AppsFlyer Unity Bridge Debugging
AppsFlyerSDK/appsflyer-unity-plugin
Traces a failing call or callback between C# and the native Android or iOS wrappers of the AppsFlyer Unity plugin to find the first broken link.
Debugs Meta VR and Horizon OS VR, MR, and Android applications using the metavr CLI — view logs, capture screenshots, and diagnose common issues.
$ npx skills add meta-quest/agentic-tools --skill hz-vr-debug -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install meta-quest/agentic-tools hz-vr-debug --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-vr-debug .claude/skills/hz-vr-debug && 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-vr-debug" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-vr-debug into .claude/skills/hz-vr-debug/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-vr-debug", 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-vr-debugType 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-vr-debug -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install meta-quest/agentic-tools hz-vr-debug --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-vr-debug .agents/skills/hz-vr-debug && 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-vr-debug" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-vr-debug into .agents/skills/hz-vr-debug/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-vr-debug", 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-vr-debug -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install meta-quest/agentic-tools hz-vr-debug --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-vr-debug .cursor/skills/hz-vr-debug && 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-vr-debug" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-vr-debug into .cursor/skills/hz-vr-debug/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-vr-debug", 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-vr-debug--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-vr-debug -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install meta-quest/agentic-tools hz-vr-debug --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-vr-debug .gemini/skills/hz-vr-debug && 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-vr-debug" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-vr-debug into .gemini/skills/hz-vr-debug/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-vr-debug", 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-vr-debugInstalls 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-vr-debug -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-vr-debug .github/skills/hz-vr-debug && 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-vr-debug" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-vr-debug into .github/skills/hz-vr-debug/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-vr-debug", 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-vr-debug -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-vr-debug --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-vr-debug .opencode/skills/hz-vr-debug && 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-vr-debug" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-vr-debug into .opencode/skills/hz-vr-debug/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-vr-debug", 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-vr-debugDebugs Meta VR and Horizon OS VR, MR, and Android applications using the metavr CLI — view logs, capture screenshots, and diagnose common issues.
Hz Vr Debug is an agent skill from meta-quest/agentic-tools. Debugs Meta VR and Horizon OS VR, MR, and Android applications using the metavr CLI — view logs, capture screenshots, and diagnose common issues. Use when troubleshooting crashes, errors, or unexpected behavior on Meta VR devices. Build paths: All; use hz-quest-verify-first if the path is unclear.
Its SKILL.md is about 4.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 4 other files, including reference files (for example `references/common-issues.md`, `references/logcat-filtering.md` and `references/screenshots-video.md`).
It sits in Development, covering Debugging. It works with Android. The repository describes itself as: Agent Skills for Meta Quest/Horizon OS VR Development. The licence is Apache-2.0.
6 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 these tools, so the agent can use them without asking each time:
Bash(metavr:*)Bash(hzdb:*)Bash(npx:*)From allowed-tools in the SKILL.md frontmatter.
Shell commands in SKILL.md call:
blacknpxFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.
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 Vr Debug loads about 4.6k tokens when it runs, and up to ~10k if it reads all its reference files. Until then it costs about 78 tokens; SKILL.md has 1,180 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). 1,180 words, ~4,615 tokens.
.claude/skills/hz-vr-debug/SKILL.md (or your agent's skills folder). This skill also uses 3 other files; get the full folder from GitHub.Debug Meta VR, MR, and Android applications using the metavr command-line
interface. This skill covers viewing application logs, capturing device state,
diagnosing crashes, and resolving common issues encountered during Meta VR
development.
Use this skill when you need to:
This skill is relevant for Meta VR Glasses and Meta Quest headsets (Quest 2, Quest 3, Quest 3S, Quest Pro) running Horizon OS.
