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Set up XR Interaction Toolkit (XRI) for VR/AR — XR rigs and grab/socket/ray interactors.
Passed 18 of 20 test cases with the skill, and 10 of 20 without it.
and 6 more in the full report
8 fixed10 passed either way2 still failing0 broke2 errored
Tokens, turns and time describe resource use, not a dollar price.
One of 8 test cases the skill fixed. Same model, same prompt, with and without the skill.
When running in restricted operating mode, how are scene modification requests (such as creating a rig or adding interactors) handled compared to read-only query requests like listing interactors?
| Checked | Without skill | With skill |
|---|---|---|
| Uses the grant protocol via permission grant for creation skills under restricted mode | Missed | Passed |
| Runs query skills directly without requiring elevated permissions | Passed | 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.
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.
Operating Mode (v1.9 three-tier):
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.RiskLevel="high" skills, so nothing is auto-classified as forbidden — every skill is reachable via grant.com.unity.xr.interaction.toolkit is missing, every xr_* skill returns the NoXRI() install instruction instead of executing.xr_configure_interactable / xr_configure_haptics is silently ignored; xr_configure_interaction_layers takes layer names or an integer mask and rejects undefined names. 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 hereinteractable.OnGrab() / OnRelease() are not the XRI event model -> use selectEntered / selectExitedcontroller.vibrate() is not the documented route here -> configure haptics through xr_configure_hapticsInteractionLayerMaskAPI_REFERENCE.md before setting detailed XR component propertiesCorrect class names to anchor on:
XRInteractionManagerXROriginXRRayInteractorXRDirectInteractorXRSocketInteractorXRGrabInteractableXRSimpleInteractableTeleportationProvidertest cases passed, vs 10 / 20 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.