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Doc-anchored design rules for PICO Unity Integration SDK v3.4.0 — XR/MR/platform services, version diffs 2.x-3.4, hallucination shields
Passed 21 of 22 test cases with the skill, and 10 of 22 without it.
and 13 more in the full report
12 fixed9 passed either way0 still failing1 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 12 test cases the skill fixed. Same model, same prompt, with and without the skill.
We are upgrading from PICO SDK v3.2.0 to v3.4.0 and our overlay script referencing `PXR_Over Lay` is breaking. What is the updated class name introduced in SDK 3.3.0 for overlay layers?
| Checked | Without skill | With skill |
|---|---|---|
| Identifies PXR_CompositionLayer as the replacement class for PXR_Over Lay. | Missed | Passed |
The instructions your model reads when the skill loads.
Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via
GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
PXR_* / Pico.Platform) codeAdvisory 模块。全部规则提炼自 PICO 官方文档 v3.4.0(2026-08-13 全量抓取:指南 203 页 + API 参考 32 页 + 更新说明 14 个版本 + 8 个版本的 API 快照 diff)。SDK 闭源,锚定方式为官方文档 URL——每条规则可点击复核。正文中文,API 名保持英文。
Mode: Documentation only——无 REST skills 可门禁;Approval / Auto / Bypass 任何模式下均可自由加载。
AI 训练语料中的 PICO 知识大量停留在 SDK 2.x / 早期 3.x:旧振动接口、AnchorEntity 事件三段式、PXR_SDK > 菜单、PXR_EyeTracking 类……这些在 3.4.0 已废弃或更名。3.2.0 一个版本就废弃了 PXR_Input 30 个成员、PXR_MotionTracking 27 个成员。凭记忆写 PICO 代码 = 高概率幻觉。生成任何 PICO 代码前先加载本模块对应子文档。
| # | 规则 | 详见 |
|---|---|---|
| 1 | PICO XR 插件与 Unity OpenXR 插件二选一:同时勾选只有 PICO XR 生效;OpenXR 路线勾选其他厂商插件会导致应用无法运行 | SETUP.md |
| 2 | PXR_Manager 必须挂每一个场景(含加载场景);SDK 3.1.0 起仅支持 64 位(IL2CPP + 仅 ARM64),且 Unity 菜单是 PICO 不是 PXR_SDK | SETUP.md |
| 3 | PXR_MotionTracking 系方法返回 int 状态码(0 成功)不是 bool;SetFoveationLevel 是两参且 None = -1 | API_REFERENCE.md |
| 4 | 旧触觉接口全组(SetControllerVibration / StartVibrateBy* / CreateHapticStream 等)3.2.0 已废弃 → 现行 SendHapticImpulse | VERSIONS.md |
| 5 | MR 全家(锚点/场景标定/平面检测)操作前必须 StartSenseDataProvider;anchor handle 重启失效,跨会话只能存 UUID;删锚点先 UnPersist 再 Destroy | MR.md |
| 6 | 视频透视四前置:禁后处理、Vulkan 下禁 HDR、Clear Flags=Solid Color、背景 RGBA 全 0;EnableVideoSeeThrough 生效有延迟且 resume 后要重调 | MR.md |
| 7 | 手柄与裸手不能同时追踪(Controller And Hands 是自动切换);全身动捕与体感追踪器独立追踪互斥 | INTERACTION.md |
| 8 | 平台服务:CoreService.AsyncInitialize 判两层(IsError + Success/AlreadyInitialized);房间/匹配/排行榜/成就还需 GameInitialize | PLATFORM.md |
| 9 | 面部追踪在 v3.4.0 是官方矛盾区:指南在教的 API 同版本已标 Deprecated,语料无替代类——可沿用但标注状态,勿编造新 API | PITFALLS.md |
| 10 | 渲染互斥矩阵:AppSW×BufferDiscards=撕裂、AppSW×内容保护=拖影、LateLatching×合成层=抖动、超分×锐化同 Buffer 只生效超分 | RENDERING.md |
| 子文档 | 何时读 |
|---|---|
| SETUP.md | 环境搭建、双插件路线选择、项目设置、AndroidManifest、Project Validation、Building Blocks、AR Foundation、工具与示例索引 |
| RENDERING.md | FFR/ETFR、超分/锐化、合成层(Overlay/Underlay)、多视图、自适应分辨率、AppSW、Late Latching、URP、空间音频、性能目标 |
test cases passed, vs 10 / 22 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.