Before using this skill, ensure the following are in place:
metavr CLI binary on your PATH (see the metavr-cli skill), or invoke it on demand via npx with no install:metavr --versionmetavr command. If metavr is not on PATH, invoke the same CLI via npx -y metavr <args> (published as the npm package metavr).The fastest way to begin debugging a Meta VR application:
# 1. Verify the device is connected and recognized
metavr device list
# 2. List applications currently installed
metavr app list
# 3. View live logs (most recent 100 lines)
metavr log
# 4. Capture a screenshot of the current VR view
metavr capture screenshotIf metavr device list returns no devices, check the USB cable, developer mode, and ADB authorization.
| Command | Description |
|---|---|
metavr device list | List all connected Meta VR devices |
metavr device info <id> | Show device model, OS version, and more |
metavr device battery | Show battery level and charging status |
metavr device wake | Wake the device from sleep |
metavr device reboot | Reboot the device |
metavr device connect <ip> | Connect to a device over WiFi |
| Command | Description |
|---|---|
metavr log | View the last 100 log lines |
metavr log -n 500 | View the last 500 log lines |
metavr log --tag Unity | Filter logs by tag |
metavr log --level E | Filter by severity (V, D, I, W, E, F) |
metavr adb logcat | Full logcat with advanced filtering options |
metavr adb logcat --follow | Stream logs continuously |
| Command | Description |
|---|---|
metavr app list | List installed applications |
metavr app info <package> | Show detailed info about an app |
metavr app launch <package> | Launch an application by package name |
metavr app stop <package> | Force-stop a running application |
metavr app clear <package> | Clear application data and cache |
metavr app install <apk> | Install an APK to the device |
metavr app uninstall <package> | Uninstall an application |
| Command | Description |
|---|---|
metavr capture screenshot | Capture a screenshot of the current VR/MR view |
metavr capture screenshot -o file.png | Save screenshot to a specific file |
| Command | Description |
|---|---|
metavr files ls /sdcard/ | List files on the device |
metavr files pull /sdcard/path/file ./local/ | Pull a file from the device |
metavr files push ./local/file /sdcard/path/ | Push a file to the device |
metavr files rm /sdcard/path/file | Delete a file on the device |
metavr files mkdir /sdcard/path/dir | Create a directory on the device |
A typical debugging session follows this pattern:
metavr device list
metavr device info <device_id>Confirm the device is recognized, check the OS version, and note the battery level. A low battery can cause thermal throttling that affects performance tests.
metavr app listFind the package name for the application you want to debug. Package names typically follow the pattern com.company.appname.
# Start logging before reproducing the issue
metavr adb logcat --followPut on the headset and reproduce the issue. The logs stream in real time to your terminal. Press Ctrl+C to stop.
# Take a screenshot at the moment of the issue
metavr capture screenshotReview the captured logs for errors, warnings, and crash signatures. Look for:
FATAL EXCEPTION -- Unhandled Java/Kotlin exceptionsnative crash or SIGABRT / SIGSEGV -- Native code crashesANR -- Application Not Responding (frozen UI thread)OOM or OutOfMemoryError -- Memory exhaustionMake code changes, rebuild, deploy, and test again:
metavr app stop com.example.myapp
metavr app launch com.example.myapp
metavr log --tag Unity --level WWhen a developer reports a problem, use these decision trees to systematically diagnose the root cause. Start with the reported symptom and follow the branches.
The general Android crash, ANR, memory, and logcat branches apply to every build path. Use branches involving VrApi, OpenXR sessions, immersive frame rates, tracking, controllers, or spatial audio only for an immersive VR or MR app. For a Standard Android panel app, stay with the Android application, rendering, layout, and input branches.
App crashes on launch
├── Does `metavr app launch <pkg>` show "Error: Activity not found"?
│ └── YES → Package name is wrong or app is not installed.
│ Run `metavr app list` to verify the correct package name.
├── Does logcat show `FATAL EXCEPTION` in the first 5 seconds?
│ ├── YES, with `ClassNotFoundException` or `NoClassDefFoundError`
│ │ └── Missing native library or wrong ABI. Check the APK is built for ARM64.
│ │ Run: `metavr adb shell getprop ro.product.cpu.abi` → must show "arm64-v8a"
│ ├── YES, with `SecurityException` or `Permission denied`
│ │ └── Missing manifest permission. Check the logcat message for which permission.
