pico-design

Guides PICO Unity SDK v3.4.0 development with verified API signatures and anti-hallucination rules.

1.7k|162|Updated Jan 18, 2026
One-click install
npx skills add https://github.com/Besty0728/Unity-Skills --skill pico-design
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: pico-design
Source: https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/pico-design
Command: npx skills add https://github.com/Besty0728/Unity-Skills --skill pico-design

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

AI assistants frequently hallucinate PICO XR APIs: inventing method names, using deprecated vibration and anchor APIs, mixing up return types, and missing mutual-exclusion constraints. This Skill anchors every PICO Unity SDK answer to the official v3.4.0 documentation so generated code compiles and runs on real devices.

Core Features & Use Cases

  • Verified API Reference: Complete signature tables for the nine PXR_* core classes (PXR_Input, PXR_System, PXR_MixedReality, PXR_MotionTracking, PXR_HandTracking, PXR_Boundary, PXR_CameraImage, PXR_FoveationRendering, PXR_Enterprise) with Deprecated flags per method.
  • Domain Workflows: Step-by-step integration guides for controller input, hand tracking, haptics, eye/face/body tracking, video seethrough, spatial anchors, scene capture, spatial mesh, and camera image access.
  • Pitfall Blacklist: A dedicated anti-hallucination list covering deprecated APIs, semantic traps (e.g., TrackingStateCode int returns, right-handed coordinate conversion), mutual-exclusion constraints, and official documentation contradictions.
  • Use Case: When asked to add haptic feedback to a PICO 4 app, the Skill directs you to PXR_Input.SendHapticImpulse/SendHapticBuffer instead of the deprecated SetControllerVibration family, with correct parameter ranges and stop semantics.

Quick Start

Ask the AI to write or review any PICO Unity SDK code, such as implementing spatial anchors or eye tracking, and it will verify every API against the v3.4.0 reference before answering.

Frequently Asked Questions about pico-design

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I implement controller haptic feedback on PICO 4 in Unity?

Use PXR_Input.SendHapticImpulse with amplitude 0-1, duration in milliseconds, and frequency 50-500Hz; stop it by calling again with amplitude and duration set to 0. For audio-driven haptics use SendHapticBuffer with AudioClip, PCM, or PHF overloads. All older vibration APIs like SetControllerVibration are deprecated in v3.4.0.

How do I create and persist spatial anchors with the PICO Unity SDK?

Call StartSenseDataProvider with SpatialAnchor type, then CreateSpatialAnchorAsync, PersistSpatialAnchorAsync, and QuerySpatialAnchorAsync to reload by UUID. Delete in the order UnPersistSpatialAnchorAsync then DestroyAnchor, and never run concurrent queries since the API does not support them.

Does PICO Unity SDK support hand tracking and controllers at the same time?

No, the device tracks either controllers or hands, never both simultaneously. The Controller And Hands setting is automatic switching, not coexistence, so designs requiring one hand on a controller and one bare hand will fail.

Why does my PICO eye tracking code fail to compile with GetEyeTrackingData?

PXR_MotionTracking methods return int TrackingStateCode, not bool, so if(GetEyeTrackingData(...)) does not compile; compare against 0 (PXR_MT_SUCCESS) instead. You must also call StartEyeTracking first, and the permission dialog appears only when GetEyeTrackingData is called.

Can I use PXR_Enterprise camera APIs on a consumer PICO 4?

No, PXR_Enterprise methods only work on enterprise devices like PICO 4 Ultra Enterprise and require InitEnterpriseService then BindEnterpriseService first. On consumer devices use the PXR_CameraImage class with paired AcquireCameraImage and ReleaseCameraImage calls.

What are the limitations of PICO video seethrough setup?

Video seethrough requires disabling all post-processing, setting the main camera Clear Flags to Solid Color with background RGBA all zero, and disabling HDR when using Vulkan with URP or Built-in. The EnableVideoSeeThrough toggle takes effect with delay, so listen to VstDisplayStatusChanged for exact state.