--- name: hz-quest-verify-first license: Apache-2.0 description: >- 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. allowed-tools: Bash(metavr:*), Bash(npx:*) --- # Verify First — Meta Quest Development ## What you need to know before reading the rest of this You are about to be told to call tools you may not recognize by name. Read this section first so the rest makes sense. - **Meta Quest** is Meta's line of standalone VR / mixed-reality headsets (Quest 2, Quest 3, Quest 3S, Quest Pro). They run an Android-based OS. - **Horizon OS** is the name of that operating system. It is forked from Android, ships on every Quest headset, and Meta updates it on its own cadence (separate from upstream Android). Many APIs are Horizon-OS-specific and have no analog in stock Android. - **metavr** ("Meta VR CLI") is a Rust CLI tool published by Meta as a standalone binary and as `metavr` on npm. Invoke via `metavr ` (or `npx -y metavr ` 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. - **metavr MCP server** is a built-in mode of metavr that exposes a focused set of tools to AI coding agents over the Model Context Protocol. The relevant tools for this skill are: - `vr_docs_search` — search the official Meta developer documentation - `vr_docs_get_page` — fetch the full text of a specific docs page - `device` — 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 markdown - **Meta SDKs you may not recognize** that are commonly used in Quest projects: Meta XR All-in-One SDK (Unity), Meta XR Core / Interaction / Platform / Voice / Movement SDKs, Meta Spatial SDK (Kotlin / Android panels), IWSDK (Immersive Web SDK for WebXR), MRUK (Mixed Reality Utility Kit), Presence Platform, Horizon Platform SDK. These ship on their own release cadences, separate from Quest OS. Meta Spatial SDK is the immersive Android/Kotlin path; it is not required for ordinary 2D Android panel apps. - **OVR vs Meta XR** — older Quest Unity content and most of the public web references the `OVR` 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. ## Why this skill exists 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.** ## When this skill applies You MUST run the verification flow below if ANY of the following is true for the current task: - The user mentions Meta Quest, Quest 2 / 3 / 3S / Pro, Oculus, Horizon OS, MR, VR, XR, OpenXR (on Quest), Meta SDK, Meta XR, OVR, Spatial SDK, IWSDK, MRUK, Movement SDK, Voice SDK, Presence Platform, Horizon Platform SDK, hand tracking, passthrough, anchors, scene mesh, casting, eye tracking, body tracking, controllers, or platform compliance / store policy - The repository contains any of: - Unity files with `OVRPlugin`, "Meta XR All-in-One SDK", or `com.meta.xr.*` in `manifest.json` / `Packages/manifest.json` - Spatial SDK gradle plugin (`com.meta.spatial.plugins.*`) - AndroidManifest with `com.oculus.*`, `com.meta.quest.*`, or `horizon` feature declarations - Package IDs starting with `com.meta.*` or `com.oculus.*` - `.meta` files indicating Unity, or `Quest_*.uplugin` / `*.unrealhxr` files - The user's question references `developers.meta.com/horizon`, `developer.oculus.com`, `oculus.com/sparkle-updates`, or any Meta Quest documentation URL - The agent is about to recommend any Meta SDK API, namespace, package, or AndroidManifest entitlement - The agent is about to answer a question about app review, Meta Horizon Store submission, store-readiness or publishing requirements, content rating, or distribution - The agent is about to write `adb` commands targeting a specific device - The agent is about to claim what is or isn't installed on the user's Meta VR device If you are not sure, the answer is YES — run the verification flow. ## The verification flow ### Step 1 — Identify the build path 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: 1. `com.meta.spatial` dependency or Gradle plugin -> Meta Spatial SDK 2. Unity project files -> Unity 3. `.uproject` or Unreal modules -> Unreal Engine 4. OpenXR loader used directly from C/C++ or the NDK -> Native OpenXR 5. IWSDK or browser-delivered project -> WebXR 6. Otherwise, an Android app using Activities, Views, Compose, React Native, or Expo -> Standard Android ### Step 2 — Verify against authoritative documentation Before 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: ``` vr_docs_search( query="", scope="auto", # or unity / unreal / spatial_sdk / android / native / web / # policy / distribution / design mode="verify" ) ``` CLI: ```bash metavr docs search "" ``` 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: ```bash metavr docs fetch "" ``` ### Step 3 — Verify the user's actual environment 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: ``` device(action="list") # ALWAYS start here device(action="info", target="") app(action="list", target="") app(action="info", package="") run(subcommand=["config", "show"]) # catch-all for misc reads ``` CLI: ```bash metavr device list metavr device info metavr app list -d metavr app info metavr config list ``` 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. ### Step 4 — Discover metavr capabilities when unsure 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_help(topic="perf") # focused help for a subcommand tree cli_help() # full top-level command tree ``` CLI: ```bash metavr --markdown-help metavr perf --help ``` ## Specific failure modes you cause by skipping verification These are concrete, recurring failures that the verification flow prevents: - **Deprecated APIs that compile but no-op at runtime.