hz-new-project-creation

Scaffolds new Meta Quest and Horizon OS projects with recommended settings for Unity, Unreal, Android/Spatial SDK, or WebXR. Use when creating a new Quest app from scratch.

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Install skill "hz-new-project-creation" with this command: npx skills add meta-quest/agentic-tools/meta-quest-agentic-tools-hz-new-project-creation

New Project Creation Skill

Scaffold and configure new Meta Quest projects from scratch. This skill guides you through choosing the right platform and project type, then provides step-by-step setup instructions with recommended settings optimized for Quest hardware.

When to Use This Skill

Use this skill when you need to:

  • Create a brand-new project targeting Meta Quest (Quest 2, Quest 3, Quest 3S, Quest Pro)
  • Choose between Unity, Unreal Engine, Android/Spatial SDK, or WebXR
  • Configure a project with the correct render settings, SDK versions, and build targets for Quest
  • Set up a project template with recommended architecture and folder structure
  • Understand which platform best fits your application type

Prerequisites

Before creating any Meta Quest project, complete these steps regardless of platform:

  1. Create a Meta developer account -- Sign up at developer.meta.com and create an organization.
  2. Set up your Quest for development -- Enable developer mode in the Meta Horizon app on your phone under your headset's settings.
  3. Enable USB debugging -- Connect your Quest via USB-C, put on the headset, and accept the "Allow USB debugging" prompt.
  4. Install hzdb -- The hzdb CLI tool must be available on your PATH:
    npm install -g @meta-quest/hzdb
    
    Verify with hzdb --version.

Verify your device connection before starting any project:

hzdb device list

Decision Tree

When a user wants to create a new Quest project, walk through these questions in order:

Step 1: What Platform?

Ask the user which development platform they prefer or are most experienced with:

  • Unity -- C# scripting, mature XR ecosystem, large asset store
  • Unreal Engine -- C++ and Blueprints, high-fidelity rendering, cinematic tools
  • Android / Spatial SDK -- Kotlin, native Android development, panel-based apps
  • Web / IWSDK / WebXR -- TypeScript, rapid prototyping, browser-based distribution

Step 2: What Type of Experience?

Ask what kind of application they are building:

TypeDescriptionBest Platforms
Fully Immersive VRComplete virtual environment, no passthroughUnity, Unreal
Mixed RealityBlend virtual content with real world via passthroughUnity, Unreal, Spatial SDK
2D Panel AppFlat UI panel floating in the user's spaceSpatial SDK, Unity
Hybrid (2D + 3D)Panels with optional 3D spatial contentSpatial SDK

Step 3: What Features?

Identify which Quest-specific features the project needs:

  • Hand tracking -- Controller-free interaction using hand and finger detection
  • Eye tracking -- Gaze-based interaction and foveated rendering (Quest Pro, Quest 3)
  • Passthrough -- Camera-based view of the real world with virtual overlays
  • Multiplayer -- Networked multi-user experiences
  • Spatial audio -- 3D positional audio with HRTF spatialization
  • Scene understanding -- Room mesh, plane detection, semantic labels
  • Spatial anchors -- Persistent world-locked content placement

Platform Comparison

PlatformBest ForLanguage3D EngineLearning CurveDistribution
UnityGames, complex 3D, social VRC#UnityModerateQuest Store, App Lab
Unreal EngineHigh-fidelity visuals, cinematicC++ / BlueprintUnrealSteepQuest Store, App Lab
Spatial SDKAndroid panel apps, hybrid appsKotlinCustom ECSModerateQuest Store, App Lab
IWSDK / WebXRWeb-based, quick prototypingTypeScriptThree.jsLowWeb, PWA, Store (via Bubblewrap)

Platform Selection Guidelines

  • Choose Unity when you need the broadest XR feature support, a large ecosystem of third-party assets, or your team already knows C#.
  • Choose Unreal when visual fidelity is the top priority, you need cinematic sequences, or your team is experienced with C++ or Blueprints.
  • Choose Spatial SDK when building panel-based Android apps, hybrid 2D+3D experiences, or leveraging existing Android/Kotlin expertise.
  • Choose IWSDK/WebXR when you want the fastest iteration cycle, browser-based distribution, or are prototyping an idea before committing to a native engine.

After Choosing a Platform

Once the user has selected a platform, refer to the corresponding reference guide for detailed, step-by-step project setup:

Each reference covers:

  1. Required tool and SDK versions
  2. Project creation steps
  3. Recommended project settings for Quest
  4. Build and deployment workflow
  5. Testing and iteration workflow

Common Post-Setup Tasks

After the project is created and configured on any platform, these tasks are typically needed:

Register the App on the Developer Dashboard

Create an application entry at developer.meta.com to obtain an App ID. This is required for platform features like entitlement checks, multiplayer, achievements, and store submission.

Set Up Version Control

Initialize a Git repository and configure .gitignore for the chosen platform:

git init
# Use a platform-appropriate .gitignore (Unity, Unreal, Android, or Node.js)

First Build and Deploy

Build the project and install it on a connected Quest device:

# After building, install the APK
hzdb app install path/to/build.apk

# Launch the app
hzdb app launch com.yourcompany.yourapp

# Monitor logs during first run
hzdb log --tag yourapp

Performance Baseline

On first successful run, verify the application meets baseline performance targets:

  • Frame rate: 72 Hz minimum (90 Hz or 120 Hz preferred on Quest 3)
  • Frame timing: Consistent frame times without spikes
  • Thermal: No thermal throttling warnings during normal use

References

Skill References

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