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mirzaaghazadehmirzaaghazadeh/unity-meta-quest-skills/skills/custom/quest-dev-workflow/SKILL.md

quest-dev-workflow

Skill1 starsChanged 30 days agoMITView on GitHub

Start-here map for making a Meta Quest VR game in Unity with Claude Code and shipping it on the Meta Horizon Store, for Quest 3/3S and the upcoming Meta VR Glasses (eyes-and-hands input, v207 SDKs). Gives the end-to-end order (verify, set up, build the game, test on the headset or simulator, release build, VRC audit, store listing, upload, submit), names the skill that handles each step, and lists the hard rules (confirm before any store upload or submission, never commit keystores, target API 34). Use when starting or planning a Quest Unity project, when unsure which skill fits a task, when the user asks "what's next", "where do I start", "how do I ship this" or "does it work on Meta VR Glasses", or at the start of any multi-step Quest task.

The file

We split this skill into the rules it gives an agent

4 rules. About 0 are common, 1 is distinctive, and 3 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈1

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 3

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Check the tools, and ask before installing anything that's missing:

    line 38
  2. Very specific:

    Prefer driving the open Editor (unity-cli, unity-pipeline: unity command run_script / eval.

    line 45
  3. Very specific:

    Ask first: before you upload to any release channel, use --publish, touch the LIVE or production channel, submit for review, install a …

    line 81
  4. Very specific:

    When the library is installed as Claude Code plugins, skills come in five bundles: quest-core (this skill and the main path), …

    line 135

≈ “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

Quest game workflow: start here

Made by Navid Mirzaaghazadeh · part of unity-meta-quest-skills · MIT

This skill only routes. The detailed steps live in the skills it names. Load the named skill before acting on a step.

  • Plugin installs prefix skill names, for example quest-core:unity-cli. Match on the part after the colon.
  • If a named skill isn't installed, say so and name the bundle that has it (see Bundles). Don't improvise its content from memory.

1. Before anything Quest-specific

  1. Load hz-quest-verify-first. Quest APIs, manifest rules and store requirements change often, so check claims against Meta's live docs (metavr docs search "<topic>"), not memory.
  2. Check the tools, and ask before installing anything that's missing:
    unity --version && unity status     # Unity CLI; an open Editor should show state "ready"
    metavr --version && metavr device list
    Missing tools → unity-quest-dev-setup (Unity CLI, Editor, Android modules) and metavr-cli (Meta VR CLI).
  3. Prefer driving the open Editor (unity-cli, unity-pipeline: unity command run_script / eval; in Pipeline 0.9 script run / script eval, see skills/meta-official/ERRATA.md) over hand-editing .unity, .prefab or .asset YAML.

2. The path from idea to store

#PhaseSkills, in orderDone when
0Plangame-gdd-author, prototype-fast, hz-immersive-designer, horizon-launch-roadmapCore loop proven in the headset. Package name and comfort target decided
1Set upunity-quest-dev-setup → hz-new-project-creation → quest-unity-project-settings → hz-unity-meta-core-sdkEmpty scene runs on the Quest; settings audit passes
2Build the gamequest-level-blockout (layout from data, validated, reviewed headless), quest-asset-sourcing (CC0 art, CREDITS.md), hz-unity-meta-interaction-sdk (or unity-xr for XR Interaction Toolkit: pick one), hz-unity-meta-quest-ui, hz-unity-meta-mixed-reality-utility-kit, physics-3d-collision, unity-package-managementFeatures work in the Editor and the XR Simulator
3Iterate without a headsethz-xr-simulator-install-and-configure, hz-xr-simulator-controlSimulator session reproduces the feature
4Testunity-test-runner-cli (+ test-designing-guide), game-playtestEditMode/PlayMode tests green; playtest notes logged
5Debug and performancehz-vr-debug, hz-unity-code-review, hz-perfetto-debug, hz-simpleperf-debug, scenario-unity-performance, project-auditor-fixesHolds the frame rate on the lowest target device
6Release buildunity-quest-android-build (standard script: templates/QuestBuild.cs)Signed ARM64 APK passes the APK checks
7Store readinesshorizon-vrc-checklist, hz-unity-platform-sdk (entitlement, achievements, IAP)Every applicable VRC passes on the device
8Store listinghorizon-store-listing-assets, review-game-trailerArt, copy, rating and privacy policy ready
9Upload and submithorizon-store-publish-unity (ALPHA/BETA first), then Dashboard submission (hz-store-submit for the walkthrough)Build on a test channel, then submitted by the user

Also targeting Meta VR Glasses (ships spring 2027)

Same Horizon OS, Store and v207 SDKs as Quest, but eyes target, a pinch selects, controllers are sold separately, and the field of view is about 70° × 66°. Users without controllers see hand-tracked titles first. Decide at phase 0 whether controllers are required, optional or unsupported, then add these steps:

