Individual skill
hz-unity-device-readiness
Audits a Unity project for Meta VR Glasses readiness across input and field of view — finds controller-dependent interactions such as OVRInput usage, recommends hand-tracking and ISDK controller-to-hands migrations, produces a prioritized migration plan, and detects head-locked UI that a narrower FoV would clip.
skills/hz-unity-device-readiness/SKILL.md
Source commit 3a8553d10a5a1bd1bf9beaaa950243fbbed3b9ea
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- Matches the observed repository HEAD
- Yes
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- No
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- Observed behavior
- Not checked yet
- Last checked
- Nov 5, 2026
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Repository context
- Repository stars (not skill ratings)
- 248
- Repository last updated
- Sep 24, 2026
- License
- Apache-2.0
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- mcp Repository topic
- meta-quest Repository topic
- skills Repository topic
- vr Repository topic
- adb Repository topic
- cli Repository topic
- dev-tools Repository topic
- horizon-os Repository topic
- mcp-server Repository topic
- meta Repository topic
- design Derived category
- design-interface Derived category
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SKILL.mdcore · 9,844 bytesSKILL.mdcore · 9,844 bytesSKILL.mdcore · 9,844 bytesreferences/hand-tracking-patterns.mddoc · 8,297 bytesreferences/migration-guide.mddoc · 4,159 bytes
Read excerpt
# Device Readiness
## Context
This skill prepares a Unity project for Meta VR Glasses device requirements across two dimensions: **input** (hand tracking as the primary input, not a fallback) and **field of view** (a device with a narrower FoV than current Quest headsets). The input workflow is immediately below; the field-of-view workflow is its own section further down.
The target device treats hand tracking as the primary input method, not a fallback. Most existing Quest projects were built controller-first, so the work isn't just "replace button presses with gestures" — it's rethinking interaction design so hands feel natural instead of like a worse controller. A systematic scan matters: find every controller dependency, understand the gameplay intent behind it, and map it to the right ISDK pattern.
When a Meta VR Glasses or Meta Quest device is connected, ground the audit in real device data first — `metavr device list` shows what's attached, and `metavr device info <id>` reports the device's input and display capabilities the audit should target.
## Analysis Workflow
### Step 1: Scan the Project