unity-xr
Unity XR — XR Interaction Toolkit 3.x (Interactor/Interactable/Manipulation), AR Foundation (planes, anchors, image tracking, body tracking), OpenXR, hand tracking on Quest/Vision OS. USE WHEN: VR/AR/MR projects, integrating XR controllers, AR plane detection, XR locomotion, hand tracking, eye tracking, OpenXR features. DO NOT USE FOR: regular 3D gameplay (use `unity-physics-anim`); rendering pipeline (use `unity-rendering` — XR has URP-specific considerations).
What this skill does
# Unity XR
## Stack overview
```
XR Interaction Toolkit (input + interaction)
↑
XR Plug-in Management
↙ ↘
OpenXR ARKit / ARCore
↘ ↙
Native runtimes (Quest, Vision OS, Pico, mobile)
```
For VR (Quest, PCVR, Vision OS) → **XRI 3.x** + **OpenXR** plug-in. For AR (mobile) → **AR Foundation** + ARKit/ARCore providers. Mixed Reality on Quest 3 → AR Foundation features (passthrough, anchors) work on top of OpenXR.
## XRI 3.x — interactors and interactables
```csharp
// On a controller GameObject
NearFarInteractor — combines direct grab + ray
TeleportInteractor — for teleport locomotion
// On an interactable object
XRGrabInteractable
XRSocketInteractor (slot)
XRSimpleInteractable (just hover/select)
```
Use the `Interaction Manager` in the scene; both interactors and interactables register with it.
## Locomotion
XRI provides:
- **Continuous Move** + **Continuous Turn** — comfort options (snap turn, vignette).
- **Teleport** — TeleportationProvider + TeleportationArea/Anchor.
- **Climb** — ClimbProvider + ClimbInteractable.
Always offer multiple comfort options (snap turn 30°/45°, smooth turn, vignette intensity slider).
## AR Foundation basics
```csharp
public class PlaneSpawner : MonoBehaviour {
[SerializeField] private ARRaycastManager raycastManager;
[SerializeField] private GameObject prefab;
private static readonly List<ARRaycastHit> Hits = new();
void Update() {
if (!Touchscreen.current?.primaryTouch.press.wasPressedThisFrame ?? true) return;
var pos = Touchscreen.current.primaryTouch.position.ReadValue();
if (raycastManager.Raycast(pos, Hits, TrackableType.PlaneWithinPolygon)) {
var hit = Hits[0].pose;
Instantiate(prefab, hit.position, hit.rotation);
}
}
}
```
Add `ARSession`, `ARSessionOrigin` (or `XROrigin` in newer AR Foundation), and the relevant manager components (`ARPlaneManager`, `ARAnchorManager`, `ARFaceManager`, etc.) to the scene.
## Hand tracking
| Platform | API |
|---|---|
| Quest | OpenXR + `OVRSkeleton`/`OVRHand` (Meta SDK) or XR Hands subsystem |
| Vision OS | XR Hands subsystem (OpenXR) |
| Mobile AR (image-based) | AR Foundation `ARHumanBodyManager` (limited) |
Use Unity's **XR Hands** package (`com.unity.xr.hands`) for cross-platform hand poses (joints, gestures).
## Performance for XR
- **Target frame rate**: Quest 2 = 72/90Hz, Quest 3 = 90/120Hz, Vision OS = 90Hz. Missing frame budget causes nausea — non-negotiable.
- **Single-Pass Instanced** stereo rendering (URP): cuts vertex shader work in half.
- **Foveated rendering** on supported platforms (Quest 3 via OpenXR extension).
- **Reproject / spacewarp** as a fallback — but design for native frame rate first.
## Anti-patterns
| Anti-pattern | Fix |
|---|---|
| Smooth-only locomotion (no comfort options) | Always offer teleport + snap turn |
| Heavy post-processing in VR | Disable bloom/SSAO on Quest; rely on baked lighting |
| World-space UI without curved canvas | Curve UI + raycast from controller for legibility |
| `Camera.main` for head pose | Use `XROrigin.Camera` |
| Ignoring play space recentering | Listen to `OnDeviceRecentered` events |
## Production checklist
- [ ] Frame rate met on minimum-spec headset
- [ ] Comfort options menu (turn type, vignette, height calibration)
- [ ] Hand tracking + controllers both supported (where platform allows)
- [ ] AR session error states handled (camera permission denied, plane lost)
- [ ] Single-pass stereo enabled in URP
- [ ] No motion sickness on a fresh tester
Related in Image & Video
watch
IncludedWatch a video (URL or local path). Downloads with yt-dlp, extracts auto-scaled frames with ffmpeg, pulls the transcript from captions (or Whisper API fallback), and hands the result to Claude so it can answer questions about what's in the video.
