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Use when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+
Passed 22 of 22 test cases with the skill, and 15 of 22 without it.
and 5 more in the full report
7 fixed15 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
This benchmark measured an earlier version of the skill.
A newer attempt on gemini-3.8-flash on 10/20/2026 did not produce a publishable comparison (not comparable). The snapshot above is the previously measured run.
One of 7 test cases the skill fixed. Same model, same prompt, with and without the skill.
When exporting a Godot 4.5 spatial project for Apple Vision Pro headsets, which platform export preset option must be selected?
| Checked | Without skill | With skill |
|---|---|---|
| Selects the Apple Embedded export preset. | Missed | Passed |
The instructions your model reads when the skill loads.
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
Related skills: 3d-essentials for 3D rendering and environment, physics-system for 3D physics interactions, input-handling for non-XR input patterns, export-pipeline for platform exports.
OpenXR (or OpenXR Plugin depending on version)truetrue (for XR shader support)Disabled (the XR runtime controls frame timing)Main (Node3D)
├── XROrigin3D ← Player's physical space origin
│ ├── XRCamera3D ← Head-mounted display
│ ├── XRController3D (left) ← Left controller
│ │ └── LeftHandModel (MeshInstance3D or hand tracking)
│ ├── XRController3D (right) ← Right controller
│ │ └── RightHandModel
│ └── (XRBodyTracker via XRServer — optional full body tracking)
├── WorldEnvironment
└── GameWorld (Node3D)
└── ... level geometry
extends Node3D
test cases passed, vs 15 / 22 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.