npx skills add ...
npx skills add meta-quest/agentic-tools --skill hz-quest-verify-first
MANDATORY pre-flight check before answering any question or writing any code related to Meta Quest VR headsets (Quest 2, Quest 3, Quest 3S, Quest Pro) or apps that target them. Forces verification against authoritative Meta sources via the metavr CLI / metavr MCP tools BEFORE relying on training-data knowledge. Counters the failure mode where agents answer Quest-related questions from stale memory and ship deprecated APIs, broken Android manifests, and store-rejected builds. Loads automatically when the user is in a Quest project (any reference to Oculus / Meta Quest / Horizon OS, Unity OVR or Meta XR packages, com.meta.* / com.oculus.* package IDs, Quest-targeted AndroidManifest, .meta files, or developers.meta.com / developer.oculus.com URLs). Build paths: all; use this skill first whenever the path is unknown or a Quest-specific claim is involved.
npx skills add meta-quest/agentic-tools --skill hz-quest-verify-first
You are about to be told to call tools you may not recognize by name. Read this section first so the rest makes sense.
metavr on npm. Invoke via metavr <args> (or
npx -y metavr <args> with no install; npx always pulls the latest
published version). It wraps adb and Meta's developer APIs into
higher-level commands for Meta VR
device development: list devices, install apps, capture Perfetto traces,
search Meta VR documentation, query 3D asset libraries, automate UI
interactions, etc. metavr is the primary action layer for Meta VR dev work —
the equivalent of what gcloud is for GCP or git is for source control.vr_docs_search — search the official Meta developer documentationvr_docs_get_page — fetch the full text of a specific docs pagedevice — query and control connected Meta VR Glasses and Meta Quest headsets (list,
info, connect, reboot, battery, controllers, proximity, etc.)app — query and manage installed apps (list, info, install,
uninstall, launch, stop, clear)files — file ops on a connected Meta VR device (ls, push, pull, rm, mkdir)run — catch-all for any metavr subcommand without a dedicated tool
(perf, ovrmetrics, ui, audio, casting, window, unity, sideload, asset,
config, …). Its JSON Schema is generated from clap so the available
subcommands and their typed args are visible to you in the tool definition.cli_help — discover metavr subcommands and flags as markdownOVR namespace and the "Oculus Integration" Unity package.
Both have been deprecated in favor of the Meta XR All-in-One SDK family.
Most training data still recommends the deprecated names. Verify before
recommending anything in this area.Meta Quest and Horizon OS evolve fast. Meta SDKs ship every few weeks. APIs get renamed before public release. Manifest entitlements and store policies update monthly. Entire SDK families (Meta Spatial SDK, IWSDK, Horizon OS shells) post-date most LLM training corpora.
You almost certainly have stale knowledge about Quest specifics. The package names you remember have been renamed. The Unity menu paths have moved. The setup steps that worked on a prior Horizon OS version silently broke on the current one. The "OVR" namespace you reach for has been split across half a dozen Meta XR packages.
If you answer a Meta Quest question or write Quest-targeted code without verifying first, you will hallucinate. The user will not notice until their build fails, their app gets rejected from the store, or their AndroidManifest doesn't publish.
This skill is a hard gate. Treat it as a precondition, not a suggestion.
You MUST run the verification flow below if ANY of the following is true for the current task:
OVRPlugin, "Meta XR All-in-One SDK", or com.meta.xr.*
in manifest.json / Packages/manifest.jsoncom.meta.spatial.plugins.*)com.oculus.*, com.meta.quest.*, or horizon
feature declarationscom.meta.* or com.oculus.*.meta files indicating Unity, or Quest_*.uplugin / *.unrealhxr filesdevelopers.meta.com/horizon,
developer.oculus.com, oculus.com/sparkle-updates, or any Meta Quest
documentation URLadb commands targeting a specific deviceIf you are not sure, the answer is YES — run the verification flow.
