the bar. Note that
PointableElement wiring is assigned in Awake(), so on a prefab asset it always reads null —
check the serialized field instead:
unity command get_serialized_fields --target <interactable> --field _pointableElement --format jsonThe scene needs an interaction rig at runtime:
using Oculus.Interaction.OVR.Editor.QuickActions;
OVRQuickActionsAPI.AddOVRInteractionRig(); // also adds an OVRCameraRig if the scene has noneThis provides all hand/controller interactors. See hz-unity-meta-interaction-sdk for the rig it
builds and the "interactable authored without a rig present" caveat.
All sizes assume canvas scale of 0.001 (1 unit = 1mm).
| Element | sizeDelta (units) | Physical size |
|---|---|---|
| Button (small) | 250 x 100 | 25cm x 10cm |
| Button (standard) | 300 x 120 | 30cm x 12cm |
| Button (large) | 400 x 150 | 40cm x 15cm |
| Dropdown | 500 x 140 | 50cm x 14cm |
| Slider | 600 x 80 | 60cm x 8cm |
| Toggle | 120 x 120 | 12cm x 12cm |
| Input Field | 800 x 140 | 80cm x 14cm |
| Panel/Menu | 1200-2000 x 800-1400 | 1.2-2m x 0.8-1.4m |
Minimum 50 units (5cm) between interactive elements to prevent mis-clicks.
| Distance | Minimum | Comfortable | Large/Title |
|---|---|---|---|
| 1.5m | 32pt | 40-48pt | 60-72pt |
| 2.0m | 36pt | 48-56pt | 72-84pt |
| 2.5m | 40pt | 52-64pt | 84-96pt |
| 3.0m | 48pt | 64-72pt | 96-120pt |
Never use auto-sizing in VR. Never use legacy Text components — always TextMeshPro.
raycastTarget on non-interactive elements (labels, backgrounds, decorative images).| Symptom | Cause | Fix |
|---|---|---|
| Pink/magenta text | TMP resources not imported | Use tmp-resources skill |
| Buttons not clickable in VR | Missing VR interaction on Canvas | QuickActionsAPI.AddRayCanvasInteraction(go) |
| Buttons work in Editor, not on device | Missing interaction rig | OVRQuickActionsAPI.AddOVRInteractionRig() |
| UI too small/large | Wrong canvas scale | Set to 0.001, verify with the validation script |
| Children offset in Z | Auto-positioning bug | Set localPosition.z = 0 on all children |
| Children scaled to 1000x | Auto-scale compensation | Set localScale = Vector3.one on all children |
| Text blurry | Low atlas resolution or small font | Use SDF 2048x2048+, font size 48+ |
| Frame drops | Canvas rebuilding too often | Split into static/dynamic canvases |
unity command won't connect | Editor in Safe Mode from compile errors | unity pipeline list, fix the errors, restart Unity |
[ ] TMP Essential Resources imported
[ ] Canvas: renderMode = World Space
[ ] Canvas: localScale = [0.001, 0.001, 0.001]
[ ] Canvas: positioned 1.5-3m from user
[ ] All children: localScale = [1, 1, 1]
[ ] All children: localPosition.z = 0
[ ] Sizes via sizeDelta, not scale
[ ] AddRayCanvasInteraction called on Canvas
[ ] PointableCanvas component verified on Canvas
[ ] Pointable Canvas Module exists in scene
[ ] Interaction rig present (AddOVRInteractionRig)
[ ] Buttons >= 250x100 units
[ ] Button spacing >= 50 units
[ ] Text >= 48pt, raycastTarget = false on non-interactive text
[ ] Validation script run and passed
[ ] Scene saved (unity command save_scene)[ ] TMP Essential Resources imported
[ ] Canvas: renderMode = World Space
[ ] Canvas: localScale = [0.001, 0.001, 0.001]
[ ] All children: localScale = [1, 1, 1]
[ ] All children: localPosition.z = 0
[ ] Text >= 48pt
[ ] raycastTarget = false on all elements
[ ] NO interaction components needed
[ ] Scene saved (unity command save_scene)--project-path, Safe Mode recovery.© 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 1 other file (references) in skills/hz-unity-meta-quest-ui of meta-quest/agentic-tools.
Open the folder on GitHubat commit 3a8553d
Hz Unity Meta Quest UI 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 Quest UI this skillmeta-quest/agentic-tools | 215 | — | ~4.4k | Automated safety check: Pass | Apache-2.0 | |
| Sprite Genaldegad/sprite-gen | 2.7k | — | ~4.9k | Automated safety check: Pass | Apache-2.0 | |
| Blockbench Pluginsjasonjgardner/blockbench-mcp-plugin | 500 | — | ~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
Configures Unity UI for Meta VR and Horizon OS VR development — world-space canvases, TextMesh Pro setup, comfortable sizing, viewing distances, and interaction readiness. Hz Unity Meta Quest UI is an agent skill from meta-quest/agentic-tools. Configures Unity UI for Meta VR and Horizon OS VR development — world-space canvases, TextMesh Pro setup, comfortable sizing, viewing distances, and interaction readiness.
Hz Unity Meta Quest UI fits situations like: game Development work in your project.
Run `npx skills add meta-quest/agentic-tools --skill hz-unity-meta-quest-ui -a claude-code`. Or copy the skill folder (skills/hz-unity-meta-quest-ui in meta-quest/agentic-tools) into .claude/skills/hz-unity-meta-quest-ui 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-quest-ui -a codex`. Or copy the skill folder (skills/hz-unity-meta-quest-ui in meta-quest/agentic-tools) into .agents/skills/hz-unity-meta-quest-ui 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-quest-ui -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-quest-ui, .gemini/skills/hz-unity-meta-quest-ui, .github/skills/hz-unity-meta-quest-ui and .opencode/skills/hz-unity-meta-quest-ui in your project.
SKILL.md names no scripts, command-line tools or credentials: Hz Unity Meta Quest UI 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 Meta Quest UI 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 4.4k tokens (SKILL.md is roughly 17k 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 1.1k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Hz Unity Meta Quest UI: Sprite Gen (aldegad/sprite-gen, 2.7k stars), Blockbench Plugins (jasonjgardner/blockbench-mcp-plugin, 500 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.