** OVR-namespace function names that were forwarded for one release and removed the next. Code looks correct, builds clean, runs without errors — and produces no observable behavior on device. - **AndroidManifest entitlements that get the app rejected from the Meta Horizon Store.** The required entitlement names changed; an entitlement you "know" is needed is no longer recognized; a new mandatory feature flag is missing. - **Meta SDK package names that don't exist.** Meta XR All-in-One SDK is a family of UPM packages with version-specific names; guessing produces "package not found" errors. - **Unity menu paths from outdated tutorials.** Meta XR menu items moved between SDK versions; setup steps that reference `Oculus → ...` may now live under `Meta XR → ...` or have been removed entirely. - **Spatial SDK class names that were renamed before public release.** The Spatial SDK iterated on its public API late; many class and method names in older blog posts or training data are wrong. - **Passthrough / anchor / scene-mesh setup that worked on a prior Horizon OS version.** Permission flow, system overlay APIs, and manifest features changed across Quest OS versions. What worked in a tutorial last year may silently fail on current Horizon OS. - **OpenXR extensions that are listed but not supported on Quest's runtime.** Generic OpenXR documentation lists extensions Meta has not implemented. Always verify against Meta's documentation, not the OpenXR spec. - **Wrong device targeted.** Recommending a `adb shell` command without first listing devices, then watching it fail or hit the wrong device. - **Store policy claims that are out of date.** Review requirements, rating buckets, and distribution rules update — verify before answering user questions about submission. ## Anti-patterns Do not do any of these: - Answer a Meta Quest question without calling `vr_docs_search` first because "you remember" the answer - Recommend an `adb shell` command without first calling `device(action="list")` to see what's connected - Guess a package name, namespace, or class name from training data when a verify call would resolve the ambiguity - Paraphrase a verify-result snippet for a manifest entry, API signature, or store policy when exact wording is required (use `vr_docs_get_page`) - Search the open web for Meta Quest documentation when authoritative Meta docs are one tool call away - Skip verification because "the docs probably say X" — verify, then say X - Assume metavr does not have a subcommand for what the user wants — check `cli_help` first ## Tone and presentation When 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. ``` Per the current Meta Spatial SDK docs (verified just now via vr_docs_search): Source: ``` This both proves the verification ran and trains the user to trust verified-answer responses over from-memory ones. ## If the metavr MCP tools are not available 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: ```bash metavr mcp install # claude-code | cursor | claude-desktop | vscode | ... metavr mcp install project # install at the repo root for this project only ``` The verify step is required, not optional — run it via `metavr docs search ""` even on the very first question if the MCP server is not yet wired up. ## Related skills - `metavr-cli` — full metavr CLI reference (commands, flags, examples) - `hz-vr-debug` — on-device debugging with logs and screenshots - `hz-perfetto-debug` — Perfetto trace analysis for jank / GPU / CPU bottlenecks - `hz-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 panels - `hz-react-native-expo` — React Native and Expo apps on the Standard Android path - `hz-new-project-creation` — build-path-specific setup for a new Android project - `hz-spatial-sdk` — Meta Spatial SDK API guidance - `hz-platform-sdk` — Horizon Platform SDK API guidance - `hz-xr-simulator-install-and-configure` — simulator installation and configuration for Unity, Unreal, and Native OpenXR projects - `hz-unity-project-analyzer` — inspect and classify an existing Unity project - `hz-unity-meta-core-sdk` — set up the Meta XR Core SDK in Unity - `hz-iwsdk-webxr` — build immersive WebXR experiences with IWSDK - `hz-store-pwa` — package and distribute a WebXR experience as a PWA