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unity-xr

XR Interaction Toolkit skills for VR/AR development

Install / Use

npx skills add takugen31/RPGColorTest --skill xr

Installs into whichever agent you are using.

About this skill
♊

Gemini Rules

Gemini CLI config

Quality Score

60/100

Supported Platforms

Gemini CLI

Our assessment of unity-xr

unity-xr scores 60/100 on our quality scale, 4075th of 4,619 Development & Engineering skills we index.

Its Gemini Rules is 8.6 KB long, well organised into 18 sections with 2 code examples: a thorough specification that gives an agent plenty to work with.

It has no GitHub stars yet, so there is no community track record; judge it on its content.

Substance
29/30
Structure
18/20
Description
8/15
Adoption
0/20
Freshness
5/15

Maintenance, license and trust

  • We could not determine when the repository was last updated.
  • Our last check on 2026-09-03 found the source still online.
  • No license is declared. By default that means all rights are reserved: you can read it, but reusing or redistributing it is not clearly permitted. Ask the author before building on it commercially.
  • Its trust signals score 68/100, with 3 cautions from licensing, adoption, age or documentation. These come from repository metadata, not a code audit — read the skill file before letting an agent act on it.

unity-xr compared with similar skills

All 4 of these similar skills score higher than unity-xr; compare them before choosing.

SkillScoreStarsUpdatedFormat
unity-xr (this skill)by takugen31600—Gemini Rules
ai-job-searchby MadsLorentzen10044.9k1d agoCLAUDE.md
claude-howtoby luongnv8910041.7k4d agoCLAUDE.md
algorithmic-artby anthropics100177.9k12d agoSKILL.md
constraint-driven-developmentby addyosmani10098.8k11d agoSKILL.md

Frequently asked questions

How do I install unity-xr?
Run npx skills add takugen31/RPGColorTest. The install tabs above show the steps for each supported agent.
Which AI agents does unity-xr work with?
It is written for Gemini CLI, as a Gemini Rules file. Other agents that read the same format can often use it too.
Is unity-xr safe to use?
It declares no license and scores 68/100 on trust signals. Skills are instructions an agent will follow, so read the file before installing it and do not approve commands you do not understand.
Is unity-xr still maintained?
We could not determine when the repository was last updated.

name: unity-xr description: "XR Interaction Toolkit skills for VR/AR development. Use when users want to set up XR rigs, add grab interactions, configure teleportation, continuous locomotion, XR UI, or diagnose XR scenes. Triggers: XR, VR, AR, grab, teleport, XR Origin, XR Rig, hand tracking, controller, interactor, interactable, locomotion, 抓取, 传送, 手柄, 头盔, 虚拟现实. Requires com.unity.xr.interaction.toolkit package. Reflection-based: compatible with XRI 2.x (Unity 2022) and XRI 3.x (Unity 6+)."

Unity XR Interaction Toolkit Skills

Use this module for XR Interaction Toolkit setup and configuration. All xr_* skills are reflection-based and support XRI 2.x on Unity 2022 and XRI 3.x on Unity 6+.

Requires: com.unity.xr.interaction.toolkit. Hard rule: Read this file before the first xr_* call in a session. Wrong property names can fail silently because the bridge is reflection-based.

Guardrails

Mode: Full-Auto required

DO NOT (common hallucinations):

  • XRHand, XRPlayer, XRTeleporter, GrabInteractor, VRController, XRLocomotion, and XRManager are not the runtime classes you want here
  • interactable.OnGrab() / OnRelease() are not the XRI event model -> use selectEntered / selectExited
  • controller.vibrate() is not the documented route here -> configure haptics through xr_configure_haptics
  • Do not assume physics Layer or Tag replaces InteractionLayerMask
  • Do not guess component property names. Load API_REFERENCE.md before setting detailed XR component properties

Correct class names to anchor on:

  • XRInteractionManager
  • XROrigin
  • XRRayInteractor
  • XRDirectInteractor
  • XRSocketInteractor
  • XRGrabInteractable
  • XRSimpleInteractable
  • TeleportationProvider
  • TeleportationArea
  • TeleportationAnchor
  • ContinuousMoveProvider
  • SnapTurnProvider
  • ContinuousTurnProvider
  • TrackedDeviceGraphicRaycaster
  • XRUIInputModule
  • TrackedPoseDriver

Routing:

  • For non-XR Canvas UI creation -> use ui
  • For architecture or lifecycle decisions in XR gameplay code -> load advisory modules such as architecture, patterns, async, or scriptdesign
  • For exact component property names and full workflow examples -> load API_REFERENCE.md

Skills

Setup and Diagnostics

| Skill | Use | Key parameters | |-------|-----|----------------| | xr_check_setup | Validate XR package, rig, managers, and scene prerequisites | verbose? | | xr_setup_rig | Create XR Origin + camera + controllers | name, cameraYOffset? | | xr_setup_interaction_manager | Add or find manager | none | | xr_setup_event_system | Replace/add XR UI input stack | none | | xr_get_scene_report | Report scene-side XR status | none |

Interactors and Interactables

| Skill | Use | Key parameters | |-------|-----|----------------| | xr_add_ray_interactor | Remote pointing / ray interaction | name, maxDistance?, lineType? | | xr_add_direct_interactor | Close-range hand grab | name, radius? | | xr_add_socket_interactor | Snap-to slot | name, showHoverMesh?, recycleDelay? | | xr_add_grab_interactable | Rigidbody + collider + grab config | name, movementType?, throwOnDetach? | | xr_add_simple_interactable | Hover/select without grab | name | | xr_configure_interactable | Fine-tune interactable behavior | target + changed fields only | | xr_list_interactors | List all scene interactors | none | | xr_list_interactables | List all scene interactables | none |