│ │ Common: hand tracking, scene, camera permissions not declared.
│ └── YES, with `NullPointerException` or other Java exception
│ └── Application code bug. Read the stack trace for the failing class and method.
├── Does logcat show `native crash` / `SIGSEGV` / `SIGABRT`?
│ ├── Check if the crash is in a Unity/Unreal library (libunity.so, libUE4.so)
│ │ └── Engine bug or incompatible SDK version. Check Meta XR SDK release notes
│ │ for known issues with your engine version.
│ └── Check if the crash is in your own native code
│ └── Debug with `metavr adb logcat --buffer crash` for the tombstone, then use
│ `addr2line` or `ndk-stack` on the crash address.
└── No crash visible in logs?
└── Check if the app is being killed by the system.
Run: `metavr adb logcat --tag ActivityManager --level W`
Look for "Force stopping" or "Process died" messages. Common cause: OOM killer
triggered by excessive memory usage on launch.App freezes or ANR dialog appears
├── Does logcat show "ANR in <package>"?
│ ├── YES, with "Reason: Input dispatching timed out"
│ │ └── The main/UI thread is blocked. Check for:
│ │ - Synchronous network calls on the main thread
│ │ - Large file I/O on the main thread
│ │ - Deadlocks between threads
│ │ Run: `metavr adb shell kill -3 <pid>` to dump thread stacks, then
│ │ `metavr files pull /data/anr/traces.txt ./` to retrieve the ANR trace.
│ └── YES, with "Reason: executing service"
│ └── A background service is taking too long. Check the service implementation.
└── No ANR, but app appears frozen?
├── Is the render loop still running? (Check VrApi logs for frame submission)
│ ├── YES → The app is rendering but not processing input. Check input system.
│ └── NO → The render thread is blocked or crashed silently.
│ Check: `metavr adb logcat --tag VrApi` for "FPS" lines stopping.
└── Is the device overheating?
Run: `metavr device battery` — if battery temperature > 40°C, thermal
throttling may have halted the app. Let device cool down and retry.Black screen after app launch
├── Is the app actually running?
│ Run: `metavr adb shell pidof <package>` — if empty, app crashed silently.
│ └── Check crash logs: `metavr adb logcat --buffer crash`
├── Is VrApi initialized?
│ Check: `metavr adb logcat --tag VrApi | grep "VrApi" | head -20`
│ ├── No VrApi output → XR session never started. Check OpenXR/OVR initialization code.
│ └── VrApi output exists → Frames are being submitted but may be empty.
│ └── Check: rendering pipeline, camera setup, shader compilation errors.
├── Unity-specific: "Shader compiler" or "Compiling shaders" in logs?
│ └── Shader warmup can cause a black screen for several seconds on first launch.
│ Use shader prewarming/variant preloading to avoid this.
└── Is the correct rendering API being used?
Check: `metavr adb logcat --tag Unity --level E` for Vulkan/GLES errors.
Quest requires OpenGL ES 3.0 minimum. Vulkan is preferred on Quest 3.App stutters or drops frames
├── Check current FPS:
│ `metavr adb logcat --tag VrApi | grep FPS`
│ ├── FPS consistently below 72 → GPU or CPU bottleneck.
│ │ ├── Check GPU: use Perfetto or OVR Metrics Tool. Look for GPU completion
│ │ │ time > 13.8ms (72Hz) or > 11.1ms (90Hz).
│ │ └── Check CPU: look for game thread or render thread exceeding frame budget.
│ └── FPS mostly stable but periodic drops
│ ├── Check for GC pauses: `metavr adb logcat --tag dalvikvm --level D`
│ │ or `metavr adb logcat --regex "GC_|clamp"` → reduce allocations per frame.
│ ├── Check for thermal throttling: `metavr adb logcat --tag ThermalService --level W`
│ │ → sustained heavy load causes CPU/GPU frequency reduction.
│ └── Check for asset loading on main thread: large textures or models loaded
│ synchronously will cause frame spikes. Use async loading.
└── Only stutters in specific scenes?
