ssheleg skillsxr-dev

how a Quest product moves from platform choice to launch and operation

xr-dev

Part of the ssheleg harness. This pack also works on its own. Its role: how a Quest product moves from platform choice to launch and operation.

Quest product delivery from platform choice to launch and operation, with stage owners, evidence gates and next actions. quest-lifecycle connects immersive design, engine discovery, account readiness, development, capture and launch planning. quest-native covers C/C++ OpenXR and MR capability boundaries; quest-spatial covers Kotlin, ECS, measured panel budgets and hybrid activities; quest-perf covers rendering experiments and sustained device performance; quest-tooling covers current-source research and CLI/MCP discovery; quest-store covers submission, monetization, Store assets and growth; quest-webxr covers browser and packaged PWA delivery. Engine-specific Meta companions and official Godot XR documentation remain separate sources, with explicit fallbacks when tools or devices are absent.

v0.3.1pinned in this release of the family
7skills in the pack
routing rules it owns

What it ships

Each name below is an entry point an agent can be routed to.

Shape: static. Fixed platform owners with an explicit lifecycle entry. The agent selects the earliest unresolved stage from repository and device evidence, then records the owner, prerequisites and next action instead of starting a competing delivery process.

quest-lifecycle

Use when planning, starting or auditing the full product lifecycle of a Meta Quest or Horizon OS game or app, including platform selection, immersive design, development milestones, publishing prerequisites, monetization, launch marketing and post-launch operation. Produces a stage/evidence/owner map and one next action. NOT for a single engine bug, capture analysis (quest-perf), upload (quest-store), or generic project delivery (task-pipeline).

quest-native

Use when building or reviewing a NATIVE Meta Quest / Horizon OS app in C or C++ against OpenXR — the Android manifest and Gradle contract, the Khronos OpenXR loader, session and frame loop, swapchains, Vulkan, passthrough, scene, hand tracking, and the SDK levels the Store now demands. NOT for Unity or Unreal engine implementation, not for a Kotlin Spatial SDK app, not for WebXR or a PWA (quest-webxr), not for profiling (quest-perf), not for Store submission (quest-store).

quest-spatial

Use when a Meta Quest app is built with Meta Spatial SDK — Kotlin and Android rather than Unity or raw OpenXR: whether that lane is right, the toolchain it demands, the ECS model, panels as real Android views, hybrid apps, the runtime budgets that decide a design, the known issues that waste a day, and which sample or documentation page answers a given question. NOT for native C++ OpenXR (quest-native), Unity (Meta's hz-unity-* skills), WebXR (quest-webxr), profiling a build (quest-perf), or Store submission (quest-store).

quest-perf

Use when a Meta Quest / Horizon OS app misses frames, judders, overheats or must be profiled — the frame budget per refresh rate, logcat stats, the GPU% number that lies during frame drops, Dynamic Resolution, foveation, Application SpaceWarp, and capturing with OVR Metrics, Perfetto, simpleperf or RenderDoc. Engine-independent. NOT for wiring the render loop itself (quest-native), not for Store performance VRCs as a submission gate (quest-store), and not for desktop or mobile-phone profiling.

quest-tooling

Use when setting up or driving the Meta Quest toolchain on a development machine - the metavr CLI and its MCP server, Meta's agentic skills, connecting a headset, installing the managed tools (Perfetto, RenderDoc, OVR Metrics, platform-utils, XR Simulator), and working with no headset at all. Also the hygiene - one install channel per agent, and no skill copies in a repository. NOT for writing app code (quest-native), reading a capture (quest-perf), or submitting a build (quest-store).

quest-store

Use when preparing Meta Quest testing, Meta Horizon Store submission, monetization, launch assets or post-launch commercial operation. Covers release channels, applicable VRCs, signing/manifest, account and data tasks, purchases/subscriptions, pre-launch listings, capture provenance and analytics. NOT for a whole-product roadmap (quest-lifecycle), app implementation, profiling (quest-perf), machine setup (quest-tooling), or PWA packaging (quest-webxr).

quest-webxr

Use when the XR experience runs in the browser rather than as a native binary - WebXR in the Meta Quest Browser, IWSDK or three.js or A-Frame, packaging the site as a PWA with the Meta Quest Bubblewrap CLI, in-app purchases through Horizon Billing, remote debugging with Chrome DevTools, and getting a PWA onto the Store. NOT for native OpenXR apps (quest-native), native profiling (quest-perf), or an APK submission (quest-store).

Follow the Quest product lifecycle →

Stage map, engine paths and immersive design acceptance, with separate evidence for build, device, Store and operation.


Install just this one

Every pack installs standalone. The whole family is one command.

any agent the skills CLI supports
$
npx skills add ssheleg/xr-dev
claude code, as a plugin
$
claude plugin marketplace add ssheleg/xr-dev && claude plugin install xr-dev@xr-dev

The rest of the family

super-ux v0.56.2

what the interface must do

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7 skills/super-ux

task-pipeline v1.87.0

how a change reaches the repository

Full-cycle delivery orchestrator: an intake grill turns the request into a complete brief, then ten gated stages carry it from docs to acceptance, refusing to advance until each gate passes.

3 skills/task-pipeline

agent-sync v1.20.2

who is holding this file right now

Coordination plane for concurrent agents: leases with a TTL so two agents cannot claim the same work, race-free id reservation, a run journal and a generated board, over a pluggable knowledge cloud.

1 skill/agent-sync

make-skill v0.29.0

how the skill or plugin itself is built

A skill that builds skills: create, retrofit, audit and publish agent skills and Claude Code plugins

1 skill/make-skill

sheleg-design v1.61.0

how it looks and moves

The taste layer: cinematic scroll-driven landing pages (one scroll clock, motion that degrades to calm, WebGL particle formations), product-UI style packs with a ready token layer each, and the Figma border

1 skill · a catalogue of its own/sheleg-design

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telegram-dev v0.2.1

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