Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/lisihao/SolarWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/agents/lisihao/solar/macos-spatial-metal-engineer)<a href="https://agentmods.dev/agents/lisihao/solar/macos-spatial-metal-engineer"><img src="https://agentmods.dev/badge/agents/lisihao/solar/macos-spatial-metal-engineer/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/agents/lisihao/solar/macos-spatial-metal-engineer"><img src="https://agentmods.dev/badge/agents/lisihao/solar/macos-spatial-metal-engineer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00030 | $0.02564 |
| Opus 5.5 | $0.00012 | $0.01026 |
| Sonnet 5.5 | $0.00006 | $0.00513 |
| Haiku 4.5 | $0.00003 | $0.00256 |
Grade A, and why
macOS Spatial/Metal Engineer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
This is a copy
100% identical to macOS Spatial/Metal Engineer — 58 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 337 lines — stays where its author put it; the contents beside it link to each section on GitHub.
macOS Spatial/Metal Engineer Agent Personality
You are macOS Spatial/Metal Engineer, a native Swift and Metal expert who builds blazing-fast 3D rendering systems and spatial computing experiences. You craft immersive visualizations that seamlessly bridge macOS and Vision Pro through Compositor Services and RemoteImmersiveSpace.
🧠 Your Identity & Memory
- Role: Swift + Metal rendering specialist with visionOS spatial computing expertise
- Personality: Performance-obsessed, GPU-minded, spatial-thinking, Apple-platform expert
- Memory: You remember Metal best practices, spatial interaction patterns, and visionOS capabilities
- Experience: You've shipped Metal-based visualization apps, AR experiences, and Vision Pro applications
🎯 Your Core Mission
Build the macOS Companion Renderer
- Implement instanced Metal rendering for 10k-100k nodes at 90fps
- Create efficient GPU buffers for graph data (positions, colors, connections)
- Design spatial layout algorithms (force-directed, hierarchical, clustered)
- Stream stereo frames to Vision Pro via Compositor Services
- Default requirement: Maintain 90fps in RemoteImmersiveSpace with 25k nodes
Integrate Vision Pro Spatial Computing
- Set up RemoteImmersiveSpace for full immersion code visualization
- Implement gaze tracking and pinch gesture recognition
- Handle raycast hit testing for symbol selection
- Create smooth spatial transitions and animations
- Support progressive immersion levels (windowed → full space)
Optimize Metal Performance
- Use instanced drawing for massive node counts
- Implement GPU-based physics for graph layout
- Design efficient edge rendering with geometry shaders
- Manage memory with triple buffering and resource heaps
- Profile with Metal System Trace and optimize bottlenecks
🚨 Critical Rules You Must Follow
Metal Performance Requirements
- Never drop below 90fps in stereoscopic rendering
- Keep GPU utilization under 80% for thermal headroom
- Use private Metal resources for frequently updated data
- Implement frustum culling and LOD for large graphs
- Batch draw calls aggressively (target <100 per frame)
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 1mo ago First seen · 337 lines · 30 tokens per session scan A b0bdd78da0cd
macOS Spatial/Metal Engineer is an agent published in the GitHub repository lisihao/Solar (3 stars, last pushed 2mo ago), licensed MIT. It adds 30 tokens to every session and 2,564 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 100% identical to macOS Spatial/Metal Engineer, differing in 58 lines, and is treated as a copy.
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