pico-design

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

Updated Aug 18, 2026
One-click install
npx skills add https://github.com/ethanJPope/Our-Main-Hackathon-Game --skill pico-design-ethanjpope
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: pico-design
Source: https://github.com/ethanJPope/Our-Main-Hackathon-Game/tree/main/.agents/skills/unity-skills/skills/pico-design
Command: npx skills add https://github.com/ethanJPope/Our-Main-Hackathon-Game --skill pico-design-ethanjpope

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? AI assistants frequently hallucinate PICO Unity SDK APIs: inventing method names, using deprecated v2.x interfaces, mixing up return types, and missing mutual-exclusion constraints. This Skill anchors every PICO XR development answer to the official v3.4.0 documentation so generated Unity XR code compiles and runs on real PICO headsets. ## Core Features & Use Cases - Verified API Reference: Complete signature tables for the 9 core PXR_* classes (PXR_Input, PXR_System, PXR_MixedReality, PXR_MotionTracking, PXR_HandTracking, PXR_Boundary, PXR_CameraImage, PXR_FoveationRendering, PXR_Enterprise) with deprecation status per method. - Domain Workflows: Step-by-step integration guides for controller input, hand tracking, eye/face/body tracking, haptics, spatial anchors, scene capture, video seethrough, spatial mesh, and camera image access. - Hallucination Blacklist: A pitfalls catalog of deprecated APIs, semantic traps (e.g., TrackingStateCode int returns, reversed SetGuardianSystemDisable semantics), mutual-exclusion constraints, and official documentation contradictions. - Use Case: When asked to add haptic feedback to a PICO 4 app, the Skill prevents use of the deprecated SetControllerVibration and instead produces the current SendHapticImpulse call with correct amplitude, duration, and frequency ranges. ## Quick Start Ask the assistant 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 haptic feedback on PICO 4 controllers in Unity?

Use PXR_Input.SendHapticImpulse with a VibrateType, amplitude 0-1, duration in ms, and frequency 50-500Hz. To stop, call it again with amplitude and duration set to 0. Older APIs like SetControllerVibration and StartVibrateByPHF 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. Always call UnPersistSpatialAnchorAsync before DestroyAnchor, and never run queries concurrently.

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

No, PICO devices track 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 GetEyeTrackingData fail to compile in an if statement?

PXR_MotionTracking methods return an int TrackingStateCode, not a bool, so if(GetEyeTrackingData(...)) does not compile. Compare the result against 0 (PXR_MT_SUCCESS); -5 means eye tracking permission was denied.

Can I use PXR_Enterprise APIs on consumer PICO 4 devices?

No, PXR_Enterprise methods only work on enterprise devices such as PICO 4 Enterprise and Neo3 Pro. They also require calling InitEnterpriseService then BindEnterpriseService before any other enterprise function.

What are the limitations of PICO video seethrough in Unity?

Video seethrough requires disabling all post-processing, Solid Color camera clear flags, and a fully transparent black background; Vulkan projects must also disable HDR. The VST layer is generated by the runtime, so apps cannot read its pixels.