Install
$ agentstack add skill-meta-quest-agentic-tools-hz-unity-meta-quest-ui ✓ 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
Meta Quest VR UI Setup
When to use this skill
Use this skill automatically when:
- Setting up a Canvas for VR
- Creating UI text with TextMesh Pro in a VR project
- Adding buttons, sliders, or other interactive UI in VR
- User reports pink/magenta text, unclickable buttons, or UI sizing issues in VR
- Configuring VR interaction (ray or poke) on a Canvas
Prerequisite: TMP Essential Resources
Before creating ANY VR UI, verify TMP resources are imported. Use Unity_RunCommand:
using UnityEngine;
using UnityEditor;
using System.IO;
internal class CommandScript : IRunCommand
{
public void Execute(ExecutionResult result)
{
string fontPath = "Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset";
var font = AssetDatabase.LoadAssetAtPath(fontPath);
if (font != null)
result.Log("TMP Essential Resources: IMPORTED. Default font present.");
else
result.LogError("TMP Essential Resources: NOT IMPORTED. Use tmp-resources skill first.");
}
}
If not imported, use the tmp-resources skill before proceeding.
Step 1: Create World Space Canvas
Use Unity_RunCommand to create and configure the canvas:
using UnityEngine;
using UnityEditor;
using UnityEngine.UI;
internal class CommandScript : IRunCommand
{
public void Execute(ExecutionResult result)
{
// Adapt the name to match your canvas (e.g., "MainMenu", "SettingsUI")
var go = new GameObject("MenuUI");
var canvas = go.AddComponent();
canvas.renderMode = RenderMode.WorldSpace;
go.AddComponent();
// Remove CanvasScaler — not appropriate for VR
var scaler = go.GetComponent();
if (scaler != null)
Object.DestroyImmediate(scaler);
var rt = go.GetComponent();
rt.localScale = new Vector3(0.001f, 0.001f, 0.001f);
rt.sizeDelta = new Vector2(1920f, 1080f);
rt.position = new Vector3(0f, 1.5f, 2f);
result.RegisterObjectCreation(go);
result.Log("Created VR Canvas '{0}'. Scale: {1}, Size: {2}, Position: {3}",
go.name, rt.localScale, rt.sizeDelta, rt.position);
}
}
Canvas rules
- Render Mode: Always World Space. Screen Space modes break stereo rendering.
- Scale: 0.001 on all axes (1 unit in canvas = 1mm in world).
- CanvasScaler: Remove it. Physical size is controlled by world scale, not screen adaptation.
- Distance: Place 1.5-3m from user. Never closer than 0.5m. Max 5m for readable text.
- Physical size formula:
Canvas sizeDelta * scale = meters. Example: 1920 * 0.001 = 1.92m wide.
Step 2: Create child UI elements
All child elements (panels, buttons, text) must follow these rules:
- localScale: Always
[1, 1, 1]. Never scale children to compensate for canvas scale. - localPosition.z: Always
0. Children must sit on the canvas plane. - Size control: Use
RectTransform.sizeDeltaand anchors, never scale.
