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.
npx agentmods add instructions/demonixis/oxrsys/agents-mdgit clone --depth 1 https://github.com/demonixis/oxrsysWrote 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/instructions/demonixis/oxrsys/agents-md)<a href="https://agentmods.dev/instructions/demonixis/oxrsys/agents-md"><img src="https://agentmods.dev/badge/instructions/demonixis/oxrsys/agents-md.svg" alt="Measured on agentmods" 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 | $0.03580 | $0.03580 |
| Opus 5 | $0.01790 | $0.01790 |
| Sonnet 5 | $0.00716 | $0.00716 |
| Haiku 4.5 | $0.00358 | $0.00358 |
Grade A, and why
oxrsys AGENTS.md 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 4d 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.
How it starts
The opening of the file, as written. The whole thing — 215 lines — stays where its author put it; the contents beside it link to each section on GitHub.
OXRSys Runtime
OpenXR runtime that started on macOS and is now being moved toward a measured cross-platform
runtime shape. The project currently combines the shared runtime, a unified macOS/iOS viewer with
Simulator and StereoView modes, a first-pass visionOS viewer, a Quest/Pico-oriented Android VR
client, and Linux-first Qt frontends.
The repository also includes a native SwiftUI macOS Home app and a Qt Home app for compatible app
launching, runtime selection, runtime configuration, and runtime registration workflows.
Current state: Metal/core runtime, Vulkan interop, Linux Vulkan/FFmpeg scaffolding,
typed internal graphics/frame plumbing, release-time Metal streaming snapshots,
portable platform/socket helpers,
controller and hand input paths, loader-backed
runtime tests, XR_EXT_conformance_automation, XR_EXT_hand_interaction, and XR_EXT_debug_utils
are in place. Windows is scaffolded in layout/docs only for this pass. The Android VR client now feeds
real XR_EXT_hand_tracking joints into the runtime, gates controller poses with explicit active flags,
keeps hand-interaction bindings available alongside active controllers with controller-first priority,
supports WiFi UDP and USB ADB reverse TCP streaming, matches per-frame render poses for headset
compositor reprojection, reuses short decode/network gaps through configurable client reprojection
with conservative optional pose warp, shows a local headset shell with status text, reset,
controller lasers, hand laser/pinch input, visible hand-joint markers, a simple 3D grid, and
optional XR_FB_passthrough while waiting for
video, requests the server-selected display refresh rate, enables preset-driven
dynamic XR_FB_foveation when the headset supports it, and supports the Quest shader path for
foveated-encoding decompression plus edge-aware upscaling. ABR full mode can reconfigure encoded
stream resolution over USB TCP through protocol v1.2 StreamConfigUpdate/Ack when the client
supports it, without resizing the OpenXR application's swapchains, and the passthrough feature can keep Quest passthrough
active during negotiated MR streaming while local shell GL resources are released.
Runtime video sends now run behind a
bounded encoded-frame sender queue so socket backpressure does not run inside VideoToolbox callbacks,
the Quest client drains MediaCodec output off the XR frame loop, and the runtime ABR controller
uses client latency, displayed frame age, keyframe requests, send/encoder drops, and reprojection
pressure to adjust bitrate with sliding windows and hysteresis. The visionOS
viewer now starts from a minimal floating search window, enters immersive VR automatically when the
stream connects, and sends head pose, hand joints, and first-pass tracked accessory controller data
while the immersive space is open. The macOS SwiftUI Home app now targets direct notarized
distribution so it can scan known apps, launch compatible apps with the user-selected
XR_RUNTIME_JSON, register that selected runtime, and capture app logs.
The Home app shows a main-window runtime activity summary from
~/Library/Application Support/OXRSys/runtime_status.json, including idle/streaming state,
transport, connected device family, active OpenXR application, WiFi/USB transport readiness,
first-launch runtime registration guidance, one-step USB reverse setup, SDK-free native USB ADB
setup in the SwiftUI Home app, native ADB-server protocol support with external adb fallback, and per-app custom ADB path selection for USB setup. Home streaming controls include the shared
runtime 1-200 Mbps bitrate bounds, server-selected refresh rate, encoder preset, foveated encoding
preset, ABR/dynamic-resolution mode, mixed reality, occlusion, spatial toggles, and a separate Headset Client section for client foveation override,
Quest shader upscaling, client reprojection, and reserved headset-audio configuration;
clients can send ClientConnect.maxBitrateMbps = 0 to use the server-configured bitrate without
adding a client-side cap.
The Home app can enable a Developer tab from its Settings tab, open the macOS simulator in a
same-process window backed by the shared OXRSysSimulator Swift package, and show live runtime
streaming statistics from the existing telemetry path. The Qt Home Developer tab opens the shared
Qt simulator widget in a dedicated window with UDP video preview, mouse-driven synthetic head
tracking, simulator-owned vertical FOV sent through tracking eye-FOV metadata, explicit
FFmpeg-disabled fallback, frame-loss/FEC status, and keyframe recovery requests.
The macOS package helper builds the runtime dylib and Home app into one local folder with a complete
runtime/ directory; the distribution helper signs that package, creates a combined archive, and can
submit that archive for notarization with Apple Developer account credentials.
The net.demonixis.oxrsys-unity Unity Package Manager package under scripts/unity/ covers editor
runtime selection and the macOS Player OpenXR loader bundle-name workaround needed by exported Unity
apps.
As of March 17, 2026, the pinned non-interactive OpenXR-CTS baseline is fully green locally:
63 passed, 36 skipped, 0 failed.
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.
- 4d ago First seen · 215 lines · 3,580 tokens per session scan A 75c2ec03b8e3
oxrsys AGENTS.md is an instructions file published in the GitHub repository demonixis/oxrsys (95 stars, last pushed 20d ago), licensed MPL-2.0. It adds 3,580 tokens to every session, about $0.0179 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other instructions, from other repositories
vscode buildNext.instructions.md
Working notes and architecture documentation for the new esbuild-based build system in build/next. Use when making changes to the new build pipeline (transpile/bundle commands, NLS plugin, source-map handling, resource copying, or self-hosting watch tasks).
spec-kit AGENTS.md
AGENTS.md instructions for github/spec-kit, covering agents.md, about spec kit and specify, quickstart — add a new integration in 5 steps, integration architecture and integrationmanifest — file tracking.
codex AGENTS.md
AGENTS.md instructions for openai/codex, covering rust/codex-rs, the codex-core crate, code review rules, crate api surface and model visible context.
langchain AGENTS.md
AGENTS.md instructions for langchain-ai/langchain, covering global development guidelines for the langchain monorepo, corridor security analysis, project architecture and context, monorepo structure and development tools & commands.
vscode oss-third-party-notices.instructions.md
Instructions for microsoft/vscode, covering vs code oss third-party-notices pipeline, architecture, pipeline flow in ci, applying the notice (cutover) and fallback chain (never fail the build).
next.js AGENTS.md
Instructions for vercel/next.js, covering next.js development guide, codebase structure, monorepo overview, core package: packages/next and other important packages.