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hz-spatial-sdkHZ spatial SDK 命令行

Agent Skill

hz-spatial-sdk 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

220

周安装

9

GitHub Stars

31

下载量

71
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-spatial-sdk(HZ spatial SDK 命令行)
来源仓库:https://github.com/meta-quest/agentic-tools
仓库路径:skills/hz-spatial-sdk
安装命令:
npx skills add https://github.com/meta-quest/agentic-tools --skill hz-spatial-sdk
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-spatial-sdk

简介

hz-spatial-sdk 处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,支持空间计算 SDK 集成。

  • 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

Spatial SDK Skill

Build native Android spatial applications for Meta Quest using the Meta Spatial SDK. This skill covers the Entity-Component-System architecture, 2D panel rendering, 3D object placement, hybrid app development, and deployment to Horizon OS devices.

When to Use This Skill

Use this skill when you need to:

  • Build a native Android app for Meta Quest using the Spatial SDK and Kotlin
  • Create hybrid experiences that combine 2D Android UI panels with 3D content
  • Work with the Entity-Component-System (ECS) architecture in Spatial SDK
  • Add 3D objects, animations, or spatial interactions to a Quest application
  • Configure panels using Jetpack Compose or Android Views for spatial rendering
  • Use the Spatial Editor to compose 3D scenes visually
  • Deploy and test Spatial SDK applications on a Quest device

This skill applies to all Meta Quest headsets running Horizon OS (Quest 2, Quest 3, Quest 3S, Quest Pro).

What is Meta Spatial SDK

Meta Spatial SDK is Meta's native Android framework for building spatial applications on Horizon OS. It extends the standard Android development model with spatial capabilities, allowing developers to write apps in Kotlin that render 2D UI panels in 3D space, display glTF models, handle spatial input, and integrate with Horizon OS features like passthrough, scene understanding, and hand tracking.

Unlike Unity or Unreal Engine, Spatial SDK builds on top of the Android Activity lifecycle. Applications are standard Android APKs that use Spatial SDK libraries to gain spatial rendering and interaction capabilities.

Key characteristics:

  • Kotlin-first: all application logic is written in Kotlin
  • Android-native: builds on standard Android Activity, Gradle, and Jetpack libraries
  • ECS architecture: entities, components, and systems manage 3D scene state
  • Panel rendering: Android UI frameworks (Jetpack Compose, Views) render as spatial panels
  • Gradle integration: Spatial SDK ships as AAR libraries pulled via Gradle dependencies

Key Concepts

Entity-Component-System (ECS)

The Spatial SDK uses an ECS architecture to manage the 3D scene graph. This separates data (components) from behavior (systems):

  • Entity: a lightweight identifier (ID) that groups components together. An entity has no behavior on its own.
  • Component: a data container attached to an entity. Components are defined via XML attribute schemas and hold typed fields (floats, vectors, references, enums). Examples: Transform, Mesh, Panel, Grabbable.
  • System: a Kotlin class that queries entities by their components and executes logic each frame. Systems extend SystemBase and override the execute() method.
// Example: a simple system that rotates all entities with a Spinner component
class SpinnerSystem : SystemBase() {
  override fun execute() {
    val query = Query.where { has(Spinner.id, Transform.id) }
    for (entity in query.eval()) {
      val transform = entity.getComponent<Transform>()
      val spinner = entity.getComponent<Spinner>()
      transform.rotation *= Quaternion.fromAxisAngle(Vector3.UP, spinner.speed * getDeltaTime())
      entity.setComponent(transform)
    }
  }
}

2D Panels

Panels are the primary way to display Android UI in spatial apps. A PanelRegistration maps a panel name to a Jetpack Compose composable or an Android View. Panels render as flat rectangles positioned in 3D space.

override fun registerPanels(): List<PanelRegistration> {
  return listOf(
    PanelRegistration("main_panel") {
      layoutParams = LayoutParams(592f, 592f, SpatialPanelLayoutParams.HORIZONTAL)
      panel {
        MainScreen()  // Jetpack Compose composable
      }
    }
  )
}

3D Objects

Load glTF models as meshes and place them in the scene using Transform and Mesh components:

val modelEntity = Entity.create()
modelEntity.setComponent(
  Mesh(Uri.parse("apk:///models/robot.glb"))
)
modelEntity.setComponent(
  Transform(Pose(Vector3(0f, 1f, -2f)))
)

Hybrid Apps

Spatial SDK excels at hybrid applications that combine 2D panels with 3D content. A single activity can display Android UI panels alongside 3D models, allowing users to interact with familiar 2D interfaces while surrounded by spatial content.

Activity Structure

For most Spatial SDK apps, keep one SpatialActivity subclass as the root shell for the whole experience. Tool-style apps usually work best when that single activity owns the scene, registered panels, and ECS systems while UI states change inside that shell.

Avoid structuring a Quest-native tool app like a standard multi-activity Android app unless you have a specific platform reason. Multiple panels or different UI states are usually better expressed inside the same spatial activity.

Scene

The Scene class manages the 3D environment, including the skybox, image-based lighting (IBL), viewer position, and the reference space. Each SpatialActivity has an associated scene.

Spatial Editor

The Spatial Editor is a visual tool (integrated into Android Studio via the Meta Horizon plugin) for composing 3D scenes. It produces .glxf files that define entity arrangements, panel placements, and 3D object positions. These files are loaded at runtime.

