unity-xr
Skill7 starsChanged 7 months agoMITView on GitHub
Use when users want to set up XR rigs, add grab interactions, configure teleportation, continuous locomotion, XR UI, or diagnose XR scenes. Requires com.unity.xr.interaction.toolkit 3.x on Unity 6+.
2 other projects use a version of this.
Adopted by
Most recently taken up by
- Nice-Wolf-Studio/unity-claude-skillstheir own version, first seen Sep 14, 2026
- IceMasterT/Unity-6.3_SKILLStheir own version, first seen Aug 19, 2026
Other versions2 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 2
- Nice-Wolf-Studio/unity-claude-skills★ 32same name
- IceMasterT/Unity-6.3_SKILLS★ 0same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository34 other files it gives its agents.
- unity-mcp-skillsSkill
- unity-animatorSkill
- unity-assetSkill
- unity-cameraSkill
- unity-cinemachineSkill
- unity-cleanerSkill
- unity-componentSkill
- unity-consoleSkill
- unity-editorSkill
- unity-eventSkill
- unity-gameobjectSkill
- unity-importerSkill
- unity-lightSkill
- unity-materialSkill
- unity-navmeshSkill
- unity-optimizationSkill
- unity-packageSkill
- unity-perceptionSkill
- unity-physicsSkill
- unity-prefabSkill
- unity-probuilderSkill
- unity-projectSkill
- unity-sceneSkill
- unity-scriptableobjectSkill
- unity-scriptSkill
- unity-shaderSkill
- unity-smartSkill
- unity-terrainSkill
- unity-testSkill
- unity-timelineSkill
- unity-toolingSkill
- unity-uiSkill
- unity-uitoolkitSkill
- unity-validationSkill
The file
We split this skill into the rules it gives an agent
8 rules. About 0 are common, 4 are distinctive, and 4 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈4
Distinctive · estimate
This author's own choices. Worth a look.
4
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 14
Use this module for XR Interaction Toolkit setup and configuration.
- Very specific: line 24
Do not assume physics Layer or Tag replaces InteractionLayerMask
- Distinctive: line 25
Do not guess component property names — they are set via reflection.
- Very specific: line 97
Create the rig with xr_setup_rig.
- Very specific: line 98
Ensure XR UI input exists with xr_setup_event_system.
- Distinctive: line 99
Add at least one interactor per controller.
- Distinctive: line 124
Add a ray interactor on the controller that should click UI
- Very specific: line 174
Use InteractionLayerMask for interactor/interactable filtering.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Unity XR Interaction Toolkit Skills
Requirements
com.unity.xr.interaction.toolkit(≥ 3.4). Recipes target XRI 3 API only. If missing, install viaUnity_PackageManager_ExecuteActionwithoperation=Add,package=com.unity.xr.interaction.toolkit,version=3.4.1.
When to Use
Use this module for XR Interaction Toolkit setup and configuration.
Hard rule: Read this file before the first
xr_*call in a session. Wrong property names can fail silently because the bridge is reflection-based.
Common Mistakes
DO NOT (common hallucinations):
XRHand,XRPlayer,XRTeleporter,GrabInteractor,VRController,XRLocomotion, andXRManagerare not the runtime classes you want hereinteractable.OnGrab()/OnRelease()are not the XRI event model -> useselectEntered/selectExitedcontroller.vibrate()is not the documented route here -> configure haptics throughxr_configure_haptics- Do not assume physics Layer or Tag replaces
InteractionLayerMask - Do not guess component property names — they are set via reflection. Use the skill parameters directly
Correct class names to anchor on:
XRInteractionManagerXROriginXRRayInteractorXRDirectInteractorXRSocketInteractorXRGrabInteractableXRSimpleInteractableTeleportationProviderTeleportationAreaTeleportationAnchorContinuousMoveProviderSnapTurnProviderContinuousTurnProviderTrackedDeviceGraphicRaycasterXRUIInputModuleTrackedPoseDriver
Routing:
- For non-XR Canvas UI creation -> use
ui
Quick Reference
Setup and Diagnostics
| Skill | Use | Key parameters |
xr_check_setup | Validate XR package, rig, managers, and scene prerequisites | verbose? |
xr_setup_rig | Create XR Origin + camera + controllers | name, cameraYOffset? |
xr_setup_interaction_manager | Add or find manager | none |
xr_setup_event_system | Replace/add XR UI input stack | none |
xr_get_scene_report | Report scene-side XR status | none |
Interactors and Interactables
| Skill | Use | Key parameters |
xr_add_ray_interactor | Remote pointing / ray interaction | name, maxDistance?, lineType? |
xr_add_direct_interactor | Close-range hand grab | name, radius? |
