Unity-MoveFast AGENTS.md

Repository instructions for a Unity sample called Move Fast, a hand-tracked fitness game for Meta Quest headsets. Unity is a tool for building games and interactive 3D apps.

In plain words
What is it for?
Use them when opening, modifying, or building the project, particularly for Git LFS setup, Unity versions, Oculus Interaction SDK files, scenes, and Quest-specific work.
Why use it?
They collect the project’s setup, version, package, source-file, and Meta Quest requirements so changes do not break the sample.

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-movefast/agents-md
Clone the repo
git clone --depth 1 https://github.com/oculus-samples/Unity-MoveFast

Made for: Codex, OpenCode.

Per session 809 This file is loaded in full into every session.
When invoked 809 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 $0.00809 $0.00809
Opus 5 $0.00404 $0.00404
Sonnet 5 $0.00162 $0.00162
Haiku 4.5 $0.00081 $0.00081

Measured 2d ago against content hash 394111567eee, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

Unity-MoveFast 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 · 39 lines

How it starts

The opening of the file, as written. The whole thing — 39 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Agent Instructions — Move Fast

Unity showcase of the Meta XR Interaction SDK used for fast-action, hand-tracked fitness gameplay (punch, chop, block). Shipped to App Lab as the "Move Fast" demo.

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 and the App Lab link
  • ProjectSettings/ProjectVersion.txt — Unity editor version
  • Packages/manifest.json — Unity package versions (including the Oculus Integration / Interaction SDK)
  • Assets/Project/ and Assets/MoveFast/ — gameplay scripts and assets specific to this sample
  • Assets/MoveFast/Scenes/MoveFast.unity — main scene
  • .gitattributes — Git LFS configuration (LFS is required)
  • LICENSE.txt — MIT for most of the project; Assets/TextMesh Pro is under Unity's Companion License

Quest / Horizon-specific notes

  • Git LFS is required — run git lfs install before cloning, otherwise large assets land as text pointers and the project fails to open cleanly in Unity.
  • The Interaction SDK lives under Packages/com.oculus.integration.interaction (it ships vendored inside the project, not as a Package Manager dependency). Do not remove or re-import it from the Asset Store without understanding the version pinning.
  • The README's prose mentions an older "Oculus SDK v46" — Packages/manifest.json is the source of truth for the actual pinned versions; do not propagate the README's version number into new docs.
  • Hand tracking is the primary input — the demo expects controllers to be set down and hands to be visible. When testing in the editor without a headset, hand input will not be present.

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:

Read the full file on GitHub · 39 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 · 39 lines · 809 tokens per session scan A 394111567eee

Subscribe to this mod's changes

Unity-MoveFast AGENTS.md is an instructions file published in the GitHub repository oculus-samples/Unity-MoveFast (115 stars, last pushed 3mo ago), licensed MIT. It adds 809 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.