| name | unity-xr |
| description | Set up XR Interaction Toolkit (XRI) for VR/AR — XR rigs and grab/socket/ray interactors. Use when building VR/AR interaction, setting up an XR rig, or configuring grab/socket/ray interactors, even if the user just says "VR" or "XR交互". 搭建用于 VR/AR 的 XR Interaction Toolkit(XRI:XR rig、抓取/插槽/射线交互器);当用户要构建 VR/AR 交互、搭建 XR rig、或配置抓取/插槽/射线交互器时使用。 |
Unity XR Interaction Toolkit Skills
Use this module for XR Interaction Toolkit setup and configuration. All xr_* skills are reflection-based and support XRI 2.x on Unity 2022 and XRI 3.x on Unity 6+.
Requires: com.unity.xr.interaction.toolkit.
Hard rule: Read this file before the first xr_* call in a session. Wrong property names can fail silently because the bridge is reflection-based.
Guardrails
Operating Mode (v1.9 three-tier):
- Approval (default): query/list/info skills (
xr_check_setup, xr_get_scene_report, xr_list_interactors, xr_list_interactables) run directly. Create/modify skills are FullAuto — on MODE_RESTRICTED, run the grant protocol; a successful /permission/grant executes the skill server-side and returns the result in the same response.
- Auto / Bypass: SemiAuto and FullAuto run directly.
- This module contains no Delete / PlayMode / Reload /
RiskLevel="high" skills, so nothing is auto-classified as forbidden — every skill is reachable via grant.
- When
com.unity.xr.interaction.toolkit is missing, every xr_* skill returns the NoXRI() install instruction instead of executing.
- Reflection-sensitive: property names on XRI components must match XRI 2.x/3.x exactly. A wrong field name on
xr_configure_interactable / xr_configure_haptics / xr_configure_interaction_layers is silently ignored. Load API_REFERENCE.md before issuing detailed property edits.
DO NOT (common hallucinations):
XRHand, XRPlayer, XRTeleporter, GrabInteractor, VRController, XRLocomotion, and XRManager are not the runtime classes you want here
interactable.OnGrab() / OnRelease() are not the XRI event model -> use selectEntered / selectExited
controller.vibrate() is not the documented route here -> configure haptics through xr_configure_haptics
- Do not assume physics Layer or Tag replaces
InteractionLayerMask
- Do not guess component property names. Load
API_REFERENCE.md before setting detailed XR component properties
Correct class names to anchor on:
XRInteractionManager
XROrigin
XRRayInteractor
XRDirectInteractor
XRSocketInteractor
XRGrabInteractable
XRSimpleInteractable
TeleportationProvider
TeleportationArea
TeleportationAnchor
ContinuousMoveProvider
SnapTurnProvider
ContinuousTurnProvider
TrackedDeviceGraphicRaycaster
XRUIInputModule
TrackedPoseDriver
Routing:
- For non-XR Canvas UI creation -> use
ui
- For architecture or lifecycle decisions in XR gameplay code -> load advisory modules such as
architecture, patterns, async, or scriptdesign
- For exact component property names and full workflow examples -> load
API_REFERENCE.md
Skills
Setup and Diagnostics
| Skill | Use | Key parameters |
|---|
xr_check_setup | Validate XR package, rig, managers, and scene prerequisites | verbose? |
xr_setup_rig | Create XR Origin + camera + controllers | name, cameraYOffset? |
xr_setup_interaction_manager | Add or find manager | none |
xr_setup_event_system | Replace/add XR UI input stack | none |
xr_get_scene_report | Report scene-side XR status | none |
Interactors and Interactables
| Skill | Use | Key parameters |
|---|
xr_add_ray_interactor | Remote pointing / ray interaction | name, maxDistance?, lineType? |
xr_add_direct_interactor | Close-range hand grab | name, radius? |
xr_add_socket_interactor | Snap-to slot | name, showHoverMesh?, recycleDelay? |
xr_add_grab_interactable | Rigidbody + collider + grab config | name, movementType?, throwOnDetach? |
xr_add_simple_interactable | Hover/select without grab | name |
xr_configure_interactable | Fine-tune interactable behavior | target + changed fields only |
xr_list_interactors | List all scene interactors | none |
xr_list_interactables | List all scene interactables | none |
Locomotion and XR UI
| Skill | Use | Key parameters |
|---|
xr_setup_teleportation | Add teleport provider to XR Origin | none |
xr_add_teleport_area | Mark a surface as teleportable | name, matchOrientation? |
xr_add_teleport_anchor | Create fixed teleport destination | name, x/y/z, rotY?, matchOrientation? |
xr_setup_continuous_move | Add stick locomotion | moveSpeed?, enableStrafe?, enableFly? |
xr_setup_turn_provider | Add snap or smooth turn | turnType, turnAmount?, turnSpeed? |
xr_setup_ui_canvas | Convert Canvas for XR interaction | name |
Feedback and Filtering
| Skill | Use | Key parameters |
|---|
xr_configure_haptics | Set hover/select vibration | name, intensities, durations |
xr_add_interaction_event | Wire interaction callback to target method | name, eventType, targetName, targetMethod |
xr_configure_interaction_layers | Set InteractionLayerMask | name, layers, isInteractor |
Quick Start
import unity_skills as u
u.call_skill("xr_check_setup")
u.call_skill("xr_setup_rig", name="XR Origin")
u.call_skill("xr_add_ray_interactor", name="Right Controller")
u.call_skill("xr_add_direct_interactor", name="Left Controller")
u.call_skill("xr_setup_teleportation")
u.call_skill("xr_setup_turn_provider", turnType="Snap", turnAmount=45)
u.call_skill("xr_add_grab_interactable", name="MyCube", movementType="VelocityTracking")
Workflow Summary
Rig Setup
- Run
xr_check_setup.
