$npx -y skills add managedcode/dotnet-skills --skill mixed-realityWork on C# and .NET-adjacent mixed-reality solutions around HoloLens, MRTK, OpenXR, Azure services, and integration boundaries where .NET participates in the stack. USE FOR: building or integrating mixed-reality solutions with C#; working on HoloLens, MRTK, Azure mixed-reality se
| 1 | # Mixed Reality with .NET |
| 2 | |
| 3 | ## Trigger On |
| 4 | |
| 5 | - building or integrating mixed-reality solutions with C# |
| 6 | - working on HoloLens, MRTK, Azure mixed-reality services, or OpenXR-related code |
| 7 | - reviewing how .NET services support a mixed-reality client |
| 8 | |
| 9 | ## Workflow |
| 10 | |
| 11 | 1. Acknowledge that much of Microsoft mixed-reality guidance is Unity-centered even when the implementation language is C#; do not pretend it is a standard .NET desktop stack. |
| 12 | 2. Separate engine-side concerns, device capability concerns, and backend service integration so the system boundary stays understandable. |
| 13 | 3. Use MRTK and OpenXR guidance intentionally, and verify current toolkit status before choosing a package or template path. See [references/patterns.md](references/patterns.md) for established architecture patterns. |
| 14 | 4. Treat performance, input, and spatial UX as core constraints, not polish items. |
| 15 | 5. When .NET mostly lives on the backend for a mixed-reality product, route that backend work through the relevant ASP.NET Core, SignalR, or Azure skill instead of overloading this one. |
| 16 | 6. Validate with the actual device or emulator path whenever possible because editor-only success is not enough. |
| 17 | |
| 18 | ## References |
| 19 | |
| 20 | - [references/patterns.md](references/patterns.md) - MRTK service architecture, OpenXR feature plugins, input action patterns, spatial awareness observers, and cross-cutting patterns for dependency injection, object pooling, and graceful degradation. |
| 21 | - [references/examples.md](references/examples.md) - Common HoloLens scenarios including spatial anchors, hand menus, spatial mapping physics, eye tracking, remote rendering, voice commands, QR code tracking, and shared multi-user experiences. |
| 22 | |
| 23 | ## Deliver |
| 24 | |
| 25 | - clear boundaries between device code and backend services |
| 26 | - mixed-reality guidance grounded in current Microsoft tooling |
| 27 | - realistic validation expectations for MR scenarios |
| 28 | |
| 29 | ## Validate |
| 30 | |
| 31 | - the chosen toolkit path is current enough for the project |
| 32 | - device-specific constraints are explicit |
| 33 | - backend and client responsibilities are not blurred |