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-performancesettings/agents-mdgit clone --depth 1 https://github.com/oculus-samples/Unity-PerformanceSettingsWhat 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 | $0.00792 | $0.00792 |
| Opus 5 | $0.00396 | $0.00396 |
| Sonnet 5 | $0.00158 | $0.00158 |
| Haiku 4.5 | $0.00079 | $0.00079 |
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.
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 settingsProjectSettings/ProjectVersion.txt— Unity editor versionPackages/manifest.json— Unity package versions (Meta XR Core SDK, Interaction SDK, etc.)Assets/Plugins/Android/AndroidManifest.xml— package id, permissions,com.oculus.supportedDevicesAssets/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.supportedDevicesinAndroidManifest.xmlgates 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:
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 · 39 lines · 792 tokens per session scan A 4014655bf526
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.
Other instructions, from other repositories
claudemon CLAUDE.md
Instructions for zamarrowski/claudemon, covering ai agent guidelines, project shape, general guidelines, general rules and guards & defensive code.
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.
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.
minecraft-java-fabric-claude-plugin CLAUDE.md
Instructions for chapmanjw/minecraft-java-fabric-claude-plugin, covering claude.md, commands, architecture, the three-tier, no-trivial model (0.9.0) and terrain core (tools/terrain/).
unity-cli-skill CLAUDE.md
Instructions for niqibiao/unity-cli-skill: Project instructions are maintained in and imported from @AGENTS.md.
Nyamu AGENTS.md
Instructions for polyblank66/Nyamu, covering about mcp, nyamu mcp workflow guidelines, file operation workflows, compilation tools and error handling.