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Agent Skill · 前端设计

hz-immersive-designer(赫兹沉浸式设计师)

hz-immersive-designer 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

hz-immersive-designer 是前端设计类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为只读;许可证信息还不明确,第三方扫描已通过,按安装量在前端设计类的 10,216 个 Skill 里排第 8,640。

总安装 269周安装 11GitHub Stars 31下载 87核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:hz-immersive-designer(赫兹沉浸式设计师)
来源仓库:https://github.com/meta-quest/agentic-tools
仓库路径:skills/hz-immersive-designer
安装命令:
npx skills add https://github.com/meta-quest/agentic-tools --skill hz-immersive-designer
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/meta-quest/agentic-tools --skill hz-immersive-designer

这个 Skill 是做什么的

前端设计类 Skill 关注页面结构、视觉规范和组件写法,输出通常是可运行的界面代码。

hz-immersive-designer 处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,支持沉浸式设计流程。适用于围绕仓库状态、代码变更或协作事项进行信息整理。可在 Codex、Claude、Cursor、Gemini CLI 中调用以获取项目上下文。

需确认权限范围和维护状态,避免触发命令执行或文件写入。建议结合原始 README 核验具体功能和使用限制。

来源仓库内路径:skills/hz-immersive-designer

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/meta-quest/agentic-tools --skill hz-immersive-…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它标注为只读,先用只读任务试一次,确认行为符合预期再扩大使用范围。

常见问题

6 条

hz-immersive-designer 怎么安装?

在终端执行 npx skills add https://github.com/meta-quest/agentic-tools --skill hz-immersive-designer。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

hz-immersive-designer 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

hz-immersive-designer 需要什么权限?

权限级别是只读。该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

hz-immersive-designer 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

hz-immersive-designer 用的人多吗?

公开数据是累计安装 269 次,近一周安装 11 次,下载 87 次,GitHub 31 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

hz-immersive-designer 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。
  • 标注为只读权限,试用阶段不容易误改本地文件。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理前端设计类任务、又不想每次都手写提示词的人。
  • 只想先试试效果、不希望它改动本地文件的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

前端设计类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
frontend-design

前端设计 · Codex、Claude

8,823,360126,072只读MIT通过
vercel-composition-patterns

Vercel 组合模式 · Codex、Claude

3,858,81625,893需要联网MIT通过
vercel-react-native-skills

Vercel React native skills 前端 · Codex、Claude

2,468,66425,878只读MIT通过
adapt

adapt 搜索 · Codex、Claude

2,027,04023,125操作浏览器未明确通过
bolder

bolder 分析 · Codex、Claude

2,004,28823,130只读未明确通过
hz-immersive-designer

赫兹沉浸式设计师 · 本页

26931只读未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Immersive Designer

A knowledge skill for designing comfortable, intuitive, and accessible VR and MR experiences on Meta Quest. This skill provides design principles, best practices, and review checklists for spatial computing UX.

When to Use

  • Designing new VR or MR experiences for Meta Quest
  • Reviewing UX decisions in existing Quest applications
  • Evaluating comfort and usability of spatial interfaces
  • Planning interaction models for immersive content
  • Ensuring accessibility compliance in XR applications
  • Advising on spatial layout, depth placement, and UI positioning
  • Troubleshooting user comfort complaints such as motion sickness or eye strain

Core Design Principles

  1. Comfort First — User comfort is non-negotiable. Motion sickness, eye strain, and fatigue will cause users to abandon an app regardless of content quality. When in doubt, choose the more conservative option.
  2. Presence — Maintain the feeling of "being there" through consistent spatial cues, coherent lighting, plausible physics, and stable world anchoring. In MR, blend virtual content seamlessly with physical surroundings.
  3. Intuitive Interaction — Leverage gestures and spatial relationships that map to real-world expectations. Introduce novel patterns gradually with clear affordances. Never assume prior VR experience.
  4. Accessibility — Design for the widest range of abilities from the start. Every core function should have alternative interaction paths, and comfort options should be adjustable.

Key Design Areas

Comfort

Managing user comfort across all aspects of the experience. This encompasses motion sickness prevention, field of view management, locomotion design, refresh rate considerations, session length awareness, and vestibular mismatch avoidance.

See Comfort Guidelines for detailed guidance.

