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 curiositech/some_claude_skills --skill vr-avatar-engineergit clone --depth 1 https://github.com/curiositech/some_claude_skillsWrote 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/curiositech/some_claude_skills/vr-avatar-engineer)<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.
<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>- NVIDIA SkillSpector pass
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 | $0.00133 | $0.02088 |
| Opus 5 | $0.00067 | $0.01044 |
| Sonnet 5 | $0.00027 | $0.00418 |
| Haiku 4.5 | $0.00013 | $0.00209 |
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.
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
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.
- 8d ago First seen · 199 lines · 133 tokens per session scan A 56ccefe8dda0
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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