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/misonl/ling/vr-arnpx skills add MisonL/Ling --skill vr-argit clone --depth 1 https://github.com/MisonL/LingWrote 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/misonl/ling/vr-ar)<a href="https://agentmods.dev/skills/misonl/ling/vr-ar"><img src="https://agentmods.dev/badge/skills/misonl/ling/vr-ar.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 | $0.00020 | $0.00814 |
| Opus 5 | $0.00010 | $0.00407 |
| Sonnet 5 | $0.00004 | $0.00163 |
| Haiku 4.5 | $0.00002 | $0.00081 |
Grade A, and why
vr-ar 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 3d 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.
What it actually says
VR/AR 开发
沉浸式体验原则。
1. 平台选择
VR 平台
| 平台 | 用途 |
|---|---|
| Quest | 独立、无线 |
| PCVR | 高保真 |
| PSVR | 主机市场 |
| WebXR | 浏览器端 |
AR 平台
| 平台 | 用途 |
|---|---|
| ARKit | iOS 设备 |
| ARCore | Android 设备 |
| WebXR | 浏览器 AR |
| HoloLens | 企业级 |
2. 舒适度原则
晕动症预防
| 原因 | 解决方案 |
|---|---|
| Locomotion(移动) | 传送、瞬转 |
| Low FPS(低帧率) | 维持 90 FPS |
| Camera shake(相机抖动) | 避免或最小化 |
| Rapid acceleration(快速加速) | 渐进移动 |
舒适设置
- 移动时的晕影(Vignette)
- 瞬转与平滑转向
- 坐姿与站姿模式
- 高度校准
3. 性能要求
目标指标
| 平台 | FPS(帧率) | 分辨率 |
|---|---|---|
| Quest 2 | 72-90 | 1832x1920 |
| Quest 3 | 90-120 | 2064x2208 |
| PCVR | 90 | 2160x2160+ |
| PSVR2 | 90-120 | 2000x2040 |
帧预算
- VR 需要一致的帧时间
- 掉一帧 = 可见的抖动
- 90 FPS = 11.11ms 预算
4. 交互原则
控制器交互
| 类型 | 用途 |
|---|---|
| Point + click | UI、远处物体 |
| Grab | 操作 |
| Gesture | 魔法、特殊动作 |
| Physical | 投掷、挥舞 |
手部追踪
- 更沉浸但精度较低
- 适合:社交、休闲
- 挑战:动作、精度
5. 空间设计
世界比例
- 1 单位 = 1 米(关键)
- 物体必须感觉大小合适
- 用真实测量进行测试
深度线索
| 线索 | 重要性 |
|---|---|
| Stereo(立体) | 主要深度 |
| Motion parallax(运动视差) | 次要 |
| Shadows(阴影) | 接地感 |
| Occlusion(遮挡) | 分层 |
6. 反模式
| [FAIL] 禁止 | [OK] 推荐 |
|---|---|
| 移动相机而不移动玩家 | 玩家控制相机 |
| 低于 90 FPS | 维持帧率 |
| 使用微小的 UI 文本 | 大而易读的文本 |
| 忽略手臂长度 | 依据玩家触及范围缩放 |
记住: 舒适度不是可选项。生病的玩家不会玩游戏。
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.
- 3d ago First seen · 124 lines · 20 tokens per session scan A 4e8a5420c1d2
vr-ar is a skill published in the GitHub repository MisonL/Ling (8 stars, last pushed 5mo ago), licensed MIT. It adds 20 tokens to every session and 814 once invoked, about $0.0001 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 2026-08-31.
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