name: unity-xr description: "XR Interaction Toolkit (XRI) for VR/AR — set up XR rigs, grab/socket/ray interactors, interactables, teleport/locomotion, turn, XR Canvas/EventSystem, haptics. Requires com.unity.xr.interaction.toolkit. Exact signatures via GET /skills/schema."
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 firstxr_*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 — onMODE_RESTRICTED, run the grant protocol; a successful/permission/grantexecutes 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.toolkitis missing, everyxr_*skill returns theNoXRI()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_layersis silently ignored. LoadAPI_REFERENCE.mdbefore issuing detailed property edits.
DO NOT (common hallucinations):
XRHand,XRPlayer,XRTeleporter,GrabInteractor,VRController,XRLocomotion, andXRManagerare not the runtime classes you want hereinteractable.OnGrab()/OnRelease()are not the XRI event model -> useselectEntered/selectExitedcontroller.vibrate()is not the documented route here -> configure haptics throughxr_configure_haptics- Do not assume physics Layer or Tag replaces
InteractionLayerMask - Do not guess component property names. Load
API_REFERENCE.mdbefore setting detailed XR component properties
Correct class names to anchor on:
XRInteractionManagerXROriginXRRayInteractorXRDirectInteractorXRSocketInteractorXRGrabInteractableXRSimpleInteractableTeleportationProviderTeleportationAreaTeleportationAnchorContinuousMoveProviderSnapTurnProviderContinuousTurnProviderTrackedDeviceGraphicRaycasterXRUIInputModuleTrackedPoseDriver
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, orscriptdesign - 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 grabKinematic: use for handles/tools that should not get stuckInstantaneous: 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:
XRGrabInteractableneeds aRigidbody.- 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
XROriginalready exists. - Package installation or reconfiguration can trigger Domain Reload. Wait before retrying XR calls.
- Use
InteractionLayerMaskfor 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.