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

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# 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
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