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Found 4 Skills
Expert blueprint for VR platforms (Meta Quest, PSVR, SteamVR, Pico) covering XR toolkit (OpenXR), comfort settings (vignetting, snap turning, teleport), motion controls, hand tracking, and 90+ FPS requirements. Use when targeting VR headsets or implementing immersive 3D experiences. Keywords VR, XR, OpenXR, Meta Quest, motion sickness, comfort, locomotion, XRController3D, foveated rendering.
Installs and configures the Meta XR Simulator for testing Meta VR and Horizon OS apps without a physical device. Use when installing the simulator or integrating it with Unity, Unreal, or native OpenXR projects. For controlling a running simulator, use hz-xr-simulator-control. Build paths: Unity, Unreal, and native OpenXR; route Standard Android, Meta Spatial SDK, and WebXR work through hz-quest-verify-first.
Use when building or reviewing a native Meta Quest app in C or C++ against OpenXR: manifest and Gradle, loader, frame loop, swapchains, Vulkan, passthrough, required SDK levels. NOT for Unity, Unreal, Spatial SDK (quest-spatial), WebXR (quest-webxr), profiling (quest-perf) or Store submission (quest-store). Opt out: no xr, без xr. Triggers - "OpenXR app" / "приложение на OpenXR", "native Quest app" / "нативное приложение для Quest", "xrCreateInstance".
Use when the XR experience runs in the Meta Quest Browser: WebXR with IWSDK, three.js or A-Frame, PWA packaging with Bubblewrap, Horizon Billing and remote debugging. NOT for native OpenXR (quest-native), an APK submission (quest-store) or three.js depth off the headset (web3d-dev). Opt out: no xr, без xr. Triggers - "WebXR", "immersive-vr session" / "иммерсивная сессия", "three.js on Quest" / "three.js на Quest", "PWA для Quest", "IWSDK".