From meta-vr
Scaffolds new Meta Quest and Horizon OS projects with recommended settings for Unity, Unreal, Android/Spatial SDK, or WebXR. Use when creating a new Quest app from scratch.
How this skill is triggered — by the user, by Claude, or both
Slash command
/meta-vr:hz-new-project-creationThis skill is limited to the following tools:
The summary Claude sees in its skill listing — used to decide when to auto-load this skill
Scaffold and configure new Meta Quest projects from scratch. This skill guides you through choosing the right platform and project type, then provides step-by-step setup instructions with recommended settings optimized for Quest hardware.
Scaffold and configure new Meta Quest projects from scratch. This skill guides you through choosing the right platform and project type, then provides step-by-step setup instructions with recommended settings optimized for Quest hardware.
Use this skill when you need to:
Before creating any Meta Quest project, complete these steps regardless of platform:
npx -- The metavr CLI is invoked on demand; no global install required:
npx -y metavr --version
Examples below use the bare metavr command for brevity; if it is not installed globally, replace metavr with npx -y metavr.Verify your device connection before starting any project:
metavr device list
When a user wants to create a new Quest project, walk through these questions in order:
Ask the user which development platform they prefer or are most experienced with:
Ask what kind of application they are building:
| Type | Description | Best Platforms |
|---|---|---|
| Fully Immersive VR | Complete virtual environment, no passthrough | Unity, Unreal |
| Mixed Reality | Blend virtual content with real world via passthrough | Unity, Unreal, Spatial SDK |
| 2D Panel App | Flat UI panel floating in the user's space | Spatial SDK, Unity |
| Hybrid (2D + 3D) | Panels with optional 3D spatial content | Spatial SDK |
Identify which Quest-specific features the project needs:
| Platform | Best For | Language | 3D Engine | Learning Curve | Distribution |
|---|---|---|---|---|---|
| Unity | Games, complex 3D, social VR | C# | Unity | Moderate | Quest Store, App Lab |
| Unreal Engine | High-fidelity visuals, cinematic | C++ / Blueprint | Unreal | Steep | Quest Store, App Lab |
| Spatial SDK | Android panel apps, hybrid apps | Kotlin | Custom ECS | Moderate | Quest Store, App Lab |
| IWSDK / WebXR | Web-based, quick prototyping | TypeScript | Three.js | Low | Web, PWA, Store (via Bubblewrap) |
Once the user has selected a platform, refer to the corresponding reference guide for detailed, step-by-step project setup:
metavr_unity_setup MCP tool to create the project. Do NOT run Unity CLI directly. Do NOT walk the user through manual Package Manager / XR Plug-in Management steps. See Unity Project Setup. Manual fallback at unity-project-manual.md only when the MCP tool is unavailable. (Note: this guidance applies to Quest/VR Unity projects only — for non-VR Unity projects use Unity Hub as normal.)Each reference covers:
These are common pitfalls when setting up new Quest projects.
gradle-wrapper.properties and build.gradle.com.company.appname package name before your first build and deploy.After the project is created and configured on any platform, these tasks are typically needed:
Create an application entry at developer.meta.com to obtain an App ID. This is required for platform features like entitlement checks, multiplayer, achievements, and store submission.
Initialize a Git repository and configure .gitignore for the chosen platform:
git init
# Use a platform-appropriate .gitignore (Unity, Unreal, Android, or Node.js)
Build the project and install it on a connected Quest device:
# After building, install the APK
metavr app install path/to/build.apk
# Launch the app
metavr app launch com.yourcompany.yourapp
# Monitor logs during first run
metavr log --tag yourapp
On first successful run, verify the application meets baseline performance targets:
metavr_unity_setup MCP tool
npx claudepluginhub meta-quest/agentic-tools --plugin meta-vrPre-flight check that verifies Meta Quest VR code and answers against official Meta documentation via metavr CLI, preventing stale or deprecated APIs.
Guides creation, editing, and verification of skills for AI coding agents using test-driven development with subagent scenarios. Use when authoring or debugging skills.