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 meta-quest/agentic-tools --skill hz-unity-meta-movement-sdk-retargetinggit 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-meta-movement-sdk-retargeting)<a href="https://agentmods.dev/skills/meta-quest/agentic-tools/hz-unity-meta-movement-sdk-retargeting"><img src="https://agentmods.dev/badge/skills/meta-quest/agentic-tools/hz-unity-meta-movement-sdk-retargeting/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/meta-quest/agentic-tools/hz-unity-meta-movement-sdk-retargeting"><img src="https://agentmods.dev/badge/skills/meta-quest/agentic-tools/hz-unity-meta-movement-sdk-retargeting.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 | $0.00182 | $0.04469 |
| Opus 5 | $0.00091 | $0.02235 |
| Sonnet 5 | $0.00036 | $0.00894 |
| Haiku 4.5 | $0.00018 | $0.00447 |
Grade A, and why
hz-unity-meta-movement-sdk-retargeting 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 11d 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 — 290 lines — stays where its author put it; the contents beside it link to each section on GitHub.
MSDK Retargeting Config
Workflow: always start with the headless API
Don't hand-craft the JSON from scratch — the native side computes initial alignment, mappings, and T-pose data that would be tedious to write by hand. The right flow is:
- Generate the default config by calling
Meta.XR.Movement.Editor.MSDKUtilityEditor.RunDefaultRetargetingSetup(GameObject asset, string customDataSourcePath = null)via Unity MCP. This is the headless equivalent of clicking through the Retargeting Configuration Editor UI with all defaults (Next×3 → Validate → Done) and produces both artifacts:<asset>.json— the retargeting config (this skill targets this file)<asset>-metadata.asset— a small ScriptableObject linking the model to the JSON (rarely needs editing)
- Inspect the generated JSON to verify joint mappings look right.
- Hand-edit only if needed — the rest of this skill describes the JSON structure and the common tweaks.
The same RunDefaultRetargetingSetup API also backs the Assets/Movement SDK/Body Tracking/Run Default Retargeting Setup editor menu item, so a user who sees a project asset selected can trigger it from the menu too.
Calling it via Unity MCP
The Unity MCP Unity_RunCommand script runner can't see the Meta.* namespace from the wrapped harness; use reflection to invoke the public static method:
using UnityEngine;
using UnityEditor;
internal class CommandScript : IRunCommand
{
public void Execute(ExecutionResult result)
{
var asset = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/MyChar/MyChar.fbx");
if (asset == null) { result.LogError("asset not found"); return; }
System.Type editorType = null;
foreach (var asm in System.AppDomain.CurrentDomain.GetAssemblies())
{
var t = asm.GetType("Meta.XR.Movement.Editor.MSDKUtilityEditor");
if (t != null) { editorType = t; break; }
}
var method = editorType.GetMethod("RunDefaultRetargetingSetup");
try { method.Invoke(null, new object[] { asset, null }); }
catch (System.Reflection.TargetInvocationException tie) {
result.LogError("RunDefaultRetargetingSetup failed: " + tie.InnerException);
return;
}
result.Log("done; config at " + AssetDatabase.GetAssetPath(asset).Replace(System.IO.Path.GetExtension(AssetDatabase.GetAssetPath(asset)), ".json"));
}
}
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.
- 11d ago First seen · 290 lines · 182 tokens per session scan A c51ab6e79559
hz-unity-meta-movement-sdk-retargeting is a skill published in the GitHub repository meta-quest/agentic-tools (192 stars, last pushed 20d ago), licensed Apache-2.0. It adds 182 tokens to every session and 4,469 once invoked, about $0.0009 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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