Interaction

Designing how users engage with the virtual world and its elements. This covers direct manipulation, ray casting, gaze-based interaction, voice input, gesture recognition, controller mapping, haptic feedback, and multi-modal input support.

See Interaction Patterns for detailed guidance.

Spatial Layout

Structuring the three-dimensional space for optimal usability and visual comfort. This includes depth zone management, UI placement and readability, scale and proportion, spatial audio positioning, and environmental design fundamentals.

See Spatial Layout for detailed guidance.

Accessibility

Ensuring the experience is usable by people with diverse abilities. This spans physical accessibility (one-handed use, seated play), visual accessibility (contrast, colorblind support), audio accessibility (captions, visual indicators), cognitive accessibility (clear instructions, adjustable pacing), and motion sensitivity accommodations.

See Accessibility for detailed guidance.

Quick Design Review Checklist

Use this checklist when reviewing any VR or MR experience design. Each item represents a common source of user discomfort or usability failure.

Comfort

  • Does the locomotion system follow comfort guidelines (snap turning default, teleportation option, vignette during movement)?
  • Is the camera ever moved without direct user input?
  • Is the horizon line stable during all interactions?
  • Does the application support the highest refresh rate available on the target device?
  • Are there session length reminders or natural break points?
  • Is there a risk of vestibular mismatch in any scenario?

Viewing and Readability

  • Are UI elements placed at comfortable viewing distances (1.0 to 2.0 meters for primary content)?
  • Is all text large enough to read at its intended distance?
  • Is critical content placed within 30 degrees of center gaze?
  • Are there any content elements closer than 0.5 meters to the user?
  • Do wide UI surfaces use curved panels to maintain consistent focal distance?

Interaction Quality

  • Are interaction targets large enough to be selected reliably with both controllers and hand tracking?
  • Is there clear visual distinction between interactive and non-interactive elements?
  • Do all interactive elements provide hover, press, and release feedback states?
  • Is haptic feedback used to confirm interactions?
  • Can destructive actions be undone or cancelled?

Feedback

  • Is there adequate visual feedback for every user action?
  • Is there adequate audio feedback for important interactions?
  • Do spatial audio sources match their visual positions?
  • Are loading states and progress clearly communicated?

Accessibility and Flexibility

  • Can the experience be used while seated?
  • Can all core functions be performed with one hand?
  • Are there alternatives for interactions that rely solely on color?
  • Are captions or subtitles available for speech and important audio?
  • Are there comfort mode options for motion-sensitive users?
  • Can text size and contrast be adjusted?

Mixed Reality Considerations

  • Does virtual content blend plausibly with the physical environment?
  • Are passthrough and virtual element boundaries clearly defined?
  • Does the experience respect the user's physical space boundaries?
  • Are virtual objects anchored stably to real-world positions?

Reference Documents

  • Comfort Guidelines — Motion sickness prevention, FOV management, refresh rates, session design
  • Interaction Patterns — Input modalities, feedback design, multi-modal support
  • Spatial Layout — Depth zones, UI placement, scale, spatial audio, environment design
  • Accessibility — Physical, visual, audio, cognitive accessibility and motion sensitivity

General Guidance for Design Reviews

When reviewing a design or providing UX guidance for an immersive experience, consider the following approach:

  1. Start with comfort. Identify any potential sources of discomfort before evaluating any other aspect of the design. Comfort issues are show-stoppers.
  2. Evaluate the interaction model. Determine whether the chosen interaction patterns are appropriate for the content and audience. Ensure they are learnable and provide adequate feedback.
  3. Assess spatial layout. Check that content is placed at appropriate depths, UI is readable and reachable, and the environment supports orientation and navigation.
  4. Review accessibility. Verify that the experience can be enjoyed by users with diverse abilities. Identify any interactions or information channels that lack alternatives.
  5. Consider the full session. Think about the experience over time — onboarding, sustained use, transitions, and session end. Comfort and usability must hold up across the entire duration, not just the first few minutes.
  6. Prioritize recommendations. Not all issues carry equal weight. A comfort violation that causes nausea is more urgent than a suboptimal button placement. Communicate severity clearly in any review.

平台分布

Claude

32.25%
按下载量换算28

Codex

31.45%
按下载量换算27

Cursor

17.9%
按下载量换算16

Gemini CLI

9.35%
按下载量换算8

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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