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unity-xrlisted

Use when building Unity VR/AR experiences — the XR Interaction Toolkit or AR Foundation. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
IceMasterT/Unity-6.3_SKILLS · ★ 0 · AI & Automation · score 70
Install: claude install-skill IceMasterT/Unity-6.3_SKILLS
# Unity XR (VR/AR) ## Retrieval Sources The local Unity 6.3 docs at `/media/artiq/FRESH_DRIVE/Books/Unity6/Documentation/en/` have **far deeper XR coverage than a shallow pass suggests**. Beyond the core plug-in-architecture/input/scene-setup pages, the Manual has a full `XR/` section tree covering project setup, XR Origin, input, graphics/stereo rendering, foveated rendering, Multiview Render Regions, resolution scaling, tile-GPU optimization, frame timing, audio, and platform-specific workflows for Android XR and Meta Quest — plus package *landing pages* (description/version/keywords only, not full guides) for every XR provider plug-in and support package Unity ships (OpenXR, Oculus, Meta-OpenXR, Android XR-OpenXR, visionOS, XR Interaction Toolkit, AR Foundation, ARCore, ARKit, XR Hands, XR Composition Layers, XR Plugin Management). ScriptReference has exhaustive member-level coverage of the `UnityEngine.XR` namespace (input, display, mesh subsystems, tracking) but **no entries for XRI or AR Foundation types** (`XRGrabInteractable`, `ARSession`, `ARPlane`, `ARAnchorManager`, etc.) — those live in separate, non-local package documentation, so verify exact member names/signatures against the installed package's own docs (Window > Package Manager > select package > View documentation) before citing them as fact. | Source | Path | Use for | |--------|------|---------| | XR overview / landing | `Manual/XR.html` | VR/MR/AR definitions, top-level topic map, sample projects | |