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hz-unity-code-review

Skill200 starsChanged 53 days agoApache-2.0View on GitHub

Reviews Unity code targeting Meta VR and Horizon OS for performance issues, rendering best practices, and common VR pitfalls. Use during code review or when diagnosing Meta VR performance problems in Unity projects.

1 other project uses a version of this.

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10 rules. About 0 are common, 9 are distinctive, and 1 is very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈9

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 1

    Very specific

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  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Use this skill when reviewing Unity C# code or project settings that target Meta VR headsets.

    line 12
  2. Distinctive:

    Single-pass multiview: must be enabled (Player Settings > XR Plug-in Management > Oculus > Stereo Rendering Mode)

    line 29
  3. Distinctive:

    Vulkan: should be the primary graphics API

    line 30
  4. Distinctive:

    HDR: should be disabled in URP asset settings

    line 32
  5. Distinctive:

    Post-processing: should be minimal or disabled

    line 33
  6. Distinctive:

    Use of URP/Lit or URP/Simple Lit instead of Standard shader

    line 57
  7. Distinctive:

    No screen-space effects (SSAO, SSR, screen-space shadows)

    line 60
  8. Very specific:

    Controllers: Use Unity's Input System Package for new projects (recommended).

    line 94
  9. Distinctive:

    Use streaming load type for clips longer than 1 second

    line 114
  10. Distinctive:

    Use device-side profiling to validate that code review findings translate to real performance improvements.

    line 223

≈ “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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Unity Code Review for Meta VR

When to Use

Use this skill when reviewing Unity C# code or project settings that target Meta VR headsets. This includes:

  • Reviewing scripts for VR performance issues
  • Checking rendering pipeline configuration and settings
  • Ensuring adherence to Meta VR-specific best practices
  • Identifying common VR development pitfalls
  • Validating input handling for controllers, hands, and eye tracking
  • Auditing memory usage and GC allocation patterns

Key Review Areas

1. Rendering Pipeline Configuration

Meta VR applications must use the Universal Render Pipeline (URP) with specific settings optimized for mobile VR. The Built-in Render Pipeline is not recommended for new Meta VR projects.

Critical settings to verify:

  • Single-pass multiview must be enabled (Player Settings > XR Plug-in Management > Oculus > Stereo Rendering Mode)
  • Vulkan should be the primary graphics API
  • Linear color space is required for correct lighting
  • HDR should be disabled in URP asset settings
  • Post-processing should be minimal or disabled

2. Draw Call Budgets and Batching

Meta VR has draw call budgets that vary by workload complexity. Every draw call has CPU overhead that directly impacts frame timing.

MetricQuest 2 / Quest ProQuest 3 / Quest 3SMeta VR Glasses
Draw calls (busy simulation)80-200200-300200-300
Draw calls (medium simulation)200-300400-600400-600
Draw calls (light simulation)400-600700-1000700-1000
Triangles per frame750K-1M1M-2M1M-2M
SetPass calls< 50< 80< 80

Enable and verify:

  • Static batching for non-moving geometry
  • GPU instancing for repeated objects
  • SRP batcher for URP materials
  • Dynamic batching for small meshes (< 300 vertices)

3. Shader Complexity

Mobile GPUs on Meta VR cannot handle desktop-class shaders. Review all materials for:

  • Use of URP/Lit or URP/Simple Lit instead of Standard shader
  • Custom shaders that minimize texture samples and ALU operations
  • Avoidance of real-time shadows where possible (bake instead)
  • No screen-space effects (SSAO, SSR, screen-space shadows)

4. Memory Management

GC allocations cause frame hitches and must be eliminated from hot paths.

// BAD: Allocates every frame
void Update() {
    string label = "Score: " + score.ToString();
    var enemies = FindObjectsOfType<Enemy>();
    var filtered = enemies.Where(e => e.IsAlive).ToList();
}

// GOOD: Zero allocations in Update
private StringBuilder _sb = new StringBuilder(32);
private List<Enemy> _enemyCache = new List<Enemy>();
private Enemy[] _enemyArray;

void Start() {
    _enemyArray = FindObjectsOfType<Enemy>();
}

void Update() {
    _sb.Clear();
    _sb.Append("Score: ");
    _sb.Append(score);
}

5. Input Handling

Meta VR supports multiple input modalities. Code should handle:

  • Controllers: Use Unity's Input System Package for new projects (recommended); OVRInput is maintained for legacy support
  • Hand tracking: OVRHand and OVRSkeleton for hand pose data
  • Eye tracking: OVREyeGaze (Quest Pro / Meta VR Glasses, requires permission)
  • Graceful switching between controller and hand tracking modes

6. Physics Configuration

Physics simulation is expensive on mobile. Review for:

  • Physics timestep set to match target frame rate (72/90/120 Hz)
  • Simplified collision meshes (use primitives, not mesh colliders)
  • Reduced solver iterations (4-6 is usually sufficient)
  • Layer-based collision matrix to minimize pair checks
  • Rigidbody sleep thresholds configured appropriately

7. Audio Setup

Audio is often overlooked but can impact performance:

  • Compress audio clips (Vorbis for music, ADPCM for short SFX)
  • Use streaming load type for clips longer than 1 second
  • Limit simultaneous audio sources (target < 16)
  • Spatialize audio using Meta's audio SDK for 3D positioning

Quick Review Checklist

AreaTargetNotes
Draw calls80-200 (busy) to 400-600 (light)Use batching, instancing, atlasing
Triangles750K-1M/frameUse LODs, occlusion culling
Texture resolutionMax 2K, 4K sparinglyASTC compression required
ShaderURP mobile shadersNo Standard shader, no screen-space effects
Rendering modeSingle-pass multiviewMust be enabled in XR settings
FFREnabled (High or HighTop)Fixed foveated rendering reduces edge fragment cost
MSAA4x quality / 2x perfFree on tile-based GPU when configured correctly
Target frame rate72 Hz minimum90 Hz recommended, 120 Hz for smooth experiences
GC allocations0 B/frame in steady stateNo allocations in Update/LateUpdate/FixedUpdate
Audio sources< 16 simultaneousUse pooling for audio sources

What to Look For in Code

GC-Heavy Patterns

// Flag these patterns in code review:
Camera.main                          // Calls FindWithTag internally
GameObject.Find("name")             // Linear search every call
GetComponent<T>() in Update         // Cache the result
new List<T>() in Update             // Allocates on heap
string + string in Update           // Creates new string objects
foreach on non-List collections     // Enumerator allocation
LINQ queries (.Where, .Select)      // Multiple allocations
Boxing (int -> object)              // Heap allocation
delegate/lambda in hot paths        // Closure allocation

Update() Misuse

// BAD: Empty Update still has overhead
void Update() { }

// BAD: Logic that doesn't need per-frame execution
void Update() {
    SavePlayerPrefs();  // Should be event-driven
}

// GOOD: Use events, coroutines, or InvokeRepeating for non-per-frame logic
void OnScoreChanged(int newScore) {
    UpdateScoreUI(newScore);
}

Camera.main Anti-Pattern

// BAD: Camera.main uses FindWithTag internally
void Update() {
    transform.LookAt(Camera.main.transform);
}

// GOOD: Cache the reference
private Transform _cameraTransform;

void Start() {
    _cameraTransform = Camera.main.transform;
}

void Update() {
    transform.LookAt(_cameraTransform);
}

Find Calls in Hot Paths

// BAD: Expensive search every frame
void Update() {
    var player = GameObject.FindWithTag("Player");
    var rb = player.GetComponent<Rigidbody>();
}

// GOOD: Cache in Awake/Start or use dependency injection
private Rigidbody _playerRb;

void Awake() {
    _playerRb = GameObject.FindWithTag("Player").GetComponent<Rigidbody>();
}

Using metavr for Validation

You can use the metavr tool to validate builds and check device-side behavior. Invoke via metavr <args> (published as the npm package metavr; if metavr is not on PATH, run npx -y metavr <args>) — no install required.

# Check connected Meta VR device
metavr device list

# Install and run a build
metavr app install path/to/build.apk
metavr app launch com.company.app

# Check device logs for errors
metavr adb logcat --tag Unity

# Monitor GPU performance
metavr perf capture

Use device-side profiling to validate that code review findings translate to real performance improvements.

Reference Documents

For detailed guidance on specific topics, see the following reference documents:

  • Performance Checklist — comprehensive performance targets and optimization strategies
  • Rendering Best Practices — Meta VR-specific rendering configuration and shader guidelines
  • Input Handling — controller, hand tracking, and eye tracking implementation
  • Common Pitfalls — frequently encountered mistakes and their fixes

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