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unity-xrUnity XR 搜索

Agent Skill

unity-xr 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。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

423

周安装

18

GitHub Stars

4

下载量

148
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:unity-xr(Unity XR 搜索)
来源仓库:https://github.com/alphaonedev/openclaw-graph
仓库路径:skills/unity-xr
安装命令:
npx skills add https://github.com/alphaonedev/openclaw-graph --skill unity-xr
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/alphaonedev/openclaw-graph --skill unity-xr

简介

unity-xr 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。

  • 适用于 Unity XR 开发、虚拟现实和增强现实应用等场景。
  • 通过 GitHub 仓库安装,使用 npx skills add 命令添加指定技能。
  • 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。
  • unity-xr 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

Purpose

This skill automates and assists in developing XR applications with Unity, focusing on AR and VR features like hand tracking, spatial audio, and multi-platform builds for devices such as Oculus Quest or HoloLens. It leverages Unity's XR ecosystem to streamline immersive interaction code.

When to Use

Use this skill when creating interactive AR/VR experiences, such as virtual training simulations, 3D product visualizations, or multiplayer VR games. Apply it for cross-platform projects needing device-agnostic code, like adapting to Android ARCore and iOS ARKit, or when optimizing for performance on standalone VR headsets.

Key Capabilities

  • Handles XR Interaction Toolkit for input systems: Use XRBaseInteractable to define grabbable objects in VR scenes.
  • Supports AR Foundation for unified AR development: Enable plane detection with ARPlaneManager to track surfaces.
  • Ensures cross-platform compatibility: Configure build settings for multiple targets using Unity's Player Settings API, e.g., set XRSettings.enabled = true; for specific devices.
  • Manages immersive interactions: Implement raycasting for VR pointers via XRInteractorLineVisual, with collision checks in 2-3 lines of C# code.
  • Optimizes for performance: Use Unity's Profiler to monitor frame rates, integrating with XR plugins to cap at 90 FPS for VR.

Usage Patterns

To set up a basic XR project, first install Unity and the XR packages via the Package Manager. Import the XR Interaction Toolkit, then create a new scene and add an XR Rig prefab. For AR, initialize an AR Session in your script's Start() method. Always test on target hardware early. For VR interactions, attach scripts to GameObjects to handle events like OnSelectEntered(). Structure code modularly: separate input handling from logic. When building, use command-line builds for automation, e.g., run Unity -batchmode -projectPath /path/to/project -buildTarget Android -executeMethod BuildScript.PerformBuild.

Common Commands/API

  • Unity CLI for building: Use Unity -quit -batchmode -projectPath /path/to/project -buildWindows64Player /output/path.exe to compile a VR build; include -logFile build.log for output.
  • XR Interaction API snippet: using UnityEngine.XR.Interaction.Toolkit; public class GrabHandler: XRGrabInteractable {void OnSelectEntered(SelectEnterEventArgs args) {transform.position = args.interactor.transform.position;}}
  • AR Foundation API for session management: using UnityEngine.XR.ARFoundation; public class ARManager: MonoBehaviour {private ARSession arSession; void Start() {arSession = FindObjectOfType<ARSession>(); arSession.enabled = true;}}
  • Configuration formats: Edit Unity's ProjectSettings/ProjectSettings.asset to set XR plugins, e.g., add XR Plug-in Management: Oculus under XRSettings. For API keys (e.g., for AR services), use environment variables like $ARFOUNDATION_API_KEY in build scripts.
  • Common endpoints: When integrating with Unity services, reference REST endpoints like https://services.unity.com/api/v1/projects for cloud builds, authenticated via $UNITY_ACCESS_TOKEN.

Integration Notes

Integrate this skill with Unity's core engine by adding XR packages via the Package Manager CLI: Unity -projectPath /path -importPackage path/to/xri.unitypackage. For external tools, link with Unreal or Blender by exporting FBX models, then import into Unity and apply XR scripts. If using version control, ensure.meta files are tracked; configure Git hooks to validate XR settings. For authentication in cloud integrations (e.g., Unity Cloud Build), set env vars like $UNITY_PROJECT_ID and use them in scripts: string projectId = System.Environment.GetEnvironmentVariable("UNITY_PROJECT_ID");. Always match Unity versions across integrations to avoid API mismatches.

Error Handling

Check for common XR errors like device not found: In code, use if (!XRSettings.isDeviceActive) {Debug.LogError("XR device inactive");} before starting sessions. For AR tracking failures, handle via ARSession.stateChanged events:

ARSession.stateChanged += OnStateChanged; void OnStateChanged(ARSessionStateChangedEventArgs args) { if (args.state == ARSessionState.Error) { Debug.LogError(args.errorCode); } }

Use Unity's ErrorPause in Editor settings for debugging. For build errors, parse CLI logs with scripts, e.g., check exit codes: if (process.ExitCode!= 0) {throw new Exception("Build failed");}. Always wrap API calls in try-catch blocks for runtime exceptions, like try {arSession.Reset();} catch (Exception e) {Debug.Log(e.Message);}.

Concrete Usage Examples

  1. VR Interaction Scene: To create a simple VR grabber, start a Unity project, import XR Interaction Toolkit, add an XR Rig to your scene, and attach this script to an object: using UnityEngine.XR.Interaction.Toolkit; public class SimpleGrabber: XRGrabInteractable {protected override void OnSelectEntered(SelectEnterEventArgs args) {rigidbody.isKinematic = true;}} Build and run on an Oculus device using Unity -batchmode -buildTarget Android -executeMethod BuildPipeline.BuildPlayer.
  2. AR Plane Detection: For an AR app, add AR Foundation to your project, create a script to detect planes: using UnityEngine.XR.ARFoundation; public class PlaneDetector: MonoBehaviour {private ARPlaneManager planeManager; void Start() {planeManager = gameObject.AddComponent<ARPlaneManager>(); planeManager.planesChanged += OnPlanesChanged;}} Test on a mobile device by building with Unity -projectPath /path -buildTarget iOS -customBuildTarget iPhone.

Graph Relationships

  • Connected to: unity-core (for general Unity scripting and engine features)
  • Part of: ar-vr cluster (shares dependencies with other AR/VR skills)
  • Relates to: 3d-modeling (for importing assets into XR scenes)

适合场景

01

用户想查找某类 Agent Skill 时

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

Codex

39.66%
按下载量换算59

Claude

28.03%
按下载量换算41

Cursor

17.19%
按下载量换算25

Gemini CLI

9.09%
按下载量换算13

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

敏感数据

该 Skill 可能接触密钥、Token、环境变量或敏感配置,应进入高风险复核队列,默认不自动发布。

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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