Classify the project before choosing SDKs, docs scopes, or specialist skills:
| Build path | Signals | Route to |
|---|---|---|
| Standard Android | Activities, Views, Compose, React Native, Expo, or an existing phone/tablet app rendered in a system panel | hz-android-2d-porting; hz-react-native-expo for React Native or Expo; hz-new-project-creation for a new app |
| Meta Spatial SDK | com.meta.spatial dependencies or an immersive Kotlin/Android scene | hz-spatial-sdk; hz-new-project-creation for setup |
| Unity | Unity project files or Meta XR Unity packages | hz-unity-project-analyzer for an existing project; hz-unity-meta-core-sdk for core SDK setup; hz-new-project-creation for a new app |
| Unreal Engine | .uproject files, Unreal modules, or Meta XR Unreal plugins | hz-new-project-creation for a new app; otherwise no dedicated skill yet, so use Step 2 with scope="unreal"; use hz-xr-simulator-install-and-configure for simulation |
| Native OpenXR | C/C++ or NDK application using the OpenXR loader directly | No dedicated skill yet; use Step 2 with scope="native"; use hz-xr-simulator-install-and-configure for simulation |
| WebXR | Browser-delivered immersive content or IWSDK | hz-iwsdk-webxr; hz-store-pwa for PWA delivery; hz-new-project-creation for a new app |
Do not add Meta Spatial SDK to a Standard Android app merely because it targets Quest. When signals overlap, classify in this order:
com.meta.spatial dependency or Gradle plugin -> Meta Spatial SDK.uproject or Unreal modules -> Unreal EngineBefore writing or recommending anything Quest-specific, call the
vr_docs_search MCP tool. If MCP is not available, use the equivalent
metavr CLI command metavr docs search.
MCP:
CLI:
If you need exact wording (manifest entries, full API signatures, store
policy text, code snippets), follow up with vr_docs_get_page on the
canonical_url or doc_path returned by verify. Never paraphrase a
truncated snippet when correctness matters.
CLI:
Before suggesting which device a command should target, claiming an app is
installed, recommending an adb command, or writing install / launch /
sideload steps, query the user's actual metavr-managed environment.
MCP:
CLI:
The user may have zero, one, or many Meta VR devices connected via USB and WiFi — multiple Quest models, dev kits, sideloaded builds, pinned older Horizon OS versions. Your training data has zero visibility into this.
If you do not know which metavr subcommand or run invocation fits the
user's request, call cli_help (MCP) or metavr --markdown-help (CLI)
first. Do not invent flags or subcommands — metavr gets new functionality
every release and your training data does not include it.
For long-tail subcommands (perf, ovrmetrics, ui, etc.), the
run tool's input schema enumerates every subcommand path and its
typed args via JSON Schema oneOf. You can read it directly from the
tool definition rather than guessing.
MCP:
CLI:
These are concrete, recurring failures that the verification flow prevents:
Oculus → ... may now
live under Meta XR → ... or have been removed entirely.adb shell command without
first listing devices, then watching it fail or hit the wrong device.Do not do any of these:
vr_docs_search first
because "you remember" the answeradb shell command without first calling
device(action="list") to see what's connectedvr_docs_get_page)cli_help firstWhen you do verify, present your answer with citations and a brief recency note. The user is paying for the verification step — show that it happened.
This both proves the verification ran and trains the user to trust verified-answer responses over from-memory ones.
If the agent host does not have the metavr MCP server installed, fall back to
the metavr CLI (same authoritative backend, same content; prefix with npx -y
if you use the npm distribution instead of the standalone binary) and tell the
user once how to install the MCP server for next time:
The verify step is required, not optional — run it via metavr docs search "<query>" even on the very first question if the MCP server is not yet wired up.
metavr-cli — full metavr CLI reference (commands, flags, examples)hz-vr-debug — on-device debugging with logs and screenshotshz-perfetto-debug — Perfetto trace analysis for jank / GPU / CPU bottleneckshz-store-submit — end-to-end Meta Horizon Store submission (includes store-readiness checks)hz-android-2d-porting — adapting a Standard Android app for Horizon OS panelshz-react-native-expo — React Native and Expo apps on the Standard Android pathhz-new-project-creation — build-path-specific setup for a new Android projecthz-spatial-sdk — Meta Spatial SDK API guidancehz-platform-sdk — Horizon Platform SDK API guidancehz-xr-simulator-install-and-configure — simulator installation and configuration for Unity, Unreal, and Native OpenXR projectshz-unity-project-analyzer — inspect and classify an existing Unity projecthz-unity-meta-core-sdk — set up the Meta XR Core SDK in Unityhz-iwsdk-webxr — build immersive WebXR experiences with IWSDKhz-store-pwa — package and distribute a WebXR experience as a PWAdevice(action="list") # ALWAYS start here
device(action="info", target="<serial>")
app(action="list", target="<serial>")
app(action="info", package="<package>")
run(subcommand=["config", "show"]) # catch-all for misc readsmetavr device list
metavr device info <serial>
metavr app list -d <serial>
metavr app info <package>
metavr config listcli_help(topic="perf") # focused help for a subcommand tree
cli_help() # full top-level command treemetavr --markdown-help
metavr perf --helpPer the current Meta Spatial SDK docs (verified just now via
vr_docs_search):
<answer grounded in retrieved content>
Source: <canonical_url returned by the tool>metavr mcp install <your-tool> # claude-code | cursor | claude-desktop | vscode | ...
metavr mcp install project # install at the repo root for this project only