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-sdk-upgradegit 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-sdk-upgrade)<a href="https://agentmods.dev/skills/meta-quest/agentic-tools/hz-unity-sdk-upgrade"><img src="https://agentmods.dev/badge/skills/meta-quest/agentic-tools/hz-unity-sdk-upgrade/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-sdk-upgrade"><img src="https://agentmods.dev/badge/skills/meta-quest/agentic-tools/hz-unity-sdk-upgrade.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 | $0.00085 | $0.02119 |
| Opus 5.5 | $0.00034 | $0.00848 |
| Sonnet 5.5 | $0.00017 | $0.00424 |
| Haiku 4.5 | $0.00009 | $0.00212 |
Grade A, and why
hz-unity-sdk-upgrade 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 29d 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 — 84 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Meta XR Unity SDK Upgrade
Upgrade the project as an evidence-driven migration. Package resolution and a clean compile are checkpoints, not proof that the app still works.
Optimize for the shortest verified path. In a time-bounded session, finish the package/provider transition, remove duplicate SDK code, migrate every known producer and consumer, and obtain a clean compile before optional cleanup or broader platform validation. Do not spend the remaining budget polishing a compile-clean project setting while a known legacy consumer or vendored SDK file remains.
For Unreal, native Android or Spatial SDK, WebXR or Immersive Web SDK (IWSDK),
and general cross-platform upgrades, use
hz-api-upgrade.
Required workflow
- Read the Unity upgrade runbook. Do a bounded, shallow inventory of the Unity version, render pipeline, XR provider, Meta packages, vendored
Assets/Oculuscontent, assembly definitions, and affected scenes/prefabs. Record paths and legacy symbols without reading every large serialized asset or constructing a complete GUID map. Create one checklist of affected producers, consumers, serialized assets, settings, and tests; update it instead of repeating discovery or launching duplicate inventory subtasks. - Establish the source and target SDK versions from package or SDK-family markers. Treat the Meta XR package version, the bundled native OVRPlugin version reported through the managed
OVRPluginAPI, Unity editor version, and XR provider as separate axes; do not infer one from another. If either SDK version is ambiguous, report the evidence and label the value as inferred. - Query current documentation with
metavrbefore choosing replacements. Start with one full-range query and one query per active high-impact axis, then fetch the most relevant authoritative results. Search individual published releases only when package metadata or a changelog shows that an intermediate release matters. Once the relevant official guide and exact target API signatures for the next migration slice are established, implement that slice; do not keep probing adjacent APIs. Return to search only for a new error or unresolved checklist item. - Treat missing or irrelevant results as a documentation-coverage gap. Record the query and result in the upgrade report; do not fill the gap from memory or claim that
metavrfound guidance it did not return. - Update the package topology before application code. Remove duplicate vendored SDK content, keep related Meta packages and any required bridge/adaptor package compatible with the target release, update the XR provider deliberately, and resolve assembly-definition references. Verify both package declarations and serialized loader/provider settings; installing an OpenXR package does not enable its loader. Run and await any required project-setup tool within this slice, then re-scan for vendored SDK code because imports or setup automation can recreate files. Run the first post-change compile before inspecting package sources or deeply migrating scenes and prefabs; let its diagnostics determine what to inspect next.
- Run the critical compile loop below after the package/provider slice and after every coherent migration slice. Do not batch unrelated migration work on top of a failed compile.
- Migrate producers and consumers together. Before optional cleanup or platform checks, enumerate the concrete consumer files and mark each migrated. Search scenes, prefabs, serialized fields, custom loaders, editor tooling, and tests—not only
.cscall sites. Do not delete or skip an affected consumer merely to obtain a clean compile. - If the project uses
OVRSceneManager,OVRSceneRoom,OVRSceneAnchor, or custom Scene API loaders, read the MRUK migration best practices before editing and run its completion checklist before the final compile. - Treat an accompanying Unity-major-version, XR-provider, or Input System change as a separate migration axis. Check serialized provider settings per build target, required OpenXR feature groups and interaction profiles, Active Input Handling,
Unity.InputSystemassembly references, Android entry point, permissions, Addressables/Localization, render-pipeline settings, color space, and Android minimum SDK when applicable. Verify version-sensitive details through live docs and installed package APIs. - Validate in layers: package resolution, script compilation, edit/play-mode tests, Android build, then headset behavior for permissions, scene loading, input, rendering, and lifecycle. For compilation, prefer an installed, documented Unity editor-control CLI or bridge when it can safely drive the project's already-open Editor. Otherwise use the matching Unity Editor in batch mode only after confirming that the same project is not open elsewhere. Never start a second Editor on the same project or terminate an unrelated Unity process. Preserve exact commands and results in the upgrade report.
- Finish only when the requested validation layers pass or are explicitly recorded as failed or unverified with the blocking layer, evidence, and a concrete next command.
What ships with it
2 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.
- 29d ago First seen · 84 lines · 85 tokens per session scan A 469d2174a9ba
hz-unity-sdk-upgrade is a skill published in the GitHub repository meta-quest/agentic-tools (231 stars, last pushed 1mo ago), licensed Apache-2.0. It adds 85 tokens to every session and 2,119 once invoked, about $0.0003 per session on Opus 5.5. 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 2026-09-25.
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