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hz-new-project-creation【开发与工程】Scaffolds new Meta VR and Horizon OS projects after the build path is selected — Standard Android, Meta Spatial SDK, Unity, Unreal, or WebXR. Use when creating a new Meta VR app from scratch. Build paths: all; use hz-quest-verify-first to choose the path.
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Scaffold and configure new Meta VR projects from scratch after the build path has been selected. This skill provides step-by-step setup instructions with recommended settings optimized for Meta VR hardware.
Use this skill when you need to:
Before creating any Meta VR project, complete these steps regardless of platform:
metavr CLI binary on your PATH (see the metavr-cli skill), or invoke it on demand via npx with no install:
metavr --version
Examples below use the bare metavr command; if you use the npm distribution, prefix with npx -y.Verify your device connection before starting any project:
metavr device list
Use hz-quest-verify-first to identify the build path before scaffolding. Do not
choose an SDK from a feature checklist: several paths can expose similar Meta VR
features, but they have different project structures and runtime models.
| Build path | Choose it when | Setup reference or skill |
|---|---|---|
| Standard Android | The app is primarily 2D UI in one resizable Horizon OS panel, implemented with Jetpack Compose, Android Views, React Native, or Expo. This is the default for a new 2D app; Spatial SDK is not required. | Standard Android project; use hz-react-native-expo for React Native or Expo |
| Meta Spatial SDK | The app needs an immersive scene, 3D entities, environment control, or hybrid 2D-and-3D content. | Spatial SDK project |
| Unity | The app is an immersive game or experience built in C#. | Unity project |
| Unreal Engine | The app is an immersive project built with C++ or Blueprints. | Unreal project |
| IWSDK / WebXR | The experience is web-based and should run in the browser or ship as a web app. | Web project |
Once the user has selected a platform, refer to the corresponding reference guide for detailed, step-by-step project setup:
metavr_unity_setup MCP tool to create the project. Do NOT run Unity CLI directly. Do NOT walk the user through manual Package Manager / XR Plug-in Management steps. See Unity Project Setup. Manual fallback at unity-project-manual.md only when the MCP tool is unavailable. (Note: this guidance applies to Meta VR Unity projects only — for non-VR Unity projects use Unity Hub as normal.)hz-react-native-expo when the UI is implemented with React Native or ExpoEach reference covers:
These are common pitfalls when setting up new Meta VR projects.
hz-store-submit for the minimum store-acceptance floor and hz-api-upgrade for the current target range; immersive and 2D panel apps differ. Setting the wrong API level is a common reason builds fail to install or upload. Unity defaults may not match these requirements — always verify in Player Settings > Other Settings and with metavr docs search "target API".com.company.appname package name before your first build and deploy.After the project is created and configured on any platform, these tasks are typically needed:
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.
Initialize a Git repository and configure .gitignore for the chosen platform:
git init
# Use a platform-appropriate .gitignore (Unity, Unreal, Android, or Node.js)
Build the project and install it on a connected Meta VR device:
# After building, install the APK
metavr app install path/to/build.apk
# Launch the app
metavr app launch com.yourcompany.yourapp
# Monitor logs during first run
metavr adb logcat --follow --tag yourapp
On first successful run, verify the application meets baseline performance targets:
metavr_unity_setup MCP tool