Agent skill

Hz Vr Debug

by meta-quest in 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.

Apache-2.0Auto-check passedDevelopment

Install Hz Vr Debug

skills CLI
$ npx skills add meta-quest/agentic-tools --skill hz-vr-debug -a claude-code

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

GitHub CLI
$ gh skill install meta-quest/agentic-tools hz-vr-debug --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-vr-debug .claude/skills/hz-vr-debug && 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-vr-debug
GitHub stars
213
Token cost
~4.6k tokens
SKILL.md length
1,180 words
Files
4 (incl. references)
Skills in repo
34
Repo updated
First seen
Licence
Apache-2.0

At a glance

Debugs Meta VR and Horizon OS VR, MR, and Android applications using the metavr CLI — view logs, capture screenshots, and diagnose common issues.

  • Works in 6 steps: Connect and Verify → Identify the Application → Reproduce and Capture Logs → …
  • Troubleshooting crashes
  • SKILL.md covers When to Use This Skill, Prerequisites, Quick Start Workflow and Key Debugging Commands, plus 4 more sections
  • Calls black and npx

What it does

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.

When your agent uses it

  • Troubleshooting crashes
  • Unexpected behavior on Meta VR devices

Example prompts

  • “Use the hz-vr-debug skill to debug Meta VR and Horizon OS VR, MR, and Android applications using the metavr CLI — view logs, capture screenshots…”
  • “/hz-vr-debug”

Requirements

  • Node.js
  • Pre-approved tools (allowed-tools): Bash(metavr:*), Bash(hzdb:*), Bash(npx:*)

Workflow steps

6 steps, taken from the step headings in SKILL.md.

  1. Connect and Verify
  2. Identify the Application
  3. Reproduce and Capture Logs
  4. Capture Visual State
  5. Analyze and Diagnose
  6. Iterate

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 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.

  • Runs code

    Shell commands in SKILL.md call:

    • black
    • npx

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

  • Network

    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.

  • 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 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.

Always · name and description, kept in context so the agent knows when to use it
~78
When it runs · the whole SKILL.md, loaded when a task matches
~4.6k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~10k

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). 1,180 words, ~4,615 tokens.

Download SKILL.mdSave it as .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.
name
hz-vr-debug
description
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.
allowed-tools
Bash(metavr:*), Bash(hzdb:*), Bash(npx:*)
license
Apache-2.0

VR Debug Skill

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.

When to Use This Skill

Use this skill when you need to:

  • Debug an application running on a connected Meta VR device
  • View real-time or historical application logs (logcat)
  • Capture screenshots of the VR/MR view
  • Diagnose application crashes, rendering glitches, or performance problems
  • Investigate tracking, controller, audio, or permission issues
  • Pull diagnostic files from the device for offline analysis

This skill is relevant for Meta VR Glasses and Meta Quest headsets (Quest 2, Quest 3, Quest 3S, Quest Pro) running Horizon OS.

Prerequisites

Before using this skill, ensure the following are in place:

  1. metavr CLI installed -- Install the standalone metavr CLI binary on your PATH (see the metavr-cli skill), or invoke it on demand via npx with no install:
    bash
    metavr --version
    metavr wraps ADB and adds Meta VR-specific device management, log viewing, screenshot capture, and file management. Examples below use the bare metavr command. If metavr is not on PATH, invoke the same CLI via npx -y metavr <args> (published as the npm package metavr).
  2. Meta VR device connected via USB -- Use a USB-C cable that supports data transfer (not charge-only).
  3. Developer mode enabled -- Developer mode must be turned on in the Meta Horizon app on your phone, under your headset's settings.
  4. ADB authorization accepted -- The first time you connect, you must put on the headset and accept the "Allow USB debugging" prompt.

Quick Start Workflow

The fastest way to begin debugging a Meta VR application:

bash
# 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 screenshot

If metavr device list returns no devices, check the USB cable, developer mode, and ADB authorization.

Key Debugging Commands

Device Commands
CommandDescription
metavr device listList all connected Meta VR devices
metavr device info <id>Show device model, OS version, and more
metavr device batteryShow battery level and charging status
metavr device wakeWake the device from sleep
metavr device rebootReboot the device
metavr device connect <ip>Connect to a device over WiFi
Log Commands
CommandDescription
metavr logView the last 100 log lines
metavr log -n 500View the last 500 log lines
metavr log --tag UnityFilter logs by tag
metavr log --level EFilter by severity (V, D, I, W, E, F)
metavr adb logcatFull logcat with advanced filtering options
metavr adb logcat --followStream logs continuously
Application Commands
CommandDescription
metavr app listList 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
Capture Commands
CommandDescription
metavr capture screenshotCapture a screenshot of the current VR/MR view
metavr capture screenshot -o file.pngSave screenshot to a specific file
File Commands
CommandDescription
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/fileDelete a file on the device
metavr files mkdir /sdcard/path/dirCreate a directory on the device

Common Debugging Workflow

A typical debugging session follows this pattern:

1. Connect and Verify
bash
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.

2. Identify the Application
bash
metavr app list

Find the package name for the application you want to debug. Package names typically follow the pattern com.company.appname.