physical-ai-defect-image-generation
IncludedUse when the user wants to orchestrate defect image generation, run associated setup, or handle outputs on OSMO. The Day 0 path handles cold-start with USD-to-ROI, image-edit augmentation, and AnomalyGen to create initial PCBA datasets. The Day 1 path performs inference and labeling on real images. This skill helps with first-time asset setup, creation of finetuning checkpoints, and configuring deployment. Trigger keywords: defect image generation, dig workflow, dig pipeline, defect image detection workflow, aoi pipeline, aoi anomalygen, usd2roi anomalygen, day 0 pcba, day 1 pcba, day 1 real-photo alignment, day 1 manual roi, metal surface anomaly, glass defect, anomalygen finetune, setup_pcb, setup_metal, setup_glass, setup_pretrained, dig setup, dig datasets, dig pretrained checkpoint, dig image-edit endpoint.
accelint-react-best-practices
IncludedReact performance optimization and best practices. ALWAYS use this skill when working with any React code - writing components, hooks, JSX; refactoring; optimizing re-renders, memoization, state management; reviewing for performance; fixing hydration mismatches; debugging infinite re-renders, stale closures, input focus loss, animations restarting; preventing remounting; implementing transitions, lazy initialization, effect dependencies. Even simple React tasks benefit from these patterns. Covers React 19+ (useEffectEvent, Activity, ref props). Triggers - useEffect, useState, useMemo, useCallback, memo, inline components, nested components, components inside components, re-render, performance, hydration, SSR, Next.js, useDeferredValue, combined hooks.
elevenlabs-agents
IncludedBuild conversational AI voice agents with ElevenLabs Platform using React, JavaScript, React Native, or Swift SDKs. Configure agents, tools (client/server/MCP), RAG knowledge bases, multi-voice, and Scribe real-time STT. Use when: building voice chat interfaces, implementing AI phone agents with Twilio, configuring agent workflows or tools, adding RAG knowledge bases, testing with CLI "agents as code", or troubleshooting deprecated @11labs packages, Android audio cutoff, CSP violations, dynamic variables, or WebRTC config. Keywords: ElevenLabs Agents, ElevenLabs voice agents, AI voice agents, conversational AI, @elevenlabs/react, @elevenlabs/client, @elevenlabs/react-native, @elevenlabs/elevenlabs-js, @elevenlabs/agents-cli, elevenlabs SDK, voice AI, TTS, text-to-speech, ASR, speech recognition, turn-taking model, WebRTC voice, WebSocket voice, ElevenLabs conversation, agent system prompt, agent tools, agent knowledge base, RAG voice agents, multi-voice agents, pronunciation dictionary, voice speed control, elevenlabs scribe, @11labs deprecated, Android audio cutoff, CSP violation elevenlabs, dynamic variables elevenlabs, case-sensitive tool names, webhook authentication
humanizer
IncludedHumanize AI-generated text by detecting and removing patterns typical of LLM output. Rewrites text to sound natural, specific, and human. Uses 28 pattern detectors, 560+ AI vocabulary terms across 3 tiers, and statistical analysis (burstiness, type-token ratio, readability) for comprehensive detection. Use when asked to humanize text, de-AI writing, make content sound more natural/human, review writing for AI patterns, score text for AI detection, or improve AI-generated drafts. Covers content, language, style, communication, and filler categories.
generating-mermaid-diagrams
IncludedSalesforce architecture diagrams using Mermaid with ASCII fallback. Use this skill when generating text-based diagrams for Salesforce architecture, OAuth flows, ERDs, integration sequences, or Agentforce structure. TRIGGER when: user says "diagram", "visualize", "ERD", or asks for sequence diagrams, flowcharts, class diagrams, or architecture visualizations in Mermaid. DO NOT TRIGGER when: user wants PNG/SVG image output (use generating-visual-diagrams), or asks about non-Salesforce systems.