unity-crossplatform-xr

Standardize cross-platform XR development for Unity with XRI, XR Hands, AR Foundation, and OpenXR.

Updated Mar 16, 2026
One-click install
npx skills add https://github.com/shihwesley/shihwesleys-harness --skill unity-crossplatform-xr
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-crossplatform-xr
Source: https://github.com/shihwesley/shihwesleys-harness/tree/main/skills/unity-crossplatform-xr
Command: npx skills add https://github.com/shihwesley/shihwesleys-harness --skill unity-crossplatform-xr

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Standardizes cross-platform XR development in Unity projects, reducing platform-specific duplication and setup overhead.

Core Features & Use Cases

  • Unified XR stack: OpenXR, AR Foundation, XR Hands, and XRI integration across visionOS and Quest.
  • Dual-rig scene pattern: runtime-instantiated platform-specific rigs to simplify scene management.
  • Input abstraction and gesture mappings to keep code platform-agnostic and maintainable.

Quick Start

Instantiate the dual-rig Unity setup in your project to run Vision Pro and Quest builds with one codebase.

Frequently Asked Questions about unity-crossplatform-xr

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

FAQPage Schema
How do I build a single Unity codebase for Vision Pro and Quest?

To build a single Unity codebase for Vision Pro and Quest, instantiate a dual-rig scene pattern that runs platform-specific rigs at runtime, integrating OpenXR, AR Foundation, XR Hands, and XRI to minimize duplication.

What is the dual-rig scene pattern for Unity cross-platform XR?

The dual-rig scene pattern for Unity cross-platform XR standardizes development by runtime-instantiating platform-specific rigs. This simplifies scene management, allowing one codebase to target both visionOS and Quest builds with minimal tweaks.

Can I use XR Hands and AR Foundation together for visionOS and Quest?

Yes, you can use XR Hands and AR Foundation together for visionOS and Quest. The unified XR stack integrates XRI, OpenXR, AR Foundation, and XR Hands to apply cross-platform abstraction for input and gestures.

How do I abstract input mappings in Unity to keep XR code platform-agnostic?

To abstract input mappings in Unity and keep XR code platform-agnostic, apply input abstraction and gesture mappings. This standardizes cross-platform XR development, reducing platform-specific setup overhead for Vision Pro and Quest.

Does OpenXR support building Unity AR apps for visionOS and Quest?

Yes, OpenXR supports building Unity AR apps for visionOS and Quest. It serves as the foundation for the unified XR stack, enabling a single codebase approach alongside AR Foundation and XR Hands integration.