- Create the rig with
xr_setup_rig.
- Ensure XR UI input exists with
xr_setup_event_system.
- Add at least one interactor per controller.
Grab Setup
- Direct hand grab:
xr_add_direct_interactor + xr_add_grab_interactable
- Distance grab:
xr_add_ray_interactor + xr_add_grab_interactable
- Socket placement:
xr_add_socket_interactor + grabbable object
movementType defaults matter:
VelocityTracking: best general-purpose physical grab
Kinematic: use for handles/tools that should not get stuck
Instantaneous: best for precise remote grab
Locomotion Setup
- Teleport:
xr_setup_teleportation + xr_add_ray_interactor + xr_add_teleport_area/xr_add_teleport_anchor
- Continuous locomotion:
xr_setup_continuous_move
- Turn:
xr_setup_turn_provider
Comfort default: snap turn + moderate move speed (~2.0 m/s).
XR UI
- Convert Canvas with
xr_setup_ui_canvas
- Ensure
xr_setup_event_system
- Add a ray interactor on the controller that should click UI
Collider Configuration Matrix
This is the most important XR anti-hallucination table in the repo.
| Component | Collider required | isTrigger | Recommended collider | Reason |
|---|
XRDirectInteractor | Yes | True | SphereCollider (0.1-0.25) | Overlap detection |
XRRayInteractor | No | - | None | Uses raycasts |
XRSocketInteractor | Yes | True | SphereCollider (0.1-0.3) | Snap zone |
XRGrabInteractable | Yes | False | BoxCollider or convex MeshCollider | Physics + ray target |
XRSimpleInteractable | Yes | False | BoxCollider | Selection detection |
TeleportationArea | Yes | False | MeshCollider or BoxCollider | Surface raycast target |
TeleportationAnchor | Yes | False | Thin BoxCollider | Point raycast target |
Critical rules:
XRGrabInteractable needs a Rigidbody.
- A grabbable collider must not be trigger.
- A direct interactor collider must be trigger.
- Dynamic mesh colliders must be convex.
- Socket colliders should be trigger-only overlap zones.
Version Compatibility
| Topic | XRI 2.x | XRI 3.x |
|---|
| Main namespace style | root namespace | split sub-namespaces |
| Rig type | XROrigin | XROrigin |
| Locomotion core | LocomotionSystem | LocomotionMediator |
| Controller type | ActionBasedController | ActionBasedController |
| Bridge behavior | Reflection helper falls back automatically | Reflection helper prefers 3.x first |
Important Notes
- Scenes should normally have exactly one
XRInteractionManager.
- Most locomotion skills assume an
XROrigin already exists.
- Package installation or reconfiguration can trigger Domain Reload. Wait before retrying XR calls.
- Use
InteractionLayerMask for interactor/interactable filtering.
- For custom XR scripts, prefer XRI lifecycle hooks and events over
Update() polling when possible.
Minimal Example
import unity_skills as u
u.call_skill("xr_setup_rig", name="XR Origin", cameraYOffset=1.36)
u.call_skill("xr_setup_event_system")
u.call_skill("xr_add_ray_interactor", name="Right Controller", maxDistance=30, lineType="StraightLine")
u.call_skill("xr_add_grab_interactable", name="Tool", movementType="VelocityTracking", throwOnDetach=True)
u.call_skill("xr_configure_haptics", name="Right Controller", selectIntensity=0.7, selectDuration=0.15)
Exact Signatures
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.
Before configuring XR component properties in detail, load API_REFERENCE.md. XR property names are reflection-sensitive.