Install
$ agentstack add skill-meta-quest-agentic-tools-hz-unity-code-review ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
About
Unity Code Review for Meta Quest
When to Use
Use this skill when reviewing Unity C# code or project settings that target Meta Quest headsets. This includes:
- Reviewing scripts for VR performance issues
- Checking rendering pipeline configuration and settings
- Ensuring adherence to Quest-specific best practices
- Identifying common VR development pitfalls
- Validating input handling for controllers, hands, and eye tracking
- Auditing memory usage and GC allocation patterns
Key Review Areas
1. Rendering Pipeline Configuration
Quest applications must use the Universal Render Pipeline (URP) with specific settings optimized for mobile VR. The Built-in Render Pipeline is not recommended for new Quest projects.
Critical settings to verify:
- Single-pass multiview must be enabled (Player Settings > XR Plug-in Management > Oculus > Stereo Rendering Mode)
- Vulkan should be the primary graphics API
- Linear color space is required for correct lighting
- HDR should be disabled in URP asset settings
- Post-processing should be minimal or disabled
2. Draw Call Budgets and Batching
Quest has draw call budgets that vary by workload complexity. Every draw call has CPU overhead that directly impacts frame timing.
| Metric | Quest 2 / Quest Pro | Quest 3 / Quest 3S | |--------|---------------------|---------------------| | Draw calls (busy simulation) | 80-200 | 200-300 | | Draw calls (medium simulation) | 200-300 | 400-600 | | Draw calls (light simulation) | 400-600 | 700-1000 | | Triangles per frame | 750K-1M | 1M-2M | | SetPass calls | (); var filtered = enemies.Where(e => e.IsAlive).ToList(); }
// GOOD: Zero allocations in Update private StringBuilder sb = new StringBuilder(32); private List enemyCache = new List(); private Enemy[] _enemyArray;
void Start() { _enemyArray = FindObjectsOfType(); }
void Update() { sb.Clear(); sb.Append("Score: "); _sb.Append(score); }
### 5. Input Handling
Quest supports multiple input modalities. Code should handle:
- **Controllers**: Use Unity's Input System Package for new projects (recommended); `OVRInput` is maintained for legacy support
- **Hand tracking**: `OVRHand` and `OVRSkeleton` for hand pose data
- **Eye tracking**: `OVREyeGaze` (Quest Pro / Quest 3, requires permission)
- **Graceful switching** between controller and hand tracking modes
### 6. Physics Configuration
Physics simulation is expensive on mobile. Review for:
- Physics timestep set to match target frame rate (72/90/120 Hz)
- Simplified collision meshes (use primitives, not mesh colliders)
- Reduced solver iterations (4-6 is usually sufficient)
- Layer-based collision matrix to minimize pair checks
- Rigidbody sleep thresholds configured appropriately
### 7. Audio Setup
Audio is often overlooked but can impact performance:
- Compress audio clips (Vorbis for music, ADPCM for short SFX)
- Use streaming load type for clips longer than 1 second
- Limit simultaneous audio sources (target () in Update // Cache the result
new List() in Update // Allocates on heap
string + string in Update // Creates new string objects
foreach on non-List collections // Enumerator allocation
LINQ queries (.Where, .Select) // Multiple allocations
Boxing (int -> object) // Heap allocation
delegate/lambda in hot paths // Closure allocation
Update() Misuse
// BAD: Empty Update still has overhead
void Update() { }
// BAD: Logic that doesn't need per-frame execution
void Update() {
SavePlayerPrefs(); // Should be event-driven
}
// GOOD: Use events, coroutines, or InvokeRepeating for non-per-frame logic
void OnScoreChanged(int newScore) {
UpdateScoreUI(newScore);
}
Camera.main Anti-Pattern
// BAD: Camera.main uses FindWithTag internally
void Update() {
transform.LookAt(Camera.main.transform);
}
// GOOD: Cache the reference
private Transform _cameraTransform;
void Start() {
_cameraTransform = Camera.main.transform;
}
void Update() {
transform.LookAt(_cameraTransform);
}
Find Calls in Hot Paths
// BAD: Expensive search every frame
void Update() {
var player = GameObject.FindWithTag("Player");
var rb = player.GetComponent();
}
// GOOD: Cache in Awake/Start or use dependency injection
private Rigidbody _playerRb;
void Awake() {
_playerRb = GameObject.FindWithTag("Player").GetComponent();
}
Using metavr for Validation
You can use the metavr tool to validate builds and check device-side behavior. Invoke via metavr (published as the npm package metavr; if metavr is not on PATH, run npx -y metavr ) — no install required.
# Check connected Quest device
metavr device list
# Install and run a build
metavr app install path/to/build.apk
metavr app launch com.company.app
# Check device logs for errors
metavr adb logcat --tag Unity
# Monitor GPU performance
metavr perf capture
Use device-side profiling to validate that code review findings translate to real performance improvements.
Reference Documents
For detailed guidance on specific topics, see the following reference documents:
- [Performance Checklist](references/performance-checklist.md) — comprehensive performance targets and optimization strategies
- [Rendering Best Practices](references/rendering-best-practices.md) — Quest-specific rendering configuration and shader guidelines
- [Input Handling](references/input-handling.md) — controller, hand tracking, and eye tracking implementation
- [Common Pitfalls](references/common-pitfalls.md) — frequently encountered mistakes and their fixes
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: meta-quest
- Source: meta-quest/agentic-tools
- License: Apache-2.0
- Homepage: https://developers.meta.com/horizon
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.