xr_add_socket_interactor | Snap-to slot | name, showHoverMesh?, recycleDelay? |
xr_add_grab_interactable | Rigidbody + collider + grab config | name, movementType?, throwOnDetach? |
xr_add_simple_interactable | Hover/select without grab | name |
xr_configure_interactable | Fine-tune interactable behavior | target + changed fields only |
xr_list_interactors | List all scene interactors | none |
xr_list_interactables | List all scene interactables | none |
Locomotion and XR UI
| Skill | Use | Key parameters |
xr_setup_teleportation | Add teleport provider to XR Origin | none |
xr_add_teleport_area | Mark a surface as teleportable | name, matchOrientation? |
xr_add_teleport_anchor | Create a stationary teleport destination | name, x/y/z, rotY?, matchOrientation? |
xr_setup_continuous_move | Add stick locomotion | moveSpeed?, enableStrafe?, enableFly? |
xr_setup_turn_provider | Add snap or smooth turn | turnType, turnAmount?, turnSpeed? |
xr_setup_ui_canvas | Convert Canvas for XR interaction | name |
Feedback and Filtering
| Skill | Use | Key parameters |
xr_configure_haptics | Set hover/select vibration | name, intensities, durations |
xr_add_interaction_event | Wire interaction callback to target method | name, eventType, targetName, targetMethod |
xr_configure_interaction_layers | Set InteractionLayerMask | name, layers, isInteractor |
Workflow Summary
Rig Setup
- Run
xr_check_setup. - Create the rig with
xr_setup_rig. - Ensure XR UI input exists with
xr_setup_event_system. - Add at least one interactor per controller.
Grab Setup
- Direct hand grab:
xr_add_direct_interactor+xr_add_grab_interactable - Distance grab:
xr_add_ray_interactor+xr_add_grab_interactable - Socket placement:
xr_add_socket_interactor+ grabbable object
movementType defaults matter:
VelocityTracking: best general-purpose physical grabKinematic: use for handles/tools that should not get stuckInstantaneous: best for precise remote grab
Locomotion Setup
- Teleport:
xr_setup_teleportation+xr_add_ray_interactor+xr_add_teleport_area/xr_add_teleport_anchor - Continuous locomotion:
xr_setup_continuous_move - Turn:
xr_setup_turn_provider
Comfort default: snap turn + moderate move speed (~2.0 m/s).
XR UI
- Convert Canvas with
xr_setup_ui_canvas - Ensure
xr_setup_event_system - Add a ray interactor on the controller that should click UI
Events and Haptics
Event types for xr_add_interaction_event: selectEntered, selectExited, hoverEntered, hoverExited, firstSelectEntered, lastSelectExited, activated, deactivated.
Haptic defaults: selectIntensity=0.5, selectDuration=0.1, hoverIntensity=0.1, hoverDuration=0.05.
Collider Configuration Matrix
This is the most important XR anti-hallucination table.
| Component | Collider required | isTrigger | Recommended collider | Reason |
XRDirectInteractor | Yes | True | SphereCollider (0.1-0.25) | Overlap detection |
XRRayInteractor | No | - | None | Uses raycasts |
XRSocketInteractor | Yes | True | SphereCollider (0.1-0.3) | Snap zone |
XRGrabInteractable | Yes | False | BoxCollider or convex MeshCollider | Physics + ray target |
XRSimpleInteractable | Yes | False | BoxCollider | Selection detection |
TeleportationArea | Yes | False | MeshCollider or BoxCollider | Surface raycast target |
TeleportationAnchor | Yes | False | Thin BoxCollider | Point raycast target |
Critical rules:
XRGrabInteractableneeds aRigidbody.- A grabbable collider must not be trigger.
- A direct interactor collider must be trigger.
- Dynamic mesh colliders must be convex.
- Socket colliders should be trigger-only overlap zones.
Version Compatibility
| Topic | XRI 2.x | XRI 3.x |
| Main namespace style | root namespace | split sub-namespaces |
| Rig type | XROrigin | XROrigin |
| Locomotion core | LocomotionSystem | LocomotionMediator |
| Controller type | ActionBasedController | ActionBasedController |
| Bridge behavior | Reflection helper falls back automatically | Reflection helper prefers 3.x first |
C# Templates
Recipe path rule: ../../recipes/xr/<command>.md
See ../../recipes/xr/<command>.md for C# templates.
Important Notes
- Scenes should normally have exactly one
XRInteractionManager. - Most locomotion skills assume an
XROriginalready exists. - Package installation or reconfiguration can trigger Domain Reload. Wait before retrying XR calls.
- Use
InteractionLayerMaskfor interactor/interactable filtering. - For custom XR scripts, prefer XRI lifecycle hooks and events over
Update()polling when possible.
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