Hz Unity Meta Quest Ui logo

Hz Unity Meta Quest Ui

Organization
meta-quest
hz-unity-meta-quest-ui

Configures Unity UI for Meta Quest and Horizon OS VR development — world-space canvases, TextMesh Pro setup, comfortable sizing, viewing distances, and interaction readiness.

Overview

Publishermeta-quest
Repositoryagentic-tools
Skill namehz-unity-meta-quest-ui
Stars
195
Forks
17
Bundled files
Instructions only
LicenseApache-2.0
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by meta-quest on GitHub. Read the source before you install it.

Installation

Install the Hz Unity Meta Quest Ui AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/meta-quest/agentic-tools.git /tmp/agentic-tools
mkdir -p .claude/skills
cp -r /tmp/agentic-tools/skills/hz-unity-meta-quest-ui .claude/skills/hz-unity-meta-quest-ui
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Hz Unity Meta Quest Ui in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Hz Unity Meta Quest Ui on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Hz Unity Meta Quest Ui is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Meta Quest VR UI Setup

When to use this skill

Use this skill automatically when:

  • Setting up a Canvas for VR
  • Creating UI text with TextMesh Pro in a VR project
  • Adding buttons, sliders, or other interactive UI in VR
  • User reports pink/magenta text, unclickable buttons, or UI sizing issues in VR
  • Configuring VR interaction (ray or poke) on a Canvas

Prerequisite: TMP Essential Resources

Before creating ANY VR UI, verify TMP resources are imported. Use Unity_RunCommand:

csharp
using UnityEngine;
using UnityEditor;
using System.IO;

internal class CommandScript : IRunCommand
{
    public void Execute(ExecutionResult result)
    {
        string fontPath = "Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset";
        var font = AssetDatabase.LoadAssetAtPath<Object>(fontPath);
        if (font != null)
            result.Log("TMP Essential Resources: IMPORTED. Default font present.");
        else
            result.LogError("TMP Essential Resources: NOT IMPORTED. Use tmp-resources skill first.");
    }
}

If not imported, use the tmp-resources skill before proceeding.

Step 1: Create World Space Canvas

Use Unity_RunCommand to create and configure the canvas:

csharp
using UnityEngine;
using UnityEditor;
using UnityEngine.UI;

internal class CommandScript : IRunCommand
{
    public void Execute(ExecutionResult result)
    {
        // Adapt the name to match your canvas (e.g., "MainMenu", "SettingsUI")
        var go = new GameObject("MenuUI");
        var canvas = go.AddComponent<Canvas>();
        canvas.renderMode = RenderMode.WorldSpace;

        go.AddComponent<GraphicRaycaster>();

        // Remove CanvasScaler — not appropriate for VR
        var scaler = go.GetComponent<CanvasScaler>();
        if (scaler != null)
            Object.DestroyImmediate(scaler);

        var rt = go.GetComponent<RectTransform>();
        rt.localScale = new Vector3(0.001f, 0.001f, 0.001f);
        rt.sizeDelta = new Vector2(1920f, 1080f);
        rt.position = new Vector3(0f, 1.5f, 2f);

        result.RegisterObjectCreation(go);
        result.Log("Created VR Canvas '{0}'. Scale: {1}, Size: {2}, Position: {3}",
            go.name, rt.localScale, rt.sizeDelta, rt.position);
    }
}

Canvas rules

  • Render Mode: Always World Space. Screen Space modes break stereo rendering.
  • Scale: 0.001 on all axes (1 unit in canvas = 1mm in world).
  • CanvasScaler: Remove it. Physical size is controlled by world scale, not screen adaptation.
  • Distance: Place 1.5-3m from user. Never closer than 0.5m. Max 5m for readable text.
  • Physical size formula: Canvas sizeDelta * scale = meters. Example: 1920 * 0.001 = 1.92m wide.

