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/oculus-samples/unity-localmultiplayermr/agents-mdgit clone --depth 1 https://github.com/oculus-samples/Unity-LocalMultiplayerMRWhat 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 | $0.00800 | $0.00800 |
| Opus 5 | $0.00400 | $0.00400 |
| Sonnet 5 | $0.00160 | $0.00160 |
| Haiku 4.5 | $0.00080 | $0.00080 |
Grade A, and why
Unity-LocalMultiplayerMR 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.
How it starts
The opening of the file, as written. The whole thing — 38 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Agent Instructions — Unity Local Multiplayer MR
Three independent Unity projects demonstrating colocated mixed-reality multiplayer (Shared Spatial Anchors + matchmaking + player connection) against three networking stacks: Netcode for GameObjects, Photon Fusion 1, and Photon Unity Networking 2.
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— repo overview and per-project linkscolocation-sample-ngo/README.md,colocation-sample-fusion/README.md,colocation-sample-pun2/README.md— per-project setup (including Photon AppId)colocation-sample-*/ProjectSettings/ProjectVersion.txt— Unity editor version (per project)colocation-sample-*/Packages/manifest.json— Unity package versions (per project)colocation-sample-*/Assets/Plugins/Android/AndroidManifest.xml— Quest manifest when presentLICENSE.txt— license terms (MIT for repo; TMP and Photon under their own licenses)
Quest / Horizon-specific notes
- Multi-project repo — open each
colocation-sample-*folder as a separate Unity project, not the repo root. colocation-package/is a shared package consumed by the three samples; when adding a new networking backend, implementINetworkData+INetworkMessengeragainst it rather than forking.- The README itself notes Meta XR Core SDK v65+ Multiplayer Building Blocks is the simpler modern path for NGO / Photon Fusion 2; treat this repo as reference for the underlying SSA colocation flow.
- Photon-based samples fail at connect time if no Photon AppId is configured — check the per-sample README before debugging networking errors.
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:
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.
- 2d ago First seen · 38 lines · 800 tokens per session scan A edda4731119e
Unity-LocalMultiplayerMR AGENTS.md is an instructions file published in the GitHub repository oculus-samples/Unity-LocalMultiplayerMR (53 stars, last pushed 3mo ago), licensed MIT. It adds 800 tokens to every session, about $0.0040 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
Claw3D AGENTS.md
Instructions for iamlukethedev/Claw3D, covering agent instructions, cursor cloud specific instructions, service overview, running the app and lint, typecheck, and tests.
GameDesignOS AGENTS.md
Instructions for DY-2026/GameDesignOS, covering gamedesignos agent 入口, 默认接法, agent 执行规则, 什么时候用整个项目 and 每个 skill 单独怎么用.
Hermes3D AGENTS.md
Instructions for iamlukethedev/Hermes3D, covering agent instructions, development environment instructions, service overview, running the app and lint, typecheck, and tests.
awesome-defold AGENTS.md
Instructions for astrochili/awesome-defold: When asked to process the resource inbox, use GitHub issue #16 unless another issue is named.
unity-code-style-guide AGENTS.md
Instructions for krogh-jacobsen/unity-code-style-guide, covering agents.md — unity 6 c, project setup — edit this block, never do these — they corrupt the project, deprecated in unity 6 and if you read nothing else.
unreal-mcp CLAUDE.md
Instructions for GenOrca/unreal-mcp, covering claude.md, what this is, architecture (the non-obvious parts), commands and all run from mcp-server/.