└── Profile that scene. Common causes: too many draw calls (>100), unculled
off-screen geometry, expensive shaders, excessive overdraw, uncompressed textures.Controllers or hands not tracking correctly
├── Are controllers paired and connected?
│ `metavr device info <id>` — check controller connection status.
├── Is hand tracking enabled in device settings?
│ Check: Settings > Movement Tracking > Hand and Body Tracking.
├── Does the app request the correct tracking mode?
│ ├── For hand tracking: manifest must include
│ │ `com.oculus.permission.HAND_TRACKING` and
│ │ `com.oculus.handtracking.frequency` set to "HIGH" if needed.
│ └── For controller tracking: ensure the app is not forcing hand-tracking-only mode.
└── Tracking works but is jittery or delayed?
├── Check lighting: tracking cameras need adequate, even lighting. Very bright
│ or very dim environments degrade tracking quality.
└── Check for occlusion: hands or controllers held outside the tracking camera
FOV will lose tracking. The camera FOV is approximately 110 degrees.No audio or wrong audio output
├── Is audio playing through the headset speakers?
│ └── Check: Settings > Sound — ensure headset speakers are selected, not Bluetooth.
├── Does the app use spatial audio?
│ ├── Check for FMOD/Wwise initialization errors in logcat.
│ └── Check that audio sources have correct 3D settings and are not muted.
├── Audio is distorted or crackling?
│ └── Audio buffer underruns. Check for CPU overload causing audio thread starvation.
│ Reduce audio complexity or increase buffer size.
└── Audio plays from wrong position?
└── Check spatial audio source positions match visual object positions.
Common issue: audio listener not attached to the camera/head transform.These are common debugging pitfalls specific to Meta VR development.
metavr adb logcat --follow before reproducing.metavr device list shows nothing, try a different cable before troubleshooting software. The cable that came with the Quest works for data.metavr device connect <ip>) drop after the device sleeps. You must reconnect after waking the device. USB is more reliable for sustained debugging sessions.android:debuggable="false" (release builds), some log output is suppressed. Debug with a debug build when investigating issues. Do not ship debuggable builds to the store.Unity, il2cpp, and mono depending on the scripting backend. Unreal uses UE, LogVR, and LogOnline. Filter broadly at first, then narrow down.Use severity filters to cut through noise:
# Show only errors
metavr log --level E
# Show warnings and above
metavr log --level WFilter by tag to focus on specific subsystems:
metavr adb logcat --tag VrApi
metavr adb logcat --tag UnityUse advanced filters with metavr adb logcat:
# Complex filter expressions
metavr adb logcat --filter "Unity:W ActivityManager:I"
# Regex pattern matching
metavr adb logcat --regex "error|exception"
# Specific log buffer
metavr adb logcat --buffer crashSee logcat-filtering.md for a full guide on log filtering techniques.
When investigating crashes, search the log output for known patterns:
metavr log | grep -i "fatal\|crash\|exception\|anr"Common crash-related tags include AndroidRuntime, DEBUG, and libc.
Many Horizon OS features require specific manifest permissions. If a feature silently fails, check that the application manifest includes the required permissions. Common ones:
com.oculus.permission.HAND_TRACKING -- Hand tracking accesscom.oculus.permission.USE_SCENE -- Scene API spatial data accessandroid.permission.RECORD_AUDIO -- Microphone accessandroid.permission.CAMERA -- Camera access (for mixed reality)If the application stutters or drops frames:
# Check device battery and thermal state
metavr device battery
# Watch for thermal throttling messages in logs
metavr adb logcat --tag ThermalService --level W
# Check VrApi frame timing
metavr adb logcat --tag VrApi | grep FPSSee common-issues.md for a catalog of known issues and their solutions.
© 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 3 other files (references) in skills/hz-vr-debug of meta-quest/agentic-tools.
