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Skill

hz-unity-device-readiness

@meta-quest Updated 2026-09-24

Audits a Unity project for Meta VR Glasses readiness across input and field of view — finds controller-dependent interactions such as OVRInput usage, recommends hand-tracking and ISDK controller-to-hands migrations, produces a prioritized migration plan, and detects head-locked UI that a narrower FoV would clip.

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Install

With your agent

Install OMGSkills skill "meta-quest/agentic-tools:skills/hz-unity-device-readiness" into this agent's normal skills directory: call the OMGSkills MCP get_install_plan tool for your agent and run the script it returns (it installs only the pinned commit and verifies SKILL.md), and stop if MCP or the pin is unavailable. Do not overwrite or change existing skills without asking me.

Manual command

git clone https://github.com/meta-quest/agentic-tools /tmp/agentic-tools && ln -s /tmp/agentic-tools/skills/hz-unity-device-readiness ~/.claude/skills/hz-unity-device-readiness

From README

Device Readiness Context This skill prepares a Unity project for Meta VR Glasses device requirements across two dimensions: input (hand tracking as the primary input, not a fallback) and field of view (a device with a narrower FoV than current Quest headsets). The input workflow is immediately below; the field-of-view workflow is its own section further down. The target device treats hand tracking as the primary input method, not a fallback. Most existing Quest projects were built controller-first, so the work isn't just "replace button presses with gestures" — it's rethinking interaction design so hands feel natural instead of like a worse controller. A systematic scan matters: find every controller dependency, understand the gameplay intent behind it, and map it to the right ISDK pattern.