using UnityEngine;
using UnityEditor;
using UnityEngine.UI;
using TMPro;
internal class CommandScript : IRunCommand
{
public void Execute(ExecutionResult result)
{
// Replace "MenuUI" with the actual canvas name used in Step 1
var canvas = GameObject.Find("MenuUI");
if (canvas == null) { result.LogError("Canvas 'MenuUI' not found."); return; }
// Panel
var panel = new GameObject("ButtonPanel");
panel.transform.SetParent(canvas.transform, false);
var panelRT = panel.AddComponent();
panelRT.localScale = Vector3.one;
panelRT.sizeDelta = new Vector2(800f, 600f);
var panelImg = panel.AddComponent();
panelImg.color = new Color(0.1f, 0.1f, 0.1f, 0.95f);
panelImg.raycastTarget = false;
var layout = panel.AddComponent();
layout.spacing = 50f;
layout.padding = new RectOffset(80, 80, 100, 100);
layout.childAlignment = TextAnchor.MiddleCenter;
// Button
var btnGO = new GameObject("StartButton");
btnGO.transform.SetParent(panel.transform, false);
var btnRT = btnGO.AddComponent();
btnRT.localScale = Vector3.one;
btnRT.sizeDelta = new Vector2(400f, 120f);
var btnImg = btnGO.AddComponent();
btnImg.color = new Color(0.2f, 0.6f, 1f, 1f);
btnGO.AddComponent();
// Button text
var textGO = new GameObject("Text");
textGO.transform.SetParent(btnGO.transform, false);
var textRT = textGO.AddComponent();
textRT.localScale = Vector3.one;
textRT.anchorMin = Vector2.zero;
textRT.anchorMax = Vector2.one;
textRT.sizeDelta = Vector2.zero;
var tmp = textGO.AddComponent();
tmp.text = "Start";
tmp.fontSize = 48f;
tmp.color = new Color(0.95f, 0.95f, 0.95f, 1f);
tmp.alignment = TextAlignmentOptions.Center;
tmp.raycastTarget = false;
result.RegisterObjectCreation(panel);
result.Log("Created panel with button. Panel scale: {0}, Button scale: {1}",
panelRT.localScale, btnRT.localScale);
}
}
Step 3: Validate created UI
After creating UI, verify critical properties with Unity_RunCommand:
using UnityEngine;
using UnityEditor;
internal class CommandScript : IRunCommand
{
public void Execute(ExecutionResult result)
{
// Replace "MenuUI" with the actual canvas name
var canvas = GameObject.Find("MenuUI");
if (canvas == null) { result.LogError("Canvas not found."); return; }
var crt = canvas.GetComponent();
var c = canvas.GetComponent();
bool pass = true;
if (c.renderMode != RenderMode.WorldSpace)
{ result.LogError("Canvas renderMode is not World Space."); pass = false; }
if (Mathf.Abs(crt.localScale.x - 0.001f) > 0.0001f)
{ result.LogError("Canvas scale is {0}, expected 0.001.", crt.localScale); pass = false; }
// Check all children
foreach (Transform child in canvas.GetComponentsInChildren(true))
{
if (child == canvas.transform) continue;
var rt = child.GetComponent();
if (rt == null) continue;
if (rt.localScale != Vector3.one)
{
result.LogError("Child '{0}' has localScale {1}, expected (1,1,1).", child.name, rt.localScale);
rt.localScale = Vector3.one;
pass = false;
}
if (Mathf.Abs(rt.localPosition.z) > 0.01f)
{
result.LogError("Child '{0}' has localPosition.z={1}, expected 0.", child.name, rt.localPosition.z);
rt.localPosition = new Vector3(rt.localPosition.x, rt.localPosition.y, 0f);
pass = false;
}
}
if (pass)
result.Log("Validation PASSED. All properties correct.");
else
result.LogWarning("Validation found issues. Auto-fixed child scale/position where possible.");
}
}
Common issues this catches:
- Canvas scale stuck at 1,1,1 instead of 0.001
- Child elements auto-scaled to compensate for parent (e.g., 1000x)
- Child elements offset on Z axis (e.g., localPosition.z = -2500)
Step 4: Add VR interaction (interactive UI only)
Only add interaction when your Canvas has interactive elements (buttons, sliders, dropdowns, toggles, input fields). Skip this for display-only UI (HUD, score, labels).
Decision tree
Does your Canvas have buttons, dropdowns, sliders, toggles, or input fields?
YES -> Add VR interaction. Without it, interactive elements won't work in VR.
NO -> Skip. Display-only UI doesn't need interaction overhead.
Ray interaction (default choice)
Use for most VR UI — lets users point at UI with controller or hand rays:
Call the Meta Unity extension MCP tool meta_add_canvas_interaction_ray with the canvas name:
meta_add_canvas_interaction_ray with NameOrID: ""
This adds: RayInteractable, PointableCanvas, ISDK_RayCanvasInteraction child, and a scene-level Pointable Canvas Module.
When to use: menus, settings panels, any UI beyond arm's reach.
Poke interaction (close-range only)
Use for physical touch-style interaction within arm's reach ("
This adds: `PokeInteractable`, `PointableCanvas`, close-range collision detection.
**When to use**: control panels on surfaces, virtual keyboards, diegetic UI on props.
### Both (advanced)
Call ray first, then poke, for hybrid UIs where users can point OR touch.