Quick Start

Prerequisites

  1. Android Studio with the Meta Horizon Android Studio Plugin installed
  2. Meta Spatial SDK dependencies added to your Gradle project
  3. A Meta Quest device connected via USB with developer mode enabled

Step-by-step

  1. Create a new project from the Spatial SDK template in Android Studio (or add Spatial SDK dependencies to an existing project).
  2. Define your activity by extending SpatialActivity:
class MyActivity : SpatialActivity() {

  override fun registerPanels(): List<PanelRegistration> {
    return listOf(
      PanelRegistration("home_panel") {
        layoutParams = LayoutParams(592f, 592f, SpatialPanelLayoutParams.HORIZONTAL)
        panel {
          HomeScreen()
        }
      }
    )
  }

  override fun registerSystems(): List<SystemBase> {
    return listOf(
      SpinnerSystem()
    )
  }

  override fun onSceneReady(scene: Scene) {
    super.onSceneReady(scene)
    scene.setViewerPosition(Vector3(0f, 0f, 0f))
    // Spawn panels and 3D objects here
    Entity.createPanelEntity("home_panel")
  }
}
  1. Add 3D content via the Spatial Editor or programmatically:
// Load a 3D model
val robot = Entity.create(
  Mesh(Uri.parse("apk:///models/robot.glb")),
  Transform(Pose(Vector3(0f, 0.5f, -1.5f)))
)
  1. Build and deploy to your connected Quest device using hzdb (invoke via npx -y @meta-quest/hzdb <args>):
# Build the APK via Gradle
./gradlew assembleDebug

# Install using hzdb
hzdb app install app/build/outputs/apk/debug/app-debug.apk

# Launch the app
hzdb app launch com.example.myspatialapp

# View logs
hzdb log

Architecture Overview

The high-level architecture of a Spatial SDK application:

Android Activity
  └── SpatialActivity
        ├── Scene (environment, lighting, viewer)
        ├── DataModel (entity-component store)
        │     ├── Entity: Panel ("home_panel")
        │     │     ├── Transform
        │     │     ├── PanelComponent
        │     │     └── Grabbable
        │     ├── Entity: 3D Object ("robot")
        │     │     ├── Transform
        │     │     └── Mesh
        │     └── Entity: Light
        │           ├── Transform
        │           └── PointLight
        ├── Systems
        │     ├── SpinnerSystem
        │     ├── IsdkSupportingSystems (input)
        │     └── PhysicsSystem
        └── PanelRegistrations
              └── "home_panel" → Jetpack Compose UI
  • SpatialActivity extends Android Activity and manages the Scene and DataModel lifecycle.
  • DataModel is the central ECS store where all entities and components live.
  • Scene configures the 3D environment (skybox, IBL, reference space).
  • Systems run each frame and operate on entities matching their queries.
  • PanelRegistrations bind panel names to UI content.

Gradle Dependencies

Add the Spatial SDK to your build.gradle.kts:

dependencies {
  implementation("com.meta.spatial:meta-spatial-sdk:latest")
  implementation("com.meta.spatial:meta-spatial-sdk-physics:latest")
  implementation("com.meta.spatial:meta-spatial-sdk-isdk:latest")
  implementation("com.meta.spatial:meta-spatial-sdk-mruk:latest")
}

Apply the Spatial SDK Gradle plugin for code generation:

plugins {
  id("com.meta.spatial.plugin") version "latest"
}

Manifest Configuration

Spatial SDK apps require specific manifest entries:

<uses-feature
  android:name="android.hardware.vr.headtracking"
  android:required="true" />

<!-- Include these when the app should launch and remain usable with hands,
     not only paired controllers. -->
<uses-feature
  android:name="oculus.software.handtracking"
  android:required="false" />
<uses-permission android:name="com.oculus.permission.HAND_TRACKING" />

<application>
  <activity
    android:name=".MyActivity"
    android:exported="true">
    <intent-filter>
      <action android:name="android.intent.action.MAIN" />
      <category android:name="android.intent.category.LAUNCHER" />
      <category android:name="com.oculus.intent.category.VR" />
    </intent-filter>
  </activity>
</application>

For panel or hybrid apps that should work without controllers, declare hand tracking support and make sure the experience handles switching between hands and controllers cleanly. Meta's VRC guidance applies to panel apps as well as immersive apps.

If your app needs to talk to a local development service over http:// or ws://, you may also need debug-only cleartext traffic settings or a network security config. Keep that scoped to development builds and prefer https:// and wss:// in release builds.

References

Skill References

  • Architecture Guide -- ECS model, custom components and systems, scene management, and activity lifecycle
  • Panels and 3D Objects -- 2D panel rendering, 3D object loading, hybrid app development
  • Interaction SDK -- Input handling, grabbables, hand tracking, controller input, haptics
  • Debugging -- Data Model Inspector, OVR Metrics Tool, logcat filtering, common issues

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02

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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

Codex

34.95%
按下载量换算25

Claude

31.56%
按下载量换算22

Cursor

18.42%
按下载量换算13

Gemini CLI

8.83%
按下载量换算6

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通过

权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/meta-quest/agentic-tools --skill hz-spatial-sdk 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

安装前确认

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