Step 2: Create child UI elements

All child elements (panels, buttons, text) must follow these rules:

  • localScale: Always [1, 1, 1]. Never scale children to compensate for canvas scale.
  • localPosition.z: Always 0. Children must sit on the canvas plane.
  • Size control: Use RectTransform.sizeDelta and anchors, never scale.
csharp
using UnityEngine;
using UnityEditor;
using UnityEngine.UI;
using TMPro;

internal class CommandScript : IRunCommand
{
    public void Execute(ExecutionResult result)
    {
        // Replace "MenuUI" with the actual canvas name used in Step 1
        var canvas = GameObject.Find("MenuUI");
        if (canvas == null) { result.LogError("Canvas 'MenuUI' not found."); return; }

        // Panel
        var panel = new GameObject("ButtonPanel");
        panel.transform.SetParent(canvas.transform, false);
        var panelRT = panel.AddComponent<RectTransform>();
        panelRT.localScale = Vector3.one;
        panelRT.sizeDelta = new Vector2(800f, 600f);
        var panelImg = panel.AddComponent<Image>();
        panelImg.color = new Color(0.1f, 0.1f, 0.1f, 0.95f);
        panelImg.raycastTarget = false;

        var layout = panel.AddComponent<VerticalLayoutGroup>();
        layout.spacing = 50f;
        layout.padding = new RectOffset(80, 80, 100, 100);
        layout.childAlignment = TextAnchor.MiddleCenter;

        // Button
        var btnGO = new GameObject("StartButton");
        btnGO.transform.SetParent(panel.transform, false);
        var btnRT = btnGO.AddComponent<RectTransform>();
        btnRT.localScale = Vector3.one;
        btnRT.sizeDelta = new Vector2(400f, 120f);
        var btnImg = btnGO.AddComponent<Image>();
        btnImg.color = new Color(0.2f, 0.6f, 1f, 1f);
        btnGO.AddComponent<Button>();

        // Button text
        var textGO = new GameObject("Text");
        textGO.transform.SetParent(btnGO.transform, false);
        var textRT = textGO.AddComponent<RectTransform>();
        textRT.localScale = Vector3.one;
        textRT.anchorMin = Vector2.zero;
        textRT.anchorMax = Vector2.one;
        textRT.sizeDelta = Vector2.zero;
        var tmp = textGO.AddComponent<TextMeshProUGUI>();
        tmp.text = "Start";
        tmp.fontSize = 48f;
        tmp.color = new Color(0.95f, 0.95f, 0.95f, 1f);
        tmp.alignment = TextAlignmentOptions.Center;
        tmp.raycastTarget = false;

        result.RegisterObjectCreation(panel);
        result.Log("Created panel with button. Panel scale: {0}, Button scale: {1}",
            panelRT.localScale, btnRT.localScale);
    }
}

Step 3: Validate created UI

After creating UI, verify critical properties with Unity_RunCommand:

csharp
using UnityEngine;
using UnityEditor;

internal class CommandScript : IRunCommand
{
    public void Execute(ExecutionResult result)
    {
        // Replace "MenuUI" with the actual canvas name
        var canvas = GameObject.Find("MenuUI");
        if (canvas == null) { result.LogError("Canvas not found."); return; }

        var crt = canvas.GetComponent<RectTransform>();
        var c = canvas.GetComponent<Canvas>();

        bool pass = true;

        if (c.renderMode != RenderMode.WorldSpace)
        { result.LogError("Canvas renderMode is not World Space."); pass = false; }

        if (Mathf.Abs(crt.localScale.x - 0.001f) > 0.0001f)
        { result.LogError("Canvas scale is {0}, expected 0.001.", crt.localScale); pass = false; }

        // Check all children
        foreach (Transform child in canvas.GetComponentsInChildren<Transform>(true))
        {
            if (child == canvas.transform) continue;
            var rt = child.GetComponent<RectTransform>();
            if (rt == null) continue;

            if (rt.localScale != Vector3.one)
            {
                result.LogError("Child '{0}' has localScale {1}, expected (1,1,1).", child.name, rt.localScale);
                rt.localScale = Vector3.one;
                pass = false;
            }
            if (Mathf.Abs(rt.localPosition.z) > 0.01f)
            {
                result.LogError("Child '{0}' has localPosition.z={1}, expected 0.", child.name, rt.localPosition.z);
                rt.localPosition = new Vector3(rt.localPosition.x, rt.localPosition.y, 0f);
                pass = false;
            }
        }

        if (pass)
            result.Log("Validation PASSED. All properties correct.");
        else
            result.LogWarning("Validation found issues. Auto-fixed child scale/position where possible.");
    }
}

