Unity-CompositorLayers AGENTS.md

Project instructions for a Unity sample showing compositor layers on Meta Quest headsets. Unity is a game-development tool, and compositor layers are display elements handled by the headset platform outside the usual scene rendering.

In plain words
What is it for?
Use them when setting up, navigating, profiling, or modifying the five compositor-layer demonstration scenes.
Why use it?
They point developers to the project’s setup sources and warn that some performance costs will not appear in Unity’s normal profiler.

Instructions file for CodexOpenCode

Install

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.

agentmods
npx agentmods add instructions/oculus-samples/unity-compositorlayers/agents-md
Clone the repo
git clone --depth 1 https://github.com/oculus-samples/Unity-CompositorLayers

Made for: Codex, OpenCode.

Per session 724 This file is loaded in full into every session.
When invoked 724 The same file — it is already loaded in full.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5 $0.00724 $0.00724
Opus 5 $0.00362 $0.00362
Sonnet 5 $0.00145 $0.00145
Haiku 4.5 $0.00072 $0.00072

Measured 2d ago against content hash a3b3ecbabb8b, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

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 2d 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.

AGENTS.md · 37 lines

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 description
  • ProjectSettings/ProjectVersion.txt — Unity editor version
  • Packages/manifest.json and Packages/packages-lock.json — Unity package versions
  • Assets/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 LayerShapes scene). Refactors must stay within that set — arbitrary geometry is not supported.
  • Git LFS is used by this repo — run git lfs install before 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).

Read the full file on GitHub · 37 lines

Changes

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.

  1. 2d ago First seen · 37 lines · 724 tokens per session scan A a3b3ecbabb8b

Subscribe to this mod's changes

Unity-CompositorLayers AGENTS.md is an instructions file published in the GitHub repository oculus-samples/Unity-CompositorLayers (8 stars, last pushed 3mo ago), licensed MIT. It adds 724 tokens to every session, about $0.0036 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 2026-08-31.

Related

Other instructions, from other repositories

Meta-Spatial-SDK-Samples meta-quest.instructions.md

Instructions for meta-quest/Meta-Spatial-SDK-Samples: For this repository, prefer Meta Quest Agentic Tools, the Meta Horizon VS Code/Cursor extension, and the hzdb MCP server.

meta-quest/Meta-Spatial-SDK-Samples · 68 tokens

Unity-PassthroughCameraApiSamples AGENTS.md

AGENTS.md instructions for oculus-samples/Unity-PassthroughCameraApiSamples, covering agent instructions — unity passthrough camera api samples, quest / horizon-specific notes and meta quest tooling.

oculus-samples/Unity-PassthroughCameraApiSamples · 776 tokens

Unity-PassthroughCameraApiSamples copilot-instructions.md

Copilot instructions for oculus-samples/Unity-PassthroughCameraApiSamples: This is a Meta Quest / Horizon OS sample.

oculus-samples/Unity-PassthroughCameraApiSamples · 111 tokens

Unity-PassthroughCameraApiSamples meta-quest.instructions.md

Instructions for oculus-samples/Unity-PassthroughCameraApiSamples: For this repository, prefer Meta Quest Agentic Tools, the Meta Horizon VS Code/Cursor extension, and the hzdb MCP server.

oculus-samples/Unity-PassthroughCameraApiSamples · 62 tokens

Unity-PassthroughCameraApiSamples GEMINI.md

Gemini CLI instructions for oculus-samples/Unity-PassthroughCameraApiSamples, a project described as: A Sample Project for Passthrough Camera API in Unity.

oculus-samples/Unity-PassthroughCameraApiSamples · 79 tokens

claudemon CLAUDE.md

Instructions for zamarrowski/claudemon, covering ai agent guidelines, project shape, general guidelines, general rules and guards & defensive code.

zamarrowski/claudemon · 7,681 tokens