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Agent Instructions — MR Motifs

Unity collection of focused Mixed Reality reference patterns ("motifs") for recurring MR mechanics — currently Passthrough Transitioning, Shared Activities, Instant Content Placement & Depth Effects, and Colocated Experiences.

Source-of-truth files (read these first, do not duplicate their contents in this file)

For setup, build steps, SDK versions, and project layout, read:

  • README.md — official requirements, per-motif notes, and additional-requirements sections for Shared Activities / Instant Content Placement / Colocated Experiences
  • ProjectSettings/ProjectVersion.txt — Unity editor version
  • Packages/manifest.json — Unity package versions (Meta XR Core / Interaction / Platform, MRUK, Avatars, OpenXR, Unity OpenXR Meta)
  • LICENSE — license terms

Quest / Horizon-specific notes

  • The bootstrap scene is Assets/MRMotifs/MRMotifsHome.unity — every motif is reachable from its in-scene Menu Panel. Toggle the menu with the controller start/menu button or the menu hand-gesture.
  • After any project setting change, run Meta > Tools > Update AndroidManifest.xml before building to the device, or runtime permissions / features will be stale.
  • The Depth API and MRUK Space Sharing API require the Unity OpenXR Meta plugin extension installed alongside the base OpenXR plugin.
  • The Networked Avatar Building Block silently requires the Avatars SDK Samples to be imported via Package Manager — missing samples cause runtime errors that look like network bugs.
  • Spatial anchor sharing in this project is group-based (as of Meta XR v71); do not regress to user-based sharing APIs when editing colocation code.
  • Assets/MRMotifs/PassthroughTransitioning/Shaders/PassthroughFader.shader requires Cull Off and Render Queue Transparent-1 (2999) — do not change these without re-verifying that the in-sphere fade does not z-fight.

Meta Quest tooling

This is a Meta Quest / Horizon OS sample. The bespoke intro above is the source of truth for what this project is and how it's built — use it (and the files it points at) instead of restating facts from memory.

When the user asks anything about Quest device behavior, build / deploy / debug / capture flows, on-device performance, or Horizon OS APIs, reach for these tools instead of generic Unity answers:

  • hzdb — Quest-aware ADB wrapper (device list, install / launch / stop, logs, screenshots, Perfetto traces, on-device docs search). Already wired up as an MCP server via .mcp.json, .vscode/mcp.json, and .cursor/mcp.json. Also runnable directly: npx -y @meta-quest/hzdb <subcommand>.
  • Meta Quest Agentic Tools — the full skill set, including Unity-specific skills: https://github.com/meta-quest/agentic-tools. Install per your client (Claude Code: /plugin install meta-vr@meta-quest; Gemini CLI: gemini extensions install https://github.com/meta-quest/agentic-tools; Cursor / VS Code: install the Meta Horizon extension from the Marketplace).

A few behavior expectations:

  • Read this repo's files first. Before answering anything project-specific, read README.md and whichever source-of-truth files the intro above points at. Don't restate their contents in chat — quote or link instead.
  • Use hzdb for device-side work. Anything that touches an attached Quest (install, launch, logs, screenshot, capture, manifest inspection) goes through hzdb, not raw adb.
  • Check live Horizon OS docs before answering API questions. hzdb docs search "..." queries the live docs; training data on Horizon OS APIs goes stale fast.
  • Don't fabricate SDK / engine versions. If a version isn't visible in this repo's files, say so rather than guessing.