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-audio-spatialgit 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-audio-spatial)<a href="https://agentmods.dev/skills/tomkrikorian/visionosagents/realitykit-audio-spatial"><img src="https://agentmods.dev/badge/skills/tomkrikorian/visionosagents/realitykit-audio-spatial/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-audio-spatial"><img src="https://agentmods.dev/badge/skills/tomkrikorian/visionosagents/realitykit-audio-spatial.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 | $0.00088 | $0.00669 |
| Opus 5 | $0.00044 | $0.00334 |
| Sonnet 5 | $0.00018 | $0.00134 |
| Haiku 4.5 | $0.00009 | $0.00067 |
Grade A, and why
realitykit-audio-spatial 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 9d 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 — 62 lines — stays where its author put it; the contents beside it link to each section on GitHub.
RealityKit Audio Spatial
Quick Start
- Decide whether the task is entity-placed spatial audio, ambient/channel playback, reusable audio libraries, mix groups, reverb, or acoustic simulation.
- Load the matching audio reference file only.
- Keep audio resource loading asynchronous and entity ownership explicit.
- Route entity loading, anchoring, interaction, or attachment setup to
realitykit-visionos-developer. - Route animation or physics triggers for audio events to
realitykit-animation-physics, and custom trigger systems torealitykit-ecs-systems.
Load References When
| Reference | When to Use |
|---|---|
references/spatialaudiocomponent.md |
Place sound in 3D space on a RealityKit entity. |
references/ambientaudiocomponent.md |
Add non-positional ambient audio. |
references/channelaudiocomponent.md |
Control channel-oriented audio playback. |
references/audiolibrarycomponent.md |
Use reusable audio libraries. |
references/audiomixgroupscomponent.md |
Organize playback with mix groups. |
references/reverbcomponent.md |
Add or tune reverb. |
references/audio-groups-and-acoustics.md |
Use grouped playback or simulated room acoustics. |
Cross-Routing
- Use
realitykit-visionos-developerfor entity ownership, asset loading, anchors, input, attachments, portals, or synchronization around audio entities. - Use
realitykit-animation-physicswhen audio is triggered by character, collision, physics, particle, or cloth behavior. - Use
realitykit-ecs-systemswhen audio behavior needs custom per-frame query logic.
Guardrails
- Keep audio resource and file loading off the synchronous UI path.
- Decide whether audio should be positional, ambient, channel-based, grouped, or acoustically simulated before adding components.
- Treat visionOS 27 audio group and acoustics additions as beta API; re-check symbols against the installed SDK.
- Verify audio behavior on device when spatialization, acoustics, or output routing matters.
What ships with it
8 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 285 B
- references/ambientaudiocomponent.md 2.9 KB
- references/audio-groups-and-acoustics.md 3.9 KB
- references/audiolibrarycomponent.md 2.4 KB
- references/audiomixgroupscomponent.md 4.0 KB
- references/channelaudiocomponent.md 2.4 KB
- references/reverbcomponent.md 3.4 KB
- references/spatialaudiocomponent.md 3.6 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.
- 9d ago First seen · 62 lines · 88 tokens per session scan A cfacf7c9b253
realitykit-audio-spatial is a skill published in the GitHub repository tomkrikorian/visionOSAgents (61 stars, last pushed 2mo ago), licensed MIT. It adds 88 tokens to every session and 669 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 2026-08-30.
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