openxr
OpenXR is an open standard API for building cross-platform AR and VR applications with hardware abstraction.
下記のコマンドをコピーしてターミナル(Mac/Linux)または PowerShell(Windows)に貼り付けてください。 ダウンロード → 解凍 → 配置まで全自動。
mkdir -p ~/.claude/skills && cd ~/.claude/skills && curl -L -o openxr.zip https://jpskill.com/download/22025.zip && unzip -o openxr.zip && rm openxr.zip
$d = "$env:USERPROFILE\.claude\skills"; ni -Force -ItemType Directory $d | Out-Null; iwr https://jpskill.com/download/22025.zip -OutFile "$d\openxr.zip"; Expand-Archive "$d\openxr.zip" -DestinationPath $d -Force; ri "$d\openxr.zip"
完了後、Claude Code を再起動 → 普通に「動画プロンプト作って」のように話しかけるだけで自動発動します。
💾 手動でダウンロードしたい(コマンドが難しい人向け)
- 1. 下の青いボタンを押して
openxr.zipをダウンロード - 2. ZIPファイルをダブルクリックで解凍 →
openxrフォルダができる - 3. そのフォルダを
C:\Users\あなたの名前\.claude\skills\(Win)または~/.claude/skills/(Mac)へ移動 - 4. Claude Code を再起動
⚠️ ダウンロード・利用は自己責任でお願いします。当サイトは内容・動作・安全性について責任を負いません。
🎯 このSkillでできること
下記の説明文を読むと、このSkillがあなたに何をしてくれるかが分かります。Claudeにこの分野の依頼をすると、自動で発動します。
📦 インストール方法 (3ステップ)
- 1. 上の「ダウンロード」ボタンを押して .skill ファイルを取得
- 2. ファイル名の拡張子を .skill から .zip に変えて展開(macは自動展開可)
- 3. 展開してできたフォルダを、ホームフォルダの
.claude/skills/に置く- · macOS / Linux:
~/.claude/skills/ - · Windows:
%USERPROFILE%\.claude\skills\
- · macOS / Linux:
Claude Code を再起動すれば完了。「このSkillを使って…」と話しかけなくても、関連する依頼で自動的に呼び出されます。
詳しい使い方ガイドを見る →- 最終更新
- 2026-05-18
- 取得日時
- 2026-05-18
- 同梱ファイル
- 1
📖 Claude が読む原文 SKILL.md(中身を展開)
この本文は AI(Claude)が読むための原文(英語または中国語)です。日本語訳は順次追加中。
openxr
Purpose
OpenXR provides a standardized API for developing AR and VR applications that work across different hardware platforms, abstracting low-level device specifics to enable cross-platform compatibility.
When to Use
Use OpenXR when building AR/VR apps that must run on multiple devices (e.g., Oculus, HTC Vive, or Hololens) without rewriting code for each platform, or when you need hardware-agnostic input handling and rendering.
Key Capabilities
- Hardware abstraction for AR/VR devices, allowing runtime selection of backends.
- Session management for creating and destroying VR sessions.
- Input handling via action sets for controllers and gestures.
- Rendering integration with graphics APIs like Vulkan or OpenGL.
- Spatial tracking and pose management for headsets and controllers.
Usage Patterns
To use OpenXR, first initialize an instance with required extensions, then create a session for the target device, set up action maps for inputs, and enter a render loop. Always poll for events in the main loop and handle session state changes. For cross-platform builds, link against the OpenXR loader and specify the runtime via environment variables or configuration files.
Common Commands/API
Key OpenXR functions include:
xrCreateInstance: Create an instance with XrInstanceCreateInfo struct; specify extensions like "XR_KHR_vulkan_enable". Example:XrInstanceCreateInfo createInfo = { /* ... */ }; xrCreateInstance(&createInfo, &instance);xrCreateSession: Start a session with a graphics binding; use XrSessionCreateInfo and bind to Vulkan via XrGraphicsBindingVulkanKHR. Example:XrSessionCreateInfo sessionCreateInfo = { /* ... */ }; xrCreateSession(instance, &sessionCreateInfo, &session);xrPollEvents: Check for events like session state changes; call in your main loop with an XrEventDataBuffer. Example:XrEventDataBuffer eventData; while (xrPollEvents(instance, &eventData) == XR_SUCCESS) { /* handle events */ }- Configuration files: Use JSON-like formats for action manifests, e.g., {"bindings": [{"path": "/user/hand/left"}]} in a .json file loaded via xrStringToPath.
Integration Notes
Integrate OpenXR by including the OpenXR loader header and linking against libopenxr_loader. For graphics, use extension-specific bindings: for Vulkan, enable "XR_KHR_vulkan_enable" and provide a VkInstance; for OpenGL, use "XR_KHR_openGL_enable". Set the runtime path via the XR_RUNTIME_JSON environment variable (e.g., export XR_RUNTIME_JSON=/path/to/runtime.json). If authentication is needed for specific runtimes (rare), use $OPENXR_API_KEY in your environment.
Error Handling
Always check XrResult return codes from API calls; use XR_SUCCESS for success checks. Common errors include XR_ERROR_INITIALIZATION_FAILED (e.g., missing extensions) and XR_ERROR_SESSION_LOST (device disconnection). Handle them by logging details and attempting recovery, like recreating a session. Use xrGetInstanceProcAddr to dynamically load functions and check for NULL pointers.
Concrete Usage Examples
-
Basic instance creation and session setup for a VR app:
- Code snippet:
XrInstance instance; xrCreateInstance(...); // Initialize with required extensions XrSession session; xrCreateSession(instance, ...); // Bind to graphics API - Steps: Compile with -lopenxr_loader, run on a device, and handle events in a loop to render frames.
- Code snippet:
-
Handling controller input in an AR game:
- Code snippet:
XrActionSet actionSet; xrCreateActionSet(instance, ...); // Define actions for buttons xrSuggestInteractionProfileBindings(...); // Bind to device paths while (running) { xrSyncActions(session, ...); } // Poll and process inputs - Steps: Create an action manifest JSON, load it, and use xrGetActionStateBoolean to check button states for game logic.
- Code snippet:
Graph Relationships
- Related to cluster: ar-vr (e.g., connects with skills like "oculus-sdk" for specific hardware implementations).
- Related to tags: "openxr" (links to "ar" and "vr" skills for broader AR/VR ecosystems).