Common issues this catches:

  • Canvas scale stuck at 1,1,1 instead of 0.001
  • Child elements auto-scaled to compensate for parent (e.g., 1000x)
  • Child elements offset on Z axis (e.g., localPosition.z = -2500)

Step 4: Add VR interaction (interactive UI only)

Only add interaction when your Canvas has interactive elements (buttons, sliders, dropdowns, toggles, input fields). Skip this for display-only UI (HUD, score, labels).

Decision tree

Does your Canvas have buttons, dropdowns, sliders, toggles, or input fields?
  YES -> Add VR interaction. Without it, interactive elements won't work in VR.
  NO  -> Skip. Display-only UI doesn't need interaction overhead.

Ray interaction (default choice)

Use for most VR UI — lets users point at UI with controller or hand rays:

Call the Meta Unity extension MCP tool meta_add_canvas_interaction_ray with the canvas name:

meta_add_canvas_interaction_ray  with  NameOrID: "<your canvas name>"

This adds: RayInteractable, PointableCanvas, ISDK_RayCanvasInteraction child, and a scene-level Pointable Canvas Module.

When to use: menus, settings panels, any UI beyond arm's reach.

Poke interaction (close-range only)

Use for physical touch-style interaction within arm's reach (< 0.8m):

Call the Meta Unity extension MCP tool meta_add_canvas_interaction_poke with the canvas name:

meta_add_canvas_interaction_poke  with  NameOrID: "<your canvas name>"

This adds: PokeInteractable, PointableCanvas, close-range collision detection.

When to use: control panels on surfaces, virtual keyboards, diegetic UI on props.

Both (advanced)

Call ray first, then poke, for hybrid UIs where users can point OR touch.

Verify interaction was added

After calling the Meta Unity extension MCP tool, verify with Unity_RunCommand:

csharp
using UnityEngine;
using UnityEditor;

internal class CommandScript : IRunCommand
{
    public void Execute(ExecutionResult result)
    {
        // Replace "MenuUI" with the actual canvas name
        var canvas = GameObject.Find("MenuUI");
        if (canvas == null) { result.LogError("Canvas not found."); return; }

        var components = canvas.GetComponents<Component>();
        bool hasPointable = false;
        foreach (var c in components)
        {
            if (c != null && c.GetType().Name.Contains("PointableCanvas"))
                hasPointable = true;
        }

        if (hasPointable)
            result.Log("VR interaction verified: PointableCanvas present on '{0}'.", canvas.name);
        else
            result.LogError("VR interaction MISSING on '{0}'. Call meta_add_canvas_interaction_ray.", canvas.name);

        // Check scene-level Pointable Canvas Module
        var module = GameObject.Find("Pointable Canvas Module");
        if (module != null)
            result.Log("Pointable Canvas Module found in scene.");
        else
            result.LogWarning("Pointable Canvas Module not found. It should be auto-created by the Meta Unity extension MCP tool.");
    }
}

If buttons work in Editor but not on Quest device

Ensure the interaction rig exists in the scene:

meta_add_interactionrig  (no parameters)

This adds OVRInteractionComprehensive as a child of the Camera Rig, providing all hand/controller interactors. Requires OVRCameraRig to be in the scene first.

VR UI sizing reference

All sizes assume canvas scale of 0.001 (1 unit = 1mm).

Element sizes (minimum)

ElementsizeDelta (units)Physical size
Button (small)250 x 10025cm x 10cm
Button (standard)300 x 12030cm x 12cm
Button (large)400 x 15040cm x 15cm
Dropdown500 x 14050cm x 14cm
Slider600 x 8060cm x 8cm
Toggle120 x 12012cm x 12cm
Input Field800 x 14080cm x 14cm
Panel/Menu1200-2000 x 800-14001.2-2m x 0.8-1.4m

Button spacing

Minimum 50 units (5cm) between interactive elements to prevent mis-clicks.