Locomotion and XR UI

| Skill | Use | Key parameters | |-------|-----|----------------| | xr_setup_teleportation | Add teleport provider to XR Origin | none | | xr_add_teleport_area | Mark a surface as teleportable | name, matchOrientation? | | xr_add_teleport_anchor | Create fixed teleport destination | name, x/y/z, rotY?, matchOrientation? | | xr_setup_continuous_move | Add stick locomotion | moveSpeed?, enableStrafe?, enableFly? | | xr_setup_turn_provider | Add snap or smooth turn | turnType, turnAmount?, turnSpeed? | | xr_setup_ui_canvas | Convert Canvas for XR interaction | name |

Feedback and Filtering

| Skill | Use | Key parameters | |-------|-----|----------------| | xr_configure_haptics | Set hover/select vibration | name, intensities, durations | | xr_add_interaction_event | Wire interaction callback to target method | name, eventType, targetName, targetMethod | | xr_configure_interaction_layers | Set InteractionLayerMask | name, layers, isInteractor |

Quick Start

import unity_skills as u

u.call_skill("xr_check_setup")
u.call_skill("xr_setup_rig", name="XR Origin")
u.call_skill("xr_add_ray_interactor", name="Right Controller")
u.call_skill("xr_add_direct_interactor", name="Left Controller")
u.call_skill("xr_setup_teleportation")
u.call_skill("xr_setup_turn_provider", turnType="Snap", turnAmount=45)
u.call_skill("xr_add_grab_interactable", name="MyCube", movementType="VelocityTracking")

Workflow Summary

Rig Setup

  1. Run xr_check_setup.
  2. Create the rig with xr_setup_rig.
  3. Ensure XR UI input exists with xr_setup_event_system.
  4. Add at least one interactor per controller.

Grab Setup

  • Direct hand grab: xr_add_direct_interactor + xr_add_grab_interactable
  • Distance grab: xr_add_ray_interactor + xr_add_grab_interactable
  • Socket placement: xr_add_socket_interactor + grabbable object

movementType defaults matter:

  • VelocityTracking: best general-purpose physical grab
  • Kinematic: use for handles/tools that should not get stuck
  • Instantaneous: best for precise remote grab

Locomotion Setup

  • Teleport: xr_setup_teleportation + xr_add_ray_interactor + xr_add_teleport_area/xr_add_teleport_anchor
  • Continuous locomotion: xr_setup_continuous_move
  • Turn: xr_setup_turn_provider

Comfort default: snap turn + moderate move speed (~2.0 m/s).

XR UI

  1. Convert Canvas with xr_setup_ui_canvas
  2. Ensure xr_setup_event_system
  3. Add a ray interactor on the controller that should click UI

Collider Configuration Matrix

This is the most important XR anti-hallucination table in the repo.

| Component | Collider required | isTrigger | Recommended collider | Reason | |----------|-------------------|-------------|----------------------|--------| | XRDirectInteractor | Yes | True | SphereCollider (0.1-0.25) | Overlap detection | | XRRayInteractor | No | - | None | Uses raycasts | | XRSocketInteractor | Yes | True | SphereCollider (0.1-0.3) | Snap zone | | XRGrabInteractable | Yes | False | BoxCollider or convex MeshCollider | Physics + ray target | | XRSimpleInteractable | Yes | False | BoxCollider | Selection detection | | TeleportationArea | Yes | False | MeshCollider or BoxCollider | Surface raycast target | | TeleportationAnchor | Yes | False | Thin BoxCollider | Point raycast target |

Critical rules:

  1. XRGrabInteractable needs a Rigidbody.
  2. A grabbable collider must not be trigger.
  3. A direct interactor collider must be trigger.
  4. Dynamic mesh colliders must be convex.
  5. Socket colliders should be trigger-only overlap zones.

Version Compatibility

| Topic | XRI 2.x | XRI 3.x | |------|---------|---------| | Main namespace style | root namespace | split sub-namespaces | | Rig type | XROrigin | XROrigin | | Locomotion core | LocomotionSystem | LocomotionMediator | | Controller type | ActionBasedController | ActionBasedController | | Bridge behavior | Reflection helper falls back automatically | Reflection helper prefers 3.x first |

Important Notes

  1. Scenes should normally have exactly one XRInteractionManager.
  2. Most locomotion skills assume an XROrigin already exists.
  3. Package installation or reconfiguration can trigger Domain Reload. Wait before retrying XR calls.
  4. Use InteractionLayerMask for interactor/interactable filtering.
  5. For custom XR scripts, prefer XRI lifecycle hooks and events over Update() polling when possible.

Minimal Example

import unity_skills as u

u.call_skill("xr_setup_rig", name="XR Origin", cameraYOffset=1.36)
u.call_skill("xr_setup_event_system")
u.call_skill("xr_add_ray_interactor", name="Right Controller", maxDistance=30, lineType="StraightLine")
u.call_skill("xr_add_grab_interactable", name="Tool", movementType="VelocityTracking", throwOnDetach=True)
u.call_skill("xr_configure_haptics", name="Right Controller", selectIntensity=0.7, selectDuration=0.15)

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file. Before configuring XR component properties in detail, load API_REFERENCE.md. XR property names are reflection-sensitive.

Related Skills

View on GitHub
GitHub Stars0
CategoryDevelopment
UpdatedNaNy ago
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Trust signals

68/100

From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.

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