Borrowing it
Nothing to install: this file belongs to oculus-samples/Unity-CompositorLayers. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/oculus-samples/Unity-CompositorLayers/main/AGENTS.mdgit clone --depth 1 https://github.com/oculus-samples/Unity-CompositorLayersWrote 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/oculus-samples/unity-compositorlayers/agents-md)<a href="https://agentmods.dev/instructions/oculus-samples/unity-compositorlayers/agents-md"><img src="https://agentmods.dev/badge/instructions/oculus-samples/unity-compositorlayers/agents-md/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/instructions/oculus-samples/unity-compositorlayers/agents-md"><img src="https://agentmods.dev/badge/instructions/oculus-samples/unity-compositorlayers/agents-md.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 | $0.00724 | $0.00724 |
| Opus 5.5 | $0.00290 | $0.00290 |
| Sonnet 5.5 | $0.00145 | $0.00145 |
| Haiku 4.5 | $0.00072 | $0.00072 |
Grade A, and why
Unity-CompositorLayers 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 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.
How it starts
The opening of the file, as written. The whole thing — 37 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Agent Instructions — Unity Compositor Layers
A Unity sample project demonstrating the OVROverlay / Compositor Layers API across five scenes (Intro, Performance, Independence, LayerShapes, Filtering) selectable via an in-headset menu.
Source-of-truth files (read these first, do not duplicate their contents in this file)
For setup, build steps, SDK versions, and project layout, read:
README.md— official setup, scene-by-scene descriptionProjectSettings/ProjectVersion.txt— Unity editor versionPackages/manifest.jsonandPackages/packages-lock.json— Unity package versionsAssets/Scenes/— the five demo scenes (Intro is the entry point)LICENSE— license terms
Quest / Horizon-specific notes
- Open the Intro scene first — the in-app menu (☰ button) is what drives navigation between the five demo scenes, not the build settings.
- The Performance scene exists specifically to stress-test compositor layer cost. Per-frame compositor work happens at the OS layer and won't show up in normal Unity profilers — use OVR Metrics or platform tools rather than Unity's CPU/GPU timeline alone.
- Compositor layers only render a predefined set of mesh shapes (see
LayerShapesscene). Refactors must stay within that set — arbitrary geometry is not supported. - Git LFS is used by this repo — run
git lfs installbefore cloning or assets will be pointer files.
Meta Quest tooling
This is a Meta Quest / Horizon OS sample. The bespoke intro above is the source of truth for what this project is and how it's built — use it (and the files it points at) instead of restating facts from memory.
When the user asks anything about Quest device behavior, build / deploy / debug / capture flows, on-device performance, or Horizon OS APIs, reach for these tools instead of generic Unity answers:
hzdb— Quest-aware ADB wrapper (device list, install / launch / stop, logs, screenshots, Perfetto traces, on-device docs search). Already wired up as an MCP server via.mcp.json,.vscode/mcp.json, and.cursor/mcp.json. Also runnable directly:npx -y @meta-quest/hzdb <subcommand>.- Meta Quest Agentic Tools — the full skill set, including Unity-specific skills: https://github.com/meta-quest/agentic-tools. Install per your client (Claude Code:
/plugin install meta-vr@meta-quest; Gemini CLI:gemini extensions install https://github.com/meta-quest/agentic-tools; Cursor / VS Code: install the Meta Horizon extension from the Marketplace).
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 · 37 lines · 724 tokens per session scan A a3b3ecbabb8b
Unity-CompositorLayers AGENTS.md is an instructions file published in the GitHub repository oculus-samples/Unity-CompositorLayers (8 stars, last pushed 4mo ago), licensed MIT. It adds 724 tokens to every session, about $0.0029 per session on Opus 5.5. 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 2026-08-31.
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