PhaseAddDone when
1 Set upCore SDK and Interaction SDK 207+ (hz-unity-sdk-upgrade), Hand/Eye Tracking Support (meta-vr-glasses-unity Step 2)Readiness scan has no High findings that you intend to ship
2 Buildmeta-vr-glasses-unity (gaze + pinch via ISDK, 3° targets, no hover-only actions), hz-unity-device-readiness (controller audit, head-locked UI vs the narrower FoV)Every required flow works with eyes and hands
3 IterateXR Simulator Meta VR Glasses profile + Look and Pinch; FoV simulation; meta-xr-operator-unity to let the agent drive and screenshot the running appFlows pass in the simulator with no controllers
6 Release buildunity-quest-android-build VR Glasses checks (ARM64 only, input declarations, no Operator layer, experimental off)APK checks pass
9 UploadDashboard Supported Devices: Future devices + each Quest (horizon-store-publish-unity)Build targets Future devices

3. Hard rules

  • Ask first before you upload to any release channel, use --publish, touch the LIVE or production channel, submit for review, install a tool, or change Claude or MCP config. Store submission itself happens in the Developer Dashboard, done by the user.
  • Never commit or print secrets. Keystore passwords and app secrets come from environment variables. Remind the user to back up the keystore: without it the app can never be updated.
  • Packaging baseline: IL2CPP, ARM64 only, targetSdkVersion 34 set explicitly (Unity's Meta Quest profile defaults to 32), and a version code that always increases.
  • Conflicting values: Meta's hz-store-submit has outdated store specs (see ERRATA.md in the repo). The horizon-* skills hold the values checked on 2026-10-16. When in doubt, run metavr docs search.
  • One of each: one interaction stack (Meta Interaction SDK or XRI), one build script, one verify-first skill (hz-quest-verify-first).
  • Prove it on the device. Editor Play mode is not proof. Test on the headset or in the simulator, and read the logs (hz-vr-debug). Meta VR Glasses hardware isn't out yet: say which checks only the simulator covered.
  • Experimental agent tools stay out of release builds. Meta XR Operator works only in Development builds, and Meta's in-Editor AI features run Claude Code with permissions bypassed; ask before enabling them.

4. Quick router

The user wants to…Use
install or fix the Unity CLI, Editors, Android modulesunity-quest-dev-setup, unity-cli
create a new Quest projecthz-new-project-creation
check or fix project settingsquest-unity-project-settings
add a camera rig, passthrough, hand tracking, anchorshz-unity-meta-core-sdk
grab, poke, ray, teleport, locomotionhz-unity-meta-interaction-sdk
place things in the real room (mixed reality)hz-unity-meta-mixed-reality-utility-kit, hz-unity-placement
build VR menus and texthz-unity-meta-quest-ui, hz-unity-tmp-resources, unity-xr-mr-ui-director
block out a level, check jump distances, screenshots or the per-eye view without a headsetquest-level-blockout
find free models, characters, textures; credits and licensesquest-asset-sourcing
run Editor scripts headless (batch mode, CI)unity-quest-dev-setup → references/batch-mode-traps.md
import a 3D modelhz-unity-fbx-import; Blender work: scenario-blender-expert
write shaders that work in both eyesscenario-unity-shaders
add multiplayer or voicesetup-multiplayer-services, unity-multiplayer, setup-vivox-voice-chat
metavr MCP tools don't load in Claude Code ("tools fetch failed")unity-quest-dev-setup (Step 8: relay workaround)
add achievements, leaderboards, IAP, entitlementhz-unity-platform-sdk
fix comfort or motion sicknesshz-immersive-designer, xr-platforms-audio-and-comfort
find why the game stuttershz-perfetto-debug, hz-unity-code-review, scenario-unity-performance
see headset logs, screenshots, crasheshz-vr-debug
run testsunity-test-runner-cli
build an APKunity-quest-android-build
check store requirementshorizon-vrc-checklist
make store art, trailer, description, pricinghorizon-store-listing-assets, review-game-trailer
upload a build or manage channelshorizon-store-publish-unity
plan the launch date, Early Access, pre-ordershorizon-launch-roadmap
upgrade the Meta XR SDKhz-unity-sdk-upgrade, hz-api-upgrade
make the app work on Meta VR Glasses, without controllers, or with look and pinchmeta-vr-glasses-unity, then hz-unity-device-readiness
check UI against the narrower VR Glasses field of viewmeta-vr-glasses-unity (Step 4), hz-unity-device-readiness
let the agent play, test or screenshot the running app (Meta XR Operator)meta-xr-operator-unity

Bundles

When the library is installed as Claude Code plugins, skills come in five bundles: quest-core (this skill and the main path), meta-quest-extras (other Meta Unity features and tools), unity-extras (other official Unity skills), community-unity-xr and community-design-art. See the repository README for install commands. meta-vr-glasses-unity and hz-unity-device-readiness belong with the main path; meta-xr-operator-unity and the XR Simulator skills are in meta-quest-extras. Check the README if a skill isn't where this says.

Sources for the VR Glasses rows: https://developers.meta.com/vr/essentials/bring-your-app-glasses/ (2026-10-13), https://developers.meta.com/vr/documentation/unity/unity-support-meta-vr-glasses/ (2026-09-30), https://developers.meta.com/blog/meta-connect-recap-start-building-the-future-of-vr/ (2026-09-24).

Last verified: 2026-10-17

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