hz-quest-verify-first — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited hz-quest-verify-first (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
You are about to be told to call tools you may not recognize by name. Read this section first so the rest makes sense.
(Quest 2, Quest 3, Quest 3S, Quest Pro). They run an Android-based OS.
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.
standalone binary and as metavr on npm. Invoke via metavr <args> (or npx -y metavr <args> 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.
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 documentationvr_docs_get_page — fetch the full text of a specific docs pagedevice — 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 markdownprojects: 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.
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.
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.
You MUST run the verification flow below if ANY of the following is true for the current task:
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
OVRPlugin, "Meta XR All-in-One SDK", or com.meta.xr.*in manifest.json / Packages/manifest.json
com.meta.spatial.plugins.*)com.oculus.*, com.meta.quest.*, or horizonfeature declarations
com.meta.* or com.oculus.*.meta files indicating Unity, or Quest_*.uplugin / *.unrealhxr filesdevelopers.meta.com/horizon,developer.oculus.com, oculus.com/sparkle-updates, or any Meta Quest documentation URL
AndroidManifest entitlement
Store submission, store-readiness or publishing requirements, content rating, or distribution
adb commands targeting a specific deviceMeta VR device
If you are not sure, the answer is YES — run the verification flow.
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:
com.meta.spatial dependency or Gradle plugin -> Meta Spatial SDK.uproject or Unreal modules -> Unreal EngineExpo -> Standard Android
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="<the specific claim or API you are about to make>",
scope="auto", # or unity / unreal / spatial_sdk / android / native / web /
# policy / distribution / design
mode="verify"
)CLI:
metavr docs search "<query>"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:
metavr docs fetch "<canonical_url_or_path>"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="<serial>")
app(action="list", target="<serial>")
app(action="info", package="<package>")
run(subcommand=["config", "show"]) # catch-all for misc readsCLI:
metavr device list
metavr device info <serial>
metavr app list -d <serial>
metavr app info <package>
metavr config listThe 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.
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 treeCLI:
metavr --markdown-help
metavr perf --helpThese are concrete, recurring failures that the verification flow prevents:
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.
Horizon Store.** The required entitlement names changed; an entitlement you "know" is needed is no longer recognized; a new mandatory feature flag is missing.
family of UPM packages with version-specific names; guessing produces "package not found" errors.
between SDK versions; setup steps that reference Oculus → ... may now live under Meta XR → ... or have been removed entirely.
Spatial SDK iterated on its public API late; many class and method names in older blog posts or training data are wrong.
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.
runtime.** Generic OpenXR documentation lists extensions Meta has not implemented. Always verify against Meta's documentation, not the OpenXR spec.
adb shell command withoutfirst listing devices, then watching it fail or hit the wrong device.
rating buckets, and distribution rules update — verify before answering user questions about submission.
Do not do any of these:
vr_docs_search firstbecause "you remember" the answer
adb shell command without first callingdevice(action="list") to see what's connected
verify call would resolve the ambiguity
store policy when exact wording is required (use vr_docs_get_page)
docs are one tool call away
cli_help first
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):
<answer grounded in retrieved content>
Source: <canonical_url returned by the tool>This both proves the verification ran and trains the user to trust verified-answer responses over from-memory ones.
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:
metavr mcp install <your-tool> # claude-code | cursor | claude-desktop | vscode | ...
metavr mcp install project # install at the repo root for this project onlyThe verify step is required, not optional — run it via metavr docs search "<query>" even on the very first question if the MCP server is not yet wired up.
metavr-cli — full metavr CLI reference (commands, flags, examples)hz-vr-debug — on-device debugging with logs and screenshotshz-perfetto-debug — Perfetto trace analysis for jank / GPU / CPU bottleneckshz-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 panelshz-react-native-expo — React Native and Expo apps on the Standard Android pathhz-new-project-creation — build-path-specific setup for a new Android projecthz-spatial-sdk — Meta Spatial SDK API guidancehz-platform-sdk — Horizon Platform SDK API guidancehz-xr-simulator-install-and-configure — simulator installation and configuration for Unity, Unreal, and Native OpenXR projectshz-unity-project-analyzer — inspect and classify an existing Unity projecthz-unity-meta-core-sdk — set up the Meta XR Core SDK in Unityhz-iwsdk-webxr — build immersive WebXR experiences with IWSDKhz-store-pwa — package and distribute a WebXR experience as a PWA~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.