### Verify interaction was added
After calling the Meta Unity extension MCP tool, verify with `Unity_RunCommand`:
```csharp
using UnityEngine;
using UnityEditor;
internal class CommandScript : IRunCommand
{
public void Execute(ExecutionResult result)
{
// Replace "MenuUI" with the actual canvas name
var canvas = GameObject.Find("MenuUI");
if (canvas == null) { result.LogError("Canvas not found."); return; }
var components = canvas.GetComponents();
bool hasPointable = false;
foreach (var c in components)
{
if (c != null && c.GetType().Name.Contains("PointableCanvas"))
hasPointable = true;
}
if (hasPointable)
result.Log("VR interaction verified: PointableCanvas present on '{0}'.", canvas.name);
else
result.LogError("VR interaction MISSING on '{0}'. Call meta_add_canvas_interaction_ray.", canvas.name);
// Check scene-level Pointable Canvas Module
var module = GameObject.Find("Pointable Canvas Module");
if (module != null)
result.Log("Pointable Canvas Module found in scene.");
else
result.LogWarning("Pointable Canvas Module not found. It should be auto-created by the Meta Unity extension MCP tool.");
}
}
If buttons work in Editor but not on Quest device
Ensure the interaction rig exists in the scene:
meta_add_interactionrig (no parameters)
This adds OVRInteractionComprehensive as a child of the Camera Rig, providing all hand/controller interactors. Requires OVRCameraRig to be in the scene first.
VR UI sizing reference
All sizes assume canvas scale of 0.001 (1 unit = 1mm).
Element sizes (minimum)
| Element | sizeDelta (units) | Physical size | |---|---|---| | Button (small) | 250 x 100 | 25cm x 10cm | | Button (standard) | 300 x 120 | 30cm x 12cm | | Button (large) | 400 x 150 | 40cm x 15cm | | Dropdown | 500 x 140 | 50cm x 14cm | | Slider | 600 x 80 | 60cm x 8cm | | Toggle | 120 x 120 | 12cm x 12cm | | Input Field | 800 x 140 | 80cm x 14cm | | Panel/Menu | 1200-2000 x 800-1400 | 1.2-2m x 0.8-1.4m |
Button spacing
Minimum 50 units (5cm) between interactive elements to prevent mis-clicks.
Font sizes (at 0.001 canvas scale)
| Distance | Minimum | Comfortable | Large/Title | |---|---|---|---| | 1.5m | 32pt | 40-48pt | 60-72pt | | 2.0m | 36pt | 48-56pt | 72-84pt | | 2.5m | 40pt | 52-64pt | 84-96pt | | 3.0m | 48pt | 64-72pt | 96-120pt |
Never use auto-sizing in VR. Never use legacy Text components — always TextMeshPro.
Colors
- Text: off-white (0.9, 0.9, 0.9) or dark gray (0.1, 0.1, 0.1). Avoid pure white/black.
- Backgrounds: dark (0.1, 0.1, 0.1, 0.95) or light (0.9, 0.9, 0.9, 0.95).
- Contrast ratio: minimum 4.5:1, prefer 7:1+.
- Prefer opaque backgrounds over transparent (cheaper to render).
Performance tips
- Disable
raycastTargeton non-interactive elements (labels, backgrounds, decorative images). - Split static and dynamic content onto separate canvases to minimize rebuilds.
- Canvas rebuild cost should be = 250x100 units
[ ] Button spacing >= 50 units [ ] Text >= 48pt, raycastTarget = false on non-interactive text [ ] Validation script run and passed
### Display-only UI (HUD, score, labels)
[ ] TMP Essential Resources imported [ ] Canvas: renderMode = World Space [ ] Canvas: localScale = [0.001, 0.001, 0.001] [ ] All children: localScale = [1, 1, 1] [ ] All children: localPosition.z = 0 [ ] Text >= 48pt [ ] raycastTarget = false on all elements [ ] NO interaction components needed
## Integration with other skills
- **tmp-resources**: Use first to import TMP Essential Resources before creating any UI.
- **unity-placement**: Use for positioning canvases relative to other scene objects.
## 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](https://github.com/meta-quest)
- **Source:** [meta-quest/agentic-tools](https://github.com/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.