3. Reproduce and Capture Logs
bash
# Start logging before reproducing the issue
metavr adb logcat --follow

Put on the headset and reproduce the issue. The logs stream in real time to your terminal. Press Ctrl+C to stop.

4. Capture Visual State
bash
# Take a screenshot at the moment of the issue
metavr capture screenshot
5. Analyze and Diagnose

Review the captured logs for errors, warnings, and crash signatures. Look for:

  • FATAL EXCEPTION -- Unhandled Java/Kotlin exceptions
  • native crash or SIGABRT / SIGSEGV -- Native code crashes
  • ANR -- Application Not Responding (frozen UI thread)
  • OOM or OutOfMemoryError -- Memory exhaustion
6. Iterate

Make code changes, rebuild, deploy, and test again:

bash
metavr app stop com.example.myapp
metavr app launch com.example.myapp
metavr log --tag Unity --level W
Show full SKILL.md (485 more words)Show less

Symptom-to-Diagnosis Decision Trees

When 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
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 / ANR (Application Not Responding)
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 in Headset
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.
Frame Drops / Stuttering
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.
Tracking Issues
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.
Audio Issues
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.

Gotchas

These are common debugging pitfalls specific to Meta VR development.

  • Logcat buffer overflow -- On Meta VR devices, the logcat ring buffer fills quickly because the OS and other apps generate constant output. If you do not start logging before reproducing the issue, the crash logs may already be evicted. Start metavr adb logcat --follow before reproducing.
  • USB cable quality matters -- Many USB-C cables are charge-only and do not carry data. If metavr device list shows nothing, try a different cable before troubleshooting software. The cable that came with the Quest works for data.
  • WiFi debugging disconnects -- WiFi ADB connections (metavr device connect <ip>) drop after the device sleeps. You must reconnect after waking the device. USB is more reliable for sustained debugging sessions.
  • Release builds strip logs -- If your app uses 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.
  • Multiple logcat tags for the same component -- Unity uses tags Unity, il2cpp, and mono depending on the scripting backend. Unreal uses UE, LogVR, and LogOnline. Filter broadly at first, then narrow down.
  • OVR Metrics Tool overlay conflicts -- The OVR Metrics Tool overlay can interfere with your app's rendering or input. If your app behaves oddly, disable the metrics overlay and retest before filing a bug.

Tips and Best Practices

Filtering Logs Effectively

Use severity filters to cut through noise:

bash
# Show only errors
metavr log --level E

# Show warnings and above
metavr log --level W

Filter by tag to focus on specific subsystems:

bash
metavr adb logcat --tag VrApi
metavr adb logcat --tag Unity

Use advanced filters with metavr adb logcat:

bash
# 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 crash

See logcat-filtering.md for a full guide on log filtering techniques.

Searching for Crash Signatures

When investigating crashes, search the log output for known patterns:

bash
metavr log | grep -i "fatal\|crash\|exception\|anr"

Common crash-related tags include AndroidRuntime, DEBUG, and libc.

Checking Permissions

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 access
  • com.oculus.permission.USE_SCENE -- Scene API spatial data access
  • android.permission.RECORD_AUDIO -- Microphone access
  • android.permission.CAMERA -- Camera access (for mixed reality)
Performance Debugging

If the application stutters or drops frames:

bash
# 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 FPS

See common-issues.md for a catalog of known issues and their solutions.

References

Skill References

© 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-vr-debug of meta-quest/agentic-tools.

  • SKILL.md
  • references/common-issues.md
  • references/logcat-filtering.md
  • references/screenshots-video.md

Open the folder on GitHubat commit 3a8553d

Compare with similar skills

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SkillStarsUsed inTokensAuto-checkLicenceRepo updated
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Sentry Auditqianyumeng0228/ShizukuX115—~490Automated safety check: PassApache-2.0
Mobile Debuggingjamditis/claude-skills-journalism416—~5.2kAutomated safety check: NotesMIT
Aosp Infrastructureaospbooks/aosp-internal-book138—~485Automated safety check: PassApache-2.0
Android Tombstone Symbolicationdotnet/skills5.6k1 repos~2.1kAutomated safety check: PassMIT

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Works with

Questions about Hz Vr Debug

What does Hz Vr Debug do?

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.

When should I use Hz Vr Debug?

Hz Vr Debug fits situations like: troubleshooting crashes; unexpected behavior on Meta VR devices.

How do I install Hz Vr Debug in Claude Code?

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.

How do I install Hz Vr Debug in Codex?

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.

Can I use Hz Vr Debug 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-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.

What does Hz Vr Debug need to run?

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:*).

Does Hz Vr Debug access the network?

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.

Is Hz Vr Debug 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 Vr Debug use?

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.

How many tokens does Hz Vr Debug use?

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.

What are the alternatives to Hz Vr Debug?

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.

Who maintains Hz Vr Debug?

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.