Unity-PerformanceSettings AGENTS.md

Repository instructions for a Unity diagnostic project that exposes Meta Quest performance controls as in-headset toggles. The project can change settings such as frame rate, resolution, foveated rendering, and CPU/GPU levels, and generate load for testing.

In plain words
What is it for?
Use them when working on the oculus-samples/Unity-PerformanceSettings project, especially Quest performance testing with OVR Metrics Tool or Meta Quest Developer Hub’s Performance Analyzer.
Why use it?
They point developers to the project’s authoritative setup files, version information, Android settings, build controls, and license terms. This reduces mistakes when building or modifying the diagnostic harness.

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

Made for: Codex, OpenCode.

Per session 792 This file is loaded in full into every session.
When invoked 792 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 $0.00792 $0.00792
Opus 5 $0.00396 $0.00396
Sonnet 5 $0.00158 $0.00158
Haiku 4.5 $0.00079 $0.00079

Measured 2d ago against content hash 4014655bf526, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

Unity-PerformanceSettings 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 — Unity Performance Settings

Unity diagnostic harness that exposes Quest's engine-agnostic performance controls (target framerate, FFR, resolution scale, dynamic resolution, CPU/GPU levels, dual-core mode, processor favor) as live in-headset toggles plus an on-demand CPU/GPU load generator. Meant to be paired with OVR Metrics Tool or MQDH Performance Analyzer.

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, controls reference, build-time settings
  • ProjectSettings/ProjectVersion.txt — Unity editor version
  • Packages/manifest.json — Unity package versions (Meta XR Core SDK, Interaction SDK, etc.)
  • Assets/Plugins/Android/AndroidManifest.xml — package id, permissions, com.oculus.supportedDevices
  • Assets/PerformanceSettings/Scripts/Editor/IntroEditorWindow.cs — source of truth for the Meta/Unity Performance editor window and build-time toggles
  • .gitattributes — Git LFS (required)
  • LICENSE — license terms (MIT; TMP files under Unity Companion License)

Quest / Horizon-specific notes

  • Not a template — its purpose is empirical measurement on-device with OVR Metrics Tool or MQDH Performance Analyzer attached.
  • Menus are rendered as compositor layers by design; FFR's visible effect therefore only shows on the world outside the menus. Do not "fix" this.
  • GPU level 5 requires dynamic resolution to be enabled on Quest 2 / Pro.
  • com.oculus.supportedDevices in AndroidManifest.xml gates access to some performance controls; copy this entry when porting settings to another project.

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 · 792 tokens per session scan A 4014655bf526

Subscribe to this mod's changes

Unity-PerformanceSettings AGENTS.md is an instructions file published in the GitHub repository oculus-samples/Unity-PerformanceSettings (35 stars, last pushed 4d ago), licensed MIT. It adds 792 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.

Related

Other instructions, from other repositories