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 skills add ComeOnOliver/skillshub --skill axiom-realitykitgit clone --depth 1 https://github.com/ComeOnOliver/skillshubWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/comeonoliver/skillshub/axiom-realitykit)<a href="https://agentmods.dev/skills/comeonoliver/skillshub/axiom-realitykit"><img src="https://agentmods.dev/badge/skills/comeonoliver/skillshub/axiom-realitykit/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/comeonoliver/skillshub/axiom-realitykit"><img src="https://agentmods.dev/badge/skills/comeonoliver/skillshub/axiom-realitykit.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00048 | $0.06216 |
| Opus 5 | $0.00024 | $0.03108 |
| Sonnet 5 | $0.00010 | $0.01243 |
| Haiku 4.5 | $0.00005 | $0.00622 |
Grade A, and why
axiom-realitykit 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 9d 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 — 931 lines — stays where its author put it; the contents beside it link to each section on GitHub.
RealityKit Development Guide
Purpose: Build 3D content, AR experiences, and spatial computing apps using RealityKit's Entity-Component-System architecture iOS Version: iOS 13+ (base), iOS 18+ (RealityView on iOS), visionOS 1.0+ Xcode: Xcode 15+
When to Use This Skill
Use this skill when:
- Building any 3D experience (AR, games, visualization, spatial computing)
- Creating SwiftUI apps with 3D content (RealityView, Model3D)
- Implementing AR with anchors (world, image, face, body tracking)
- Working with Entity-Component-System (ECS) architecture
- Setting up physics, collisions, or spatial interactions
- Building multiplayer or shared AR experiences
- Migrating from SceneKit to RealityKit
- Targeting visionOS
Do NOT use this skill for:
- SceneKit maintenance (use
axiom-scenekit) - 2D games (use
axiom-spritekit) - Metal shader programming (use
axiom-metal-migration-ref) - Pure GPU compute (use Metal directly)
1. Mental Model: ECS vs Scene Graph
Scene Graph (SceneKit)
In SceneKit, nodes own their properties. A node IS a renderable, collidable, animated thing.
Entity-Component-System (RealityKit)
In RealityKit, entities are empty containers. Components add data. Systems process that data.
Entity (identity + hierarchy)
├── TransformComponent (position, rotation, scale)
├── ModelComponent (mesh + materials)
├── CollisionComponent (collision shapes)
├── PhysicsBodyComponent (mass, mode)
└── [YourCustomComponent] (game-specific data)
System (processes entities with specific components each frame)
Why ECS matters:
- Composition over inheritance: Combine any components on any entity
- Data-oriented: Systems process arrays of components efficiently
- Decoupled logic: Systems don't know about each other
- Testable: Components are pure data, Systems are pure logic
The ECS Mental Shift
| Scene Graph Thinking | ECS Thinking |
|---|---|
| "The player node moves" | "The movement system processes entities with MovementComponent" |
| "Add a method to the node subclass" | "Add a component, create a system" |
"Override update(_:) in the node" |
"Register a System that queries for components" |
| "The node knows its health" | "HealthComponent holds data, DamageSystem processes it" |
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.
- 9d ago First seen · 931 lines · 48 tokens per session scan A 9caba2d04b90
axiom-realitykit is a skill published in the GitHub repository ComeOnOliver/skillshub (63 stars, last pushed 2mo ago), licensed MIT. It adds 48 tokens to every session and 6,216 once invoked, about $0.0002 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 2026-09-03.
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