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 qfoldit/Protein-Design-MCP --skill apple-spatial-designergit clone --depth 1 https://github.com/qfoldit/Protein-Design-MCPWrote 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/qfoldit/protein-design-mcp/apple-spatial-designer)<a href="https://agentmods.dev/skills/qfoldit/protein-design-mcp/apple-spatial-designer"><img src="https://agentmods.dev/badge/skills/qfoldit/protein-design-mcp/apple-spatial-designer/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/qfoldit/protein-design-mcp/apple-spatial-designer"><img src="https://agentmods.dev/badge/skills/qfoldit/protein-design-mcp/apple-spatial-designer.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 | $0.00101 | $0.00816 |
| Opus 5 | $0.00051 | $0.00408 |
| Sonnet 5 | $0.00020 | $0.00163 |
| Haiku 4.5 | $0.00010 | $0.00082 |
Grade A, and why
apple-spatial-designer 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 10d 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 — 34 lines — stays where its author put it; the contents beside it link to each section on GitHub.
apple-spatial-designer
Status: mixed. Apple/Anthropic announced official Xcode <-> Claude Agent SDK integration (Xcode 26.3+, via MCP, lets Claude Code capture visual Previews and interact with Xcode from the CLI) -- this part is official. There is, however, no single official "RealityKit skill" the way Unreal has one from Epic; visionOS/RealityKit-specific guidance here draws on the general, well-documented public APIs (RealityKit, ARKit hand tracking, USDZ) plus the existence of a healthy community-skill ecosystem (multiple independent visionOS/RealityKit Claude Code skills) rather than one authoritative source -- treat method-level specifics as needing verification against Apple's current documentation, not memorized as certain.
Prerequisites
- Xcode 26.3+ for the official Claude Agent SDK / MCP integration (App Store Connect uploads require Xcode 26+ / iOS,visionOS 26 SDKs as of the 2026-04-28 deadline -- relevant if this ever ships).
- A visionOS target in the Xcode project for RealityKit/visionOS work specifically.
Known hard boundary
Agents (this skill included) cannot reliably edit .pbxproj files. Adding new targets, frameworks, or files to the Xcode project structure needs a human to do it in Xcode, or a dedicated project-generation tool (e.g. XcodeGen/Tuist) -- don't attempt direct .pbxproj surgery and don't imply it "just works."
UAG -> RealityKit mapping
Baseline from game-designer/references/uag_schema.md: node -> Entity, type: mesh -> Entity + ModelComponent, type: light -> Entity + PointLight/DirectionalLight component, parent_child -> Entity.addChild, physics_collision -> CollisionComponent, on_grab -> gesture recognizer / ARKit hand-tracking input.
Workflow
- Confirm the UAG passed
game-designer/scripts/uag_validate.py. - For each node, generate the corresponding RealityKit Swift (Entity creation, component attachment) rather than hand-waving pseudo-code -- if a UAG
type/triggerhas no established mapping above, say so and ask rather than inventing a RealityKit API that may not exist. - If USDZ export/import is involved (UAG scenes originating from
openusd-architect), note that RealityKit/visionOS consume USDZ as a packaged, compressed subset of USD -- not every USD feature round-trips; flag anything that looks like it needs manual verification in Reality Composer Pro. - For anything touching
.pbxproj(new targets, capabilities), stop and tell the user this step needs to be done manually in Xcode.
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.
- 10d ago First seen · 34 lines · 101 tokens per session scan A a72caed07fe9
apple-spatial-designer is a skill published in the GitHub repository qfoldit/Protein-Design-MCP (1 stars, last pushed 13d ago), licensed Apache-2.0. It adds 101 tokens to every session and 816 once invoked, about $0.0005 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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