hz-unity-meta-core-sdk — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited hz-unity-meta-core-sdk (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.
The Meta XR Core SDK is the foundational Unity package for developing VR and MR applications targeting Meta Quest headsets. It provides the core XR rig, device management, input handling, and access to platform features like passthrough, hand tracking, spatial anchors, and scene understanding.
Package: com.meta.xr.sdk.core
The package com.meta.xr.sdk.core may be located in different places depending on the project setup:
Library/PackageCache/com.meta.xr.sdk.core@<hash>/ (cached from registry)Packages/com.meta.xr.sdk.core/ (local package reference)Before searching for SDK source, first locate the package root by searching for a known file by filename pattern:
**/com.meta.xr.sdk.core*/Scripts/OVRManager.csThen use the resolved parent path for all subsequent search operations.
Any time you modify `OVRProjectConfig` or OVRManager feature settings (hand tracking, passthrough, boundaryless, target devices, etc.), you MUST call `GenerateOrUpdateAndroidManifest()` and verify the result. See references/android-manifest.md for the full workflow.
| Component | Purpose |
|---|---|
| OVRCameraRig | Primary XR rig prefab replacing Unity's Main Camera |
| OVRManager | Singleton managing device state, features, and configuration |
| OVRInput | Unified API for controller input and tracking |
| OVROverlay | Compositor layers for sharper text, UI, and video |
| OVRPassthroughLayer | Enables passthrough visualization |
| OVRSpatialAnchor | World-locked spatial anchors |
| OVRBoundary | Guardian boundary system access |
| OVRProjectSetup | Project Setup Tool for configuration tasks |
The OVRCameraRig prefab is the primary GameObject to add to create a VR/MR scene. It replaces Unity's conventional Main Camera and provides:
The OVRCameraRig hierarchy includes eye anchors, hand/controller anchors, and multimodal anchors. To see the current structure, inspect the OVRCameraRig prefab or instantiate it in a scene and examine the TrackingSpace children.
When working with a scene that needs XR support:
OVRManager (OVRManager.cs) is the main interface to VR hardware. It is a singleton attached to the OVRCameraRig prefab that exposes the Meta XR SDK to Unity. It controls:
To understand what features are available and how they're configured, analyze the OVRManager component on the OVRCameraRig in the scene. The OVRManager Inspector exposes all configurable XR features grouped into sections.
For the full settings reference (tracking origin, passthrough, boundary, hand tracking on OVRProjectConfig, etc.), see references/ovr-manager.md.
The Unity Project Setup Tool (UPST) (OVRProjectSetup) is a Unity Editor extension that validates project configuration for Meta Quest. It maintains a registry of Configuration Tasks — each task checks a specific setting and reports whether it is satisfied or outstanding.
Primary use: list all outstanding issues for the current platform, then fix them.
IsDone is false. Each issue has a level (Required, Recommended, Optional), a group (Compatibility, Rendering, Features, etc.), and a fix type (Auto-fix or Manual).FixAllAsync(BuildTargetGroup) to auto-fix all fixable issues, or invoke individual FixAction delegates directly.UPST can be driven programmatically via Unity MCP using reflection (see references/project-setup-tool.md for the full API, task registry access, property reading, and fix invocation patterns).
Access via UI: Meta > Tools > Project Setup Tool.
NEVER directly edit AndroidManifest.xml for features managed by OVRProjectConfig. See references/android-manifest.md for the full manifest update workflow and rules.
Passthrough provides real-time visualization of the physical world inside the headset, enabling mixed reality experiences. See references/passthrough.md for setup steps and configuration.
Hand tracking enables natural hand interaction without controllers. See references/hand-tracking.md for setup and configuration.
Spatial anchors anchor virtual content to real-world locations that persist across sessions.
For spatial anchors details, see references/spatial-anchors.md.
Scene provides access to the user's physical environment model (walls, floor, furniture) for scene-aware MR experiences.
For Scene API details, see references/scene-api.md.
Boundaryless mode disables the Guardian boundary for MR experiences where the physical world is visible.
For boundaryless setup, see references/boundaryless.md.
OVROverlay renders textures directly via the VR compositor, bypassing eye buffer resampling for sharper text, UI, and video. Supports up to 15 overlay layers per scene with quad, cylinder, cubemap, equirect, and fisheye shapes.
For compositor layer details, see references/ovr-overlay.md.
OVRInput provides unified access to controller buttons, triggers, thumbsticks, and tracking.
For controller input details, see references/controller-input.md.
For the full project setup workflow (install SDK, set build platform, configure XR provider, add OVRCameraRig, configure OVRManager, generate AndroidManifest), see references/project-setup-workflow.md.
All documentation references point to the official Meta developer docs at developers.meta.com:
SDK classes (e.g. OVRManifestPreprocessor, OVRProjectSetup) live in assemblies that are not directly referenceable from Unity MCP compiled scripts. You must use runtime reflection to call them. The Unity MCP compilation environment also has specific quirks that will cause silent crashes if not followed.
UNEXPECTED_ERROR crashes in the MCP framework. Fully qualify reflection types instead (e.g. System.Reflection.TargetInvocationException).GetMethod / GetProperty — they also trigger MCP crashes. Use the parameterless GetMethod("MethodName") overload (finds public methods by default).EditorUtility.DisplayDialog — dialogs block indefinitely in MCP context.InnerException — reflection wraps the real error.using UnityEngine;
using UnityEditor;
internal class CommandScript : IRunCommand
{
public void Execute(ExecutionResult result)
{
// 1. Find the type by name across all loaded assemblies
System.Type t = null;
foreach (var asm in System.AppDomain.CurrentDomain.GetAssemblies())
{
try { t = asm.GetType("CLASS_NAME_HERE"); } catch { }
if (t != null) break;
}
if (t == null) { result.LogError("Type CLASS_NAME_HERE not found."); return; }
// 2. Get the method (parameterless overload only — no BindingFlags)
var m = t.GetMethod("METHOD_NAME_HERE");
if (m == null) { result.LogError("Method METHOD_NAME_HERE not found."); return; }
// 3. Invoke with error handling
try
{
m.Invoke(null, new object[] { /* args */ });
result.Log("Done.");
}
catch (System.Reflection.TargetInvocationException tie)
{
result.LogError("Error: " + tie.InnerException);
}
}
}Replace CLASS_NAME_HERE, METHOD_NAME_HERE, and the args array as needed. For instance methods, pass the target object instead of null.
If the metavr MCP server is available, use the mcp__metavr__meta_docs_search and mcp__metavr__meta_docs_get_page tools to verify current API details, as Meta SDK documentation updates frequently. Use mcp__metavr__search_api_reference with engine='unity' to look up exact method signatures for OVRManager, OVRCameraRig, OVRInput, and other classes.
~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.