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 tomkrikorian/visionOSAgents --skill realitykit-animation-physicsgit clone --depth 1 https://github.com/tomkrikorian/visionOSAgentsWrote 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/tomkrikorian/visionosagents/realitykit-animation-physics)<a href="https://agentmods.dev/skills/tomkrikorian/visionosagents/realitykit-animation-physics"><img src="https://agentmods.dev/badge/skills/tomkrikorian/visionosagents/realitykit-animation-physics/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/tomkrikorian/visionosagents/realitykit-animation-physics"><img src="https://agentmods.dev/badge/skills/tomkrikorian/visionosagents/realitykit-animation-physics.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 | $0.00098 | $0.01011 |
| Opus 5 | $0.00049 | $0.00505 |
| Sonnet 5 | $0.00020 | $0.00202 |
| Haiku 4.5 | $0.00010 | $0.00101 |
Grade A, and why
realitykit-animation-physics 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 — 70 lines — stays where its author put it; the contents beside it link to each section on GitHub.
RealityKit Animation Physics
Quick Start
- Decide whether the task is animation, character motion, navigation/behavior, collision, rigid physics, forces/joints, particles, compute simulation, or cloth.
- Load the matching reference file only.
- Use documented RealityKit animation and physics components before custom ECS update loops.
- Switch to
realitykit-ecs-systemswhen behavior needs custom per-frame processing across multiple entities. - Switch to
realitykit-visionos-developerfor general input, attachments, entity loading, anchoring, or non-physics component selection.
Load References When
| Reference | When to Use |
|---|---|
references/animationlibrarycomponent.md |
Work with loaded animation clips or animation libraries. |
references/animation-graphs-and-retargeting.md |
Use animation graphs, retargeting, root motion, or mesh deformers. |
references/blendshapeweightscomponent.md |
Drive blendshape weights for facial, character, or mesh deformation. |
references/skeletalposescomponent.md |
Inspect or set skeletal pose state. |
references/ikcomponent.md |
Configure inverse kinematics. |
references/bodytrackingcomponent.md |
Use body tracking component state. |
references/charactercontrollercomponent.md and references/charactercontrollerstatecomponent.md |
Build character controller movement and inspect controller state. |
references/navigation-and-behavior-trees.md |
Add navmesh pathfinding, agent steering, or behavior trees. |
references/collisioncomponent.md |
Define collision shapes for physics, contacts, hit testing, or input targeting. |
references/physicsbodycomponent.md, references/physicsmotioncomponent.md, references/physicssimulationcomponent.md |
Configure rigid-body physics, motion, and simulation behavior. |
references/physicsjointscomponent.md, references/forceeffectcomponent.md, references/geometricpinscomponent.md |
Configure joints, forces, and pinning. |
references/particleemittercomponent.md |
Use built-in particle emitters. |
references/compute-graph-particles.md |
Build GPU particles or compute simulations with ComputeGraph. |
references/cloth-simulation.md |
Simulate cloth bodies, cloth colliders, or cloth grabbing. |
What ships with it
20 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.
- agents/openai.yaml 292 B
- references/animation-graphs-and-retargeting.md 4.9 KB
- references/animationlibrarycomponent.md 3.5 KB
- references/blendshapeweightscomponent.md 2.1 KB
- references/bodytrackingcomponent.md 3.2 KB
- references/charactercontrollercomponent.md 4.3 KB
- references/charactercontrollerstatecomponent.md 3.6 KB
- references/cloth-simulation.md 5.3 KB
- references/collisioncomponent.md 6.2 KB
- references/compute-graph-particles.md 5.6 KB
- references/forceeffectcomponent.md 5.2 KB
- references/geometricpinscomponent.md 2.6 KB
- references/ikcomponent.md 4.9 KB
- references/navigation-and-behavior-trees.md 4.4 KB
- references/particleemittercomponent.md 3.4 KB
- references/physicsbodycomponent.md 4.0 KB
- references/physicsjointscomponent.md 4.4 KB
- references/physicsmotioncomponent.md 3.4 KB
- references/physicssimulationcomponent.md 2.9 KB
- references/skeletalposescomponent.md 4.1 KB
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 · 70 lines · 98 tokens per session scan A db01b978c7be
realitykit-animation-physics is a skill published in the GitHub repository tomkrikorian/visionOSAgents (61 stars, last pushed 2mo ago), licensed MIT. It adds 98 tokens to every session and 1,011 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 2026-08-30.
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