hz-unity-code-review

hz-unity-code-review is a skill for Claude Code, Codex from meta-quest/agentic-tools. It costs 42 tokens per session (1,848 once invoked), scanned A, original, Apache-2.0.

A code-review guide for Unity applications built for Meta Quest virtual-reality headsets and Horizon OS.

In plain words
What is it for?
Use it to review Unity C# code and project settings, including rendering, draw calls, input, memory use, and garbage-collection allocations.
Why use it?
It helps find performance problems, graphics settings issues, memory waste, and common VR mistakes before they affect the app.

Skill for Claude CodeCodex

Part of the agentic-tools plugin — 29 skills, 1 hook, 1 MCP server shipped together

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.

agentmods
npx agentmods add skills/meta-quest/agentic-tools/hz-unity-code-review
Any agent
npx skills add meta-quest/agentic-tools --skill hz-unity-code-review
Clone the repo
git clone --depth 1 https://github.com/meta-quest/agentic-tools

Made for: Claude Code, Codex.

Or install agentic-tools, the plugin that ships this one along with the rest of its 29 skills, 1 hook, 1 MCP server.

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 hz-unity-code-review

README.md
[![agentmods](https://agentmods.dev/badge/skills/meta-quest/agentic-tools/hz-unity-code-review.svg)](https://agentmods.dev/skills/meta-quest/agentic-tools/hz-unity-code-review)
Your own site
<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>
Per session 42 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,848 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00042 $0.01848
Opus 5 $0.00021 $0.00924
Sonnet 5 $0.00008 $0.00370
Haiku 4.5 $0.00004 $0.00185

Measured 4d ago against content hash b60fba1626d0, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

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.

skills/hz-unity-code-review/SKILL.md · 233 lines

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)

Read the full file on GitHub · 233 lines

Files

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.

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. 4d ago First seen · 233 lines · 42 tokens per session scan A b60fba1626d0

Subscribe to this mod's changes

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.

Related

Other skills, from other repositories

google-mobile-ads-banner

Provides instructions to implement, integrate, or configure Google Mobile Ads (GMA) banner ads in Android, iOS, or Unity mobile applications. Use when the task involves setting up banner ads in a mobile application. Don't use for other ad formats like interstitial or rewarded ads.

google/skills · 62 tokens

google-mobile-ads-interstitial

Provides instructions for implementing, integrating, or configuring Google Mobile Ads (GMA) SDK interstitial ads in Android, iOS, or Unity mobile applications. Use when the task involves setting up interstitial ads. Don't use for "rewarded interstitial" ads.

google/skills · 60 tokens

google-mobile-ads-rewarded

Provides instructions for implementing, integrating, or configuring Google Mobile Ads (GMA) SDK rewarded ads in Android, iOS, or Unity mobile applications. Use when the task involves setting up rewarded ads. Don't use for "rewarded interstitial" ads.

google/skills · 59 tokens

google-mobile-ads-get-started

Provides instructions for integrating the Google Mobile Ads (GMA) SDK. Use this skill when the user wants to get started with, install, integrate, set up, or configure the SDK for AdMob or Ad Manager, GMA Next-Gen SDK or mobile ads framework in an Android, iOS, or Unity application.

google/skills · 73 tokens

reversing-unity-il2cpp

Reverse engineer Unity games and apps built with IL2CPP or Mono, using Il2CppDumper, Il2CppInspector, and dnSpy. Use when an APK or IPA contains global-metadata.dat, libil2cpp.so, UnityFramework, or Assembly-CSharp.dll, when jadx shows only UnityPlayerActivity, or when the target is described as a Unity build.

trilwu/secskills · 85 tokens

unity-ui

Use when users want to create Canvas, Button, Text, Image, or other UI elements.

batihandev/unity-mcp-skills · 22 tokens