realitykit-animation-physics

realitykit-animation-physics is a skill for Codex from tomkrikorian/visionOSAgents. It costs 98 tokens per session (1,011 once invoked), scanned A, original, MIT.

A guide for building and debugging animation, character movement, body tracking, collisions, physics, particles, and cloth in RealityKit, Apple’s 3D framework for visionOS apps.

In plain words
What is it for?
Use it for skeletal animation, inverse kinematics, facial blendshapes, animation graphs, navigation, behavior trees, rigid-body physics, joints, forces, particles, simulations, and cloth.
Why use it?
It helps you choose the relevant RealityKit components and reference material instead of writing custom per-frame code when documented features already fit.

Skill for Codex

Written for Codex: agents/openai.yaml present.

Good fit Use it for skeletal animation, inverse kinematics, facial blendshapes, animation graphs, navigation, behavior trees, rigid-body physics, joints, forces, particles, simulations, and cloth.

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Install with agentmods
npx agentmods add skills/tomkrikorian/visionosagents/realitykit-animation-physics
Install

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.

Any agent
npx skills add tomkrikorian/visionOSAgents --skill realitykit-animation-physics
Clone the repo
git clone --depth 1 https://github.com/tomkrikorian/visionOSAgents

Made for: Codex.

Wrote 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.

agentmods badge for realitykit-animation-physics

README.md
[![agentmods](https://agentmods.dev/badge/skills/tomkrikorian/visionosagents/realitykit-animation-physics/github.svg)](https://agentmods.dev/skills/tomkrikorian/visionosagents/realitykit-animation-physics)
Your own site
<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.

agentmods 80×15 button for realitykit-animation-physics

Your own site · 80×15
<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>
Per session 98 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,011 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 10d ago against content hash db01b978c7be, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

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.

skills/realitykit-animation-physics/SKILL.md · 70 lines

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

  1. Decide whether the task is animation, character motion, navigation/behavior, collision, rigid physics, forces/joints, particles, compute simulation, or cloth.
  2. Load the matching reference file only.
  3. Use documented RealityKit animation and physics components before custom ECS update loops.
  4. Switch to realitykit-ecs-systems when behavior needs custom per-frame processing across multiple entities.
  5. Switch to realitykit-visionos-developer for 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.

Read the full file on GitHub · 70 lines

Changes

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.

  1. 10d ago First seen · 70 lines · 98 tokens per session scan A db01b978c7be

Subscribe to this mod's changes

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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