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 IdoCohen560/claude-unity-game-studio --skill unity-xrgit clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studioWrote 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/idocohen560/claude-unity-game-studio/unity-xr)<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-xr"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-xr/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/idocohen560/claude-unity-game-studio/unity-xr"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-xr.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 | $0.00078 | $0.03527 |
| Opus 5 | $0.00039 | $0.01764 |
| Sonnet 5 | $0.00016 | $0.00705 |
| Haiku 4.5 | $0.00008 | $0.00353 |
Grade A, and why
unity-xr 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 6d 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.
This is a copy
100% identical to unity-xr — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 432 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity 6 XR Development Guide
Source: Unity 6.3 LTS Documentation (6000.3)
XR Architecture Overview
Unity defines XR as encompassing three application types:
- Virtual Reality (VR) -- The application simulates a self-contained environment around the user
- Mixed Reality (MR) -- Combines virtual environments with real-world settings for interaction
- Augmented Reality (AR) -- The application layers content over a view of the real world
The XR stack in Unity 6 consists of:
- XR Plug-in Management -- Discovers and loads platform XR SDKs
- OpenXR Plugin -- Open, royalty-free standard by Khronos for cross-platform XR
- XR Interaction Toolkit (XRI) -- High-level component-based interaction system
- AR Foundation -- Cross-platform AR framework with provider plug-in architecture
- Input System -- Action-based input required by OpenXR and XRI
XR Plug-in Management
Configure via Edit > Project Settings > XR Plug-in Management.
- Enable OpenXR and desired Feature Groups per platform
- Select Interaction Profiles (controller mappings) in the OpenXR > Features tab
- Run Project Validation for build-time compatibility checks
- Verify the active runtime matches target hardware
Supported Runtimes and Platforms
| Runtime | Target | Graphics |
|---|---|---|
| Windows Mixed Reality | Win64 | DX11 |
| Oculus PC + Link | Win64 | DX11 |
| Meta Quest | Android arm64 | Vulkan |
| Magic Leap 2 | Android x64 | Vulkan |
| SteamVR | Win64 | DX11 |
OpenXR Interaction Profiles
- Eye Gaze Interaction
- HTC Vive Controller
- Khronos Simple Controller
- Microsoft Motion Controller
- Oculus Touch Controller
- Valve Index Controller
OpenXR Scripting API
// Iterate all OpenXR features
var features = OpenXRSettings.Instance.GetFeatures();
foreach (var feature in features)
{
Debug.Log($"Feature: {feature.name}, Enabled: {feature.enabled}");
}
// Get a specific feature by type
var feature = OpenXRSettings.Instance.GetFeature<MockRuntime>();
if (feature != null)
{
Debug.Log($"MockRuntime Enabled: {feature.enabled}");
}
// Iterate feature groups (Editor only)
var featureSets = OpenXRFeatureSetManager.FeatureSetsForBuildTarget(
BuildTargetGroup.Standalone
);
foreach (var featureSet in featureSets)
{
Debug.Log($"Feature Set ID: {featureSet.featureSetId}");
}
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 6d ago First seen · 432 lines · 78 tokens per session scan A e90499681a33
unity-xr is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (19 stars, last pushed 2mo ago), licensed MIT. It adds 78 tokens to every session and 3,527 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to unity-xr, differing in 0 lines, and is treated as a copy.
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