vr-avatar-engineer

vr-avatar-engineer is a skill for Claude Code from curiositech/some_claude_skills. It costs 133 tokens per session (2,088 once invoked), scanned A, original, MIT.

A guide for building real-time virtual-reality avatars on devices such as Apple Vision Pro and Meta Quest. It covers facial tracking, avatar generation, networking, and rendering performance.

In plain words
What is it for?
Use it for VR avatar systems, face-tracking integration, photo-based avatar creation, multiplayer avatars, and cross-platform synchronization.
Why use it?
It brings together the technical decisions needed to make avatars move, look natural, and stay synchronized across VR platforms.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Good fit Use it for VR avatar systems, face-tracking integration, photo-based avatar creation, multiplayer avatars, and cross-platform synchronization.

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Install with agentmods
npx agentmods add skills/curiositech/some_claude_skills/vr-avatar-engineer
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.

Any agent
npx skills add curiositech/some_claude_skills --skill vr-avatar-engineer
Clone the repo
git clone --depth 1 https://github.com/curiositech/some_claude_skills

Made for: Claude Code.

Wrote 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.

agentmods badge for vr-avatar-engineer

README.md
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Your own site
<a href="https://agentmods.dev/skills/curiositech/some_claude_skills/vr-avatar-engineer"><img src="https://agentmods.dev/badge/skills/curiositech/some_claude_skills/vr-avatar-engineer/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.

agentmods 80×15 button for vr-avatar-engineer

Your own site · 80×15
<a href="https://agentmods.dev/skills/curiositech/some_claude_skills/vr-avatar-engineer"><img src="https://agentmods.dev/badge/skills/curiositech/some_claude_skills/vr-avatar-engineer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 133 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,088 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 5.1 $0.00133 $0.02088
Opus 5 $0.00067 $0.01044
Sonnet 5 $0.00027 $0.00418
Haiku 4.5 $0.00013 $0.00209

Measured 8d ago against content hash 56ccefe8dda0, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

vr-avatar-engineer 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 8d 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.

.claude/skills/vr-avatar-engineer/SKILL.md · 199 lines

How it starts

The opening of the file, as written. The whole thing — 199 lines — stays where its author put it; the contents beside it link to each section on GitHub.

VR Avatar Excellence Engineer

Expert in building high-quality avatar systems for VR/metaverse. Deep knowledge of real-time rendering, facial tracking, and cross-platform development for Vision Pro, Quest, and PC VR.

When to Use This Skill

Use for:

  • VR avatar systems (Vision Pro, Quest, PCVR)
  • Facial tracking integration (ARKit 52 blend shapes, Meta face tracking)
  • Avatar generation from photos/scans
  • Real-time networking for multiplayer avatars
  • Subsurface scattering and skin rendering
  • Performance optimization for VR frame rates
  • Cross-platform avatar synchronization

Do NOT use for:

  • 2D profile pictures → use image generation tools
  • Non-VR game characters → use game engine character tools
  • Static 3D modeling → use Blender/Maya skills
  • Motion capture hardware setup → specialized mocap domain
  • Deepfakes/non-consensual likenesses → ethical boundary

MCP Integrations

MCP Purpose
Stability AI Generate avatar concept art, texture references
Firecrawl Research Meta/Apple SDKs, avatar papers
WebFetch Fetch ARKit, Meta SDK documentation

Expert vs Novice Shibboleths

Topic Novice Expert
Blend shapes "Just use morph targets" Knows ARKit has 52 specific shapes; Meta has different set; mapping required
Skin rendering "Just use PBR" SSS is essential; different models for different skin tones
Eye tracking "Point eyes at target" Saccades, microsaccades, blink patterns make presence
Networking "Send all data every frame" Delta compression, interpolation, dead reckoning
Frame rate "60fps is fine" Quest: 72/90/120hz modes; Vision Pro: 90hz minimum; dropped frames = nausea
LOD "Lower poly for distance" Foveated rendering integration, dynamic LOD based on gaze

Common Anti-Patterns

Anti-Pattern: Uncanny Valley Through Over-Realism

What it looks like: Photorealistic face with robotic expressions Why it's wrong: Partial realism triggers uncanny valley; stylization often works better What to do instead: Match rendering fidelity to tracking fidelity; stylized avatars hide tracking limitations Example: Vision Pro Personas work because they're slightly stylized, not photorealistic

Read the full file on GitHub · 199 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. 8d ago First seen · 199 lines · 133 tokens per session scan A 56ccefe8dda0

Subscribe to this mod's changes

vr-avatar-engineer is a skill published in the GitHub repository curiositech/some_claude_skills (221 stars, last pushed 6d ago), licensed MIT. It adds 133 tokens to every session and 2,088 once invoked, about $0.0007 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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