Open the folder on GitHubat commit 3a8553d
Hz Vr Debug 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 Vr Debug this skillmeta-quest/agentic-tools | 213 | — | ~4.6k | Automated safety check: Pass | Apache-2.0 | |
| AppsFlyer Unity Bridge DebuggingAppsFlyerSDK/appsflyer-unity-plugin | 178 | — | ~492 | Automated safety check: Pass | MIT | |
| Sentry Auditqianyumeng0228/ShizukuX | 115 | — | ~490 | Automated safety check: Pass | Apache-2.0 | |
| Mobile Debuggingjamditis/claude-skills-journalism | 416 | — | ~5.2k | Automated safety check: Notes | MIT | |
| Aosp Infrastructureaospbooks/aosp-internal-book | 138 | — | ~485 | Automated safety check: Pass | Apache-2.0 | |
| Android Tombstone Symbolicationdotnet/skills | 5.6k | 1 repos | ~2.1k | Automated safety check: Pass | MIT |
AppsFlyerSDK/appsflyer-unity-plugin
Traces a failing call or callback between C# and the native Android or iOS wrappers of the AppsFlyer Unity plugin to find the first broken link.
qianyumeng0228/ShizukuX
Fetches unresolved Sentry issues and maps stack traces to local codebase for ShizukuPlus.
jamditis/claude-skills-journalism
Remote JavaScript console and debugging on mobile. An agent skill from jamditis/claude-skills-journalism.
aospbooks/aosp-internal-book
AOSP Part XIII — Infrastructure. An agent skill from aospbooks/aosp-internal-book.
dotnet/skills
Resolves native crash frames from .NET Android tombstones to function names, source files and line numbers using BuildIds, Microsoft's symbol server and llvm-symbolizer.
Bitterbot-AI/bitterbot-desktop
Display and control HTML content on connected Bitterbot nodes (Mac, iOS, Android) via the canvas host server.
meta-quest/agentic-tools
Ensures complete FBX URLs or absolute paths are used when importing external 3D models into Unity projects targeting Meta VR and Horizon OS.
meta-quest/agentic-tools
Meta XR Core SDK (com.meta.xr.sdk.core) for Unity XR development.
meta-quest/agentic-tools
Imports and configures TextMesh Pro Essential Resources for Unity projects targeting Meta VR and Horizon OS.
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.
Works with
Categories
Debugs Meta VR and Horizon OS VR, MR, and Android applications using the metavr CLI — view logs, capture screenshots, and diagnose common issues. Hz Vr Debug is an agent skill from meta-quest/agentic-tools. Debugs Meta VR and Horizon OS VR, MR, and Android applications using the metavr CLI — view logs, capture screenshots, and diagnose common issues.
Hz Vr Debug fits situations like: troubleshooting crashes; unexpected behavior on Meta VR devices.
Run `npx skills add meta-quest/agentic-tools --skill hz-vr-debug -a claude-code`. Or copy the skill folder (skills/hz-vr-debug in meta-quest/agentic-tools) into .claude/skills/hz-vr-debug in your project. Claude Code loads it when a task matches its description.
Run `npx skills add meta-quest/agentic-tools --skill hz-vr-debug -a codex`. Or copy the skill folder (skills/hz-vr-debug in meta-quest/agentic-tools) into .agents/skills/hz-vr-debug 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-vr-debug -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-vr-debug, .gemini/skills/hz-vr-debug, .github/skills/hz-vr-debug and .opencode/skills/hz-vr-debug in your project.
Going by SKILL.md and its folder, Hz Vr Debug needs the command-line tools its instructions call (black and npx). Our summary lists: Node.js. Its frontmatter pre-approves these tools: Bash(metavr:*), Bash(hzdb:*), Bash(npx:*).
SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. 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 Vr Debug 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 4.6k tokens (SKILL.md is roughly 18k 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 5.7k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Hz Vr Debug: AppsFlyer Unity Bridge Debugging (AppsFlyerSDK/appsflyer-unity-plugin, 178 stars), Sentry Audit (qianyumeng0228/ShizukuX, 115 stars), Mobile Debugging (jamditis/claude-skills-journalism, 416 stars) and Aosp Infrastructure (aospbooks/aosp-internal-book, 138 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 213 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.