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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.
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".
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 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".