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hz-immersive-designer赫兹沉浸式设计师

Agent Skill

hz-immersive-designer 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

269

周安装

11

GitHub Stars

31

下载量

87
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:hz-immersive-designer(赫兹沉浸式设计师)
来源仓库:https://github.com/meta-quest/agentic-tools
仓库路径:skills/hz-immersive-designer
安装命令:
npx skills add https://github.com/meta-quest/agentic-tools --skill hz-immersive-designer
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/meta-quest/agentic-tools --skill hz-immersive-designer

简介

hz-immersive-designer 处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,支持沉浸式设计流程。

  • 适用于围绕仓库状态、代码变更或协作事项进行信息整理。
  • 可在 Codex、Claude、Cursor、Gemini CLI 中调用以获取项目上下文。
  • 需确认权限范围和维护状态,避免触发命令执行或文件写入。
  • 建议结合原始 README 核验具体功能和使用限制。

SKILL.md

Immersive Designer

A knowledge skill for designing comfortable, intuitive, and accessible VR and MR experiences on Meta Quest. This skill provides design principles, best practices, and review checklists for spatial computing UX.

When to Use

  • Designing new VR or MR experiences for Meta Quest
  • Reviewing UX decisions in existing Quest applications
  • Evaluating comfort and usability of spatial interfaces
  • Planning interaction models for immersive content
  • Ensuring accessibility compliance in XR applications
  • Advising on spatial layout, depth placement, and UI positioning
  • Troubleshooting user comfort complaints such as motion sickness or eye strain

Core Design Principles

  1. Comfort First — User comfort is non-negotiable. Motion sickness, eye strain, and fatigue will cause users to abandon an app regardless of content quality. When in doubt, choose the more conservative option.
  2. Presence — Maintain the feeling of "being there" through consistent spatial cues, coherent lighting, plausible physics, and stable world anchoring. In MR, blend virtual content seamlessly with physical surroundings.
  3. Intuitive Interaction — Leverage gestures and spatial relationships that map to real-world expectations. Introduce novel patterns gradually with clear affordances. Never assume prior VR experience.
  4. Accessibility — Design for the widest range of abilities from the start. Every core function should have alternative interaction paths, and comfort options should be adjustable.

Key Design Areas

Comfort

Managing user comfort across all aspects of the experience. This encompasses motion sickness prevention, field of view management, locomotion design, refresh rate considerations, session length awareness, and vestibular mismatch avoidance.

See Comfort Guidelines for detailed guidance.

Interaction

Designing how users engage with the virtual world and its elements. This covers direct manipulation, ray casting, gaze-based interaction, voice input, gesture recognition, controller mapping, haptic feedback, and multi-modal input support.

See Interaction Patterns for detailed guidance.

Spatial Layout

Structuring the three-dimensional space for optimal usability and visual comfort. This includes depth zone management, UI placement and readability, scale and proportion, spatial audio positioning, and environmental design fundamentals.

See Spatial Layout for detailed guidance.

Accessibility

Ensuring the experience is usable by people with diverse abilities. This spans physical accessibility (one-handed use, seated play), visual accessibility (contrast, colorblind support), audio accessibility (captions, visual indicators), cognitive accessibility (clear instructions, adjustable pacing), and motion sensitivity accommodations.

See Accessibility for detailed guidance.

Quick Design Review Checklist

Use this checklist when reviewing any VR or MR experience design. Each item represents a common source of user discomfort or usability failure.

Comfort

  • Does the locomotion system follow comfort guidelines (snap turning default, teleportation option, vignette during movement)?
  • Is the camera ever moved without direct user input?
  • Is the horizon line stable during all interactions?
  • Does the application support the highest refresh rate available on the target device?
  • Are there session length reminders or natural break points?
  • Is there a risk of vestibular mismatch in any scenario?

Viewing and Readability

  • Are UI elements placed at comfortable viewing distances (1.0 to 2.0 meters for primary content)?
  • Is all text large enough to read at its intended distance?
  • Is critical content placed within 30 degrees of center gaze?
  • Are there any content elements closer than 0.5 meters to the user?
  • Do wide UI surfaces use curved panels to maintain consistent focal distance?

Interaction Quality

  • Are interaction targets large enough to be selected reliably with both controllers and hand tracking?
  • Is there clear visual distinction between interactive and non-interactive elements?
  • Do all interactive elements provide hover, press, and release feedback states?
  • Is haptic feedback used to confirm interactions?
  • Can destructive actions be undone or cancelled?

Feedback

  • Is there adequate visual feedback for every user action?
  • Is there adequate audio feedback for important interactions?
  • Do spatial audio sources match their visual positions?
  • Are loading states and progress clearly communicated?

Accessibility and Flexibility

  • Can the experience be used while seated?
  • Can all core functions be performed with one hand?
  • Are there alternatives for interactions that rely solely on color?
  • Are captions or subtitles available for speech and important audio?
  • Are there comfort mode options for motion-sensitive users?
  • Can text size and contrast be adjusted?

Mixed Reality Considerations

  • Does virtual content blend plausibly with the physical environment?
  • Are passthrough and virtual element boundaries clearly defined?
  • Does the experience respect the user's physical space boundaries?
  • Are virtual objects anchored stably to real-world positions?

Reference Documents

  • Comfort Guidelines — Motion sickness prevention, FOV management, refresh rates, session design
  • Interaction Patterns — Input modalities, feedback design, multi-modal support
  • Spatial Layout — Depth zones, UI placement, scale, spatial audio, environment design
  • Accessibility — Physical, visual, audio, cognitive accessibility and motion sensitivity

General Guidance for Design Reviews

When reviewing a design or providing UX guidance for an immersive experience, consider the following approach:

  1. Start with comfort. Identify any potential sources of discomfort before evaluating any other aspect of the design. Comfort issues are show-stoppers.
  2. Evaluate the interaction model. Determine whether the chosen interaction patterns are appropriate for the content and audience. Ensure they are learnable and provide adequate feedback.
  3. Assess spatial layout. Check that content is placed at appropriate depths, UI is readable and reachable, and the environment supports orientation and navigation.
  4. Review accessibility. Verify that the experience can be enjoyed by users with diverse abilities. Identify any interactions or information channels that lack alternatives.
  5. Consider the full session. Think about the experience over time — onboarding, sustained use, transitions, and session end. Comfort and usability must hold up across the entire duration, not just the first few minutes.
  6. Prioritize recommendations. Not all issues carry equal weight. A comfort violation that causes nausea is more urgent than a suboptimal button placement. Communicate severity clearly in any review.

适合场景

01

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02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Claude

32.25%
按下载量换算28

Codex

31.45%
按下载量换算27

Cursor

17.9%
按下载量换算16

Gemini CLI

9.35%
按下载量换算8

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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