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 skills/meta-quest/agentic-tools/hz-unity-code-reviewnpx skills add meta-quest/agentic-tools --skill hz-unity-code-reviewgit clone --depth 1 https://github.com/meta-quest/agentic-toolsWrote 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/meta-quest/agentic-tools/hz-unity-code-review)<a href="https://agentmods.dev/skills/meta-quest/agentic-tools/hz-unity-code-review"><img src="https://agentmods.dev/badge/skills/meta-quest/agentic-tools/hz-unity-code-review.svg" alt="Measured on agentmods" 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 | $0.00042 | $0.01848 |
| Opus 5 | $0.00021 | $0.00924 |
| Sonnet 5 | $0.00008 | $0.00370 |
| Haiku 4.5 | $0.00004 | $0.00185 |
Grade A, and why
hz-unity-code-review 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 4d 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 — 233 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Code Review for Meta Quest
When to Use
Use this skill when reviewing Unity C# code or project settings that target Meta Quest headsets. This includes:
- Reviewing scripts for VR performance issues
- Checking rendering pipeline configuration and settings
- Ensuring adherence to Quest-specific best practices
- Identifying common VR development pitfalls
- Validating input handling for controllers, hands, and eye tracking
- Auditing memory usage and GC allocation patterns
Key Review Areas
1. Rendering Pipeline Configuration
Quest applications must use the Universal Render Pipeline (URP) with specific settings optimized for mobile VR. The Built-in Render Pipeline is not recommended for new Quest projects.
Critical settings to verify:
- Single-pass multiview must be enabled (Player Settings > XR Plug-in Management > Oculus > Stereo Rendering Mode)
- Vulkan should be the primary graphics API
- Linear color space is required for correct lighting
- HDR should be disabled in URP asset settings
- Post-processing should be minimal or disabled
2. Draw Call Budgets and Batching
Quest has draw call budgets that vary by workload complexity. Every draw call has CPU overhead that directly impacts frame timing.
| Metric | Quest 2 / Quest Pro | Quest 3 / Quest 3S |
|---|---|---|
| Draw calls (busy simulation) | 80-200 | 200-300 |
| Draw calls (medium simulation) | 200-300 | 400-600 |
| Draw calls (light simulation) | 400-600 | 700-1000 |
| Triangles per frame | 750K-1M | 1M-2M |
| SetPass calls | < 50 | < 80 |
Enable and verify:
- Static batching for non-moving geometry
- GPU instancing for repeated objects
- SRP batcher for URP materials
- Dynamic batching for small meshes (< 300 vertices)
3. Shader Complexity
Mobile GPUs on Quest cannot handle desktop-class shaders. Review all materials for:
- Use of URP/Lit or URP/Simple Lit instead of Standard shader
- Custom shaders that minimize texture samples and ALU operations
- Avoidance of real-time shadows where possible (bake instead)
- No screen-space effects (SSAO, SSR, screen-space shadows)
What ships with it
4 files 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.
- 4d ago First seen · 233 lines · 42 tokens per session scan A b60fba1626d0
hz-unity-code-review is a skill published in the GitHub repository meta-quest/agentic-tools (188 stars, last pushed 13d ago), licensed Apache-2.0. It adds 42 tokens to every session and 1,848 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 2026-08-30.
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