Font sizes (at 0.001 canvas scale)

DistanceMinimumComfortableLarge/Title
1.5m32pt40-48pt60-72pt
2.0m36pt48-56pt72-84pt
2.5m40pt52-64pt84-96pt
3.0m48pt64-72pt96-120pt

Never use auto-sizing in VR. Never use legacy Text components — always TextMeshPro.

Colors

  • Text: off-white (0.9, 0.9, 0.9) or dark gray (0.1, 0.1, 0.1). Avoid pure white/black.
  • Backgrounds: dark (0.1, 0.1, 0.1, 0.95) or light (0.9, 0.9, 0.9, 0.95).
  • Contrast ratio: minimum 4.5:1, prefer 7:1+.
  • Prefer opaque backgrounds over transparent (cheaper to render).

Performance tips

  • Disable raycastTarget on non-interactive elements (labels, backgrounds, decorative images).
  • Split static and dynamic content onto separate canvases to minimize rebuilds.
  • Canvas rebuild cost should be < 1-2ms to maintain 72/90Hz.
  • Share one SDF font asset per font family across all text elements.
  • Disable canvases or GameObjects when not visible.

Troubleshooting

SymptomCauseFix
Pink/magenta textTMP resources not importedUse tmp-resources skill
Buttons not clickable in VRMissing VR interaction on CanvasCall meta_add_canvas_interaction_ray
Buttons work in Editor, not on deviceMissing interaction rigCall meta_add_interactionrig
UI too small/largeWrong canvas scaleSet to 0.001, verify with validation script
Children offset in ZAuto-positioning bugSet localPosition.z = 0 on all children
Children scaled to 1000xAuto-scale compensationSet localScale = Vector3.one on all children
Text blurryLow atlas resolution or small fontUse SDF 2048x2048+, font size 48+
Frame dropsCanvas rebuilding too oftenSplit into static/dynamic canvases

Checklists

Interactive UI (buttons, sliders, etc.)

[ ] TMP Essential Resources imported
[ ] Canvas: renderMode = World Space
[ ] Canvas: localScale = [0.001, 0.001, 0.001]
[ ] Canvas: positioned 1.5-3m from user
[ ] All children: localScale = [1, 1, 1]
[ ] All children: localPosition.z = 0
[ ] Sizes via sizeDelta, not scale
[ ] meta_add_canvas_interaction_ray called on Canvas
[ ] PointableCanvas component verified on Canvas
[ ] Pointable Canvas Module exists in scene
[ ] Interaction rig present (meta_add_interactionrig)
[ ] Buttons >= 250x100 units
[ ] Button spacing >= 50 units
[ ] Text >= 48pt, raycastTarget = false on non-interactive text
[ ] Validation script run and passed

Display-only UI (HUD, score, labels)

[ ] TMP Essential Resources imported
[ ] Canvas: renderMode = World Space
[ ] Canvas: localScale = [0.001, 0.001, 0.001]
[ ] All children: localScale = [1, 1, 1]
[ ] All children: localPosition.z = 0
[ ] Text >= 48pt
[ ] raycastTarget = false on all elements
[ ] NO interaction components needed

Integration with other skills

  • tmp-resources: Use first to import TMP Essential Resources before creating any UI.
  • unity-placement: Use for positioning canvases relative to other scene objects.

Frequently asked questions

What does the Hz Unity Meta Quest Ui AI skill do?

Configures Unity UI for Meta Quest and Horizon OS VR development — world-space canvases, TextMesh Pro setup, comfortable sizing, viewing distances, and interaction readiness.

Why use Hz Unity Meta Quest Ui on TypingMind?

Because you install it once and use it with any model. Hz Unity Meta Quest Ui is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Hz Unity Meta Quest Ui in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-meta-quest-ui. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Hz Unity Meta Quest Ui?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Hz Unity Meta Quest Ui?

As many as you like. As long as a model supports skills, you can use Hz Unity Meta Quest Ui with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Hz Unity Meta Quest Ui AI skill free?

Yes. It is published on GitHub by meta-quest under the Apache-2.0 license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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