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hz-unity-meta-core-sdk

@meta-quest Updated 2026-09-24

Meta XR Core SDK (com.meta.xr.sdk.core) for Unity XR development. Use when setting up VR/MR projects, configuring OVRManager, adding OVRCameraRig, enabling passthrough, hand tracking, spatial anchors, boundaryless mode, controller input, Scene API, or any Meta VR feature. Covers OVRProjectSetup, AndroidManifest generation, and project configuration for Meta VR devices, driven against a live Editor with unity-cli.

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Install

With your agent

Install OMGSkills skill "meta-quest/agentic-tools:skills/hz-unity-meta-core-sdk" 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-meta-core-sdk ~/.claude/skills/hz-unity-meta-core-sdk

From README

Meta XR Core SDK (com.meta.xr.sdk.core) The Meta XR Core SDK is the foundational Unity package for developing VR and MR applications targeting Meta VR devices. It provides the core XR rig, device management, input handling, and access to platform features like passthrough, hand tracking, spatial anchors, and scene understanding. Package: com.meta.xr.sdk.core Running SDK code — drive a live Editor with unity-cli Everything here is Editor-only C#. Run it against an open Editor instead of hand-editing scene, manifest, or settings files. Connecting, --project-path, and Safe Mode recovery are in the unity-cli skill. Prefer runscript over eval — put the .cs outside Assets/ (path resolves against the project root) so writing it triggers no import or domain reload, and shell quoting can't mangle C# literals. SDK-specific gotchas: No type-discovery reflection needed. runscript references every loaded assembly, so OVRProjectSetup, OVRManifestPreprocessor etc.