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/phuonghx/aim-cli/vr-arnpx skills add phuonghx/aim-cli --skill vr-argit clone --depth 1 https://github.com/phuonghx/aim-cliWhat 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 | $0.00071 | $0.00787 |
| Opus 5 | $0.00036 | $0.00394 |
| Sonnet 5 | $0.00014 | $0.00157 |
| Haiku 4.5 | $0.00007 | $0.00079 |
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 yesterday.
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 — 109 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Building Immersive VR and AR
Designing for headsets means a player sits inside the scene, so comfort and a rock-steady frame rate are not features — they are prerequisites.
Choosing a Target
Pick the platform from where the experience will live.
Virtual reality
| Platform | Fits |
|---|---|
| Quest | Untethered, standalone play |
| PCVR | Maximum visual fidelity |
| PSVR | The console audience |
| WebXR | Delivery through the browser |
Augmented reality
| Platform | Fits |
|---|---|
| ARKit | Apple devices |
| ARCore | Android devices |
| WebXR | AR inside the browser |
| HoloLens | Enterprise deployments |
Keeping Players Comfortable
Motion sickness comes from specific triggers. Neutralize each one.
| Trigger | Mitigation |
|---|---|
| Moving the player | Offer teleport or snap turning |
| Sagging frame rate | Hold a steady 90 FPS |
| Shaking the camera | Avoid it, or keep it minimal |
| Sudden acceleration | Ramp movement gradually |
Expose comfort options so players can tune to their own tolerance:
- A vignette that closes in during motion
- A choice between snap and smooth turning
- Seated and standing play modes
- Height calibration
Hitting Performance Targets
Each headset has its own frame and per-eye resolution bar to clear.
| Headset | Frame rate | Per-eye resolution |
|---|---|---|
| Quest 2 | 72-90 | 1832x1920 |
| Quest 3 | 90-120 | 2064x2208 |
| PCVR | 90 | 2160x2160+ |
| PSVR2 | 90-120 | 2000x2040 |
On the frame budget:
- Consistency matters more than peak numbers.
- A single missed frame reads as a visible stutter.
- At 90 FPS you have 11.11 ms per frame.
Designing Interactions
Match the interaction style to the task.
| Style | Use for |
|---|---|
| Point and click | UI and far-off objects |
| Grab | Picking up and moving things |
| Gesture | Spells and special actions |
| Physical motion | Throwing, swinging, swordplay |
On hand tracking:
- It feels more present but is less accurate than controllers.
- It shines in social and casual settings.
- It struggles with action and anything demanding precision.
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.
- yesterday First seen · 109 lines · 71 tokens per session scan A b53ed078a668
vr-ar is a skill published in the GitHub repository phuonghx/aim-cli (1 stars, last pushed 2mo ago), licensed MIT. It adds 71 tokens to every session and 787 once invoked, about $0.0004 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.
Other skills, from other repositories
hs-release
Cut a core Hindsight release (vX.Y.Z) and open the changelog + blog PR. Use when asked to cut/start a release, bump the version, or publish a new Hindsight version.
hindsight-local
Store user preferences, learnings from tasks, and procedure outcomes. Use to remember what works and recall context before new tasks. (user).
research-repository
Build a repository that makes findings findable, reusable, and cumulative across teams. Use when the same research keeps getting redone. For synthesising one study, use affinity-diagram.
design-negotiation
Advocate for design quality, scope, and timeline with partners and leadership using evidence and shared goals. Use in the conversation itself. For the commercial vocabulary behind it, use business-design (ux-strategy).
user-persona
Build research-grounded personas with goals, frustrations, and behavioural patterns. Use when decisions need a consistent user reference. For one session's emotional snapshot use empathy-map; for motivation framing use jobs-to-be-done.
version-control-strategy
Define version control for design files, components, and libraries — branching, naming, and release. Use when file history is chaotic. For design system contribution rules, use design-system-governance (design-systems).