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 travisjneuman/.claude --skill ar-vr-xrgit clone --depth 1 https://github.com/travisjneuman/.claudeWrote 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/travisjneuman/.claude/ar-vr-xr)<a href="https://agentmods.dev/skills/travisjneuman/.claude/ar-vr-xr"><img src="https://agentmods.dev/badge/skills/travisjneuman/.claude/ar-vr-xr/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/travisjneuman/.claude/ar-vr-xr"><img src="https://agentmods.dev/badge/skills/travisjneuman/.claude/ar-vr-xr.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00050 | $0.00751 |
| Opus 5.5 | $0.00020 | $0.00300 |
| Sonnet 5.5 | $0.00010 | $0.00150 |
| Haiku 4.5 | $0.00005 | $0.00075 |
Grade A, and why
ar-vr-xr 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 1mo 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 — 98 lines — stays where its author put it; the contents beside it link to each section on GitHub.
AR/VR/XR Development
Platform Overview
| Platform | SDK | Target Devices |
|---|---|---|
| Unity XR | XR Interaction Toolkit | Quest, Vision Pro, PCVR, mobile |
| WebXR | Three.js, A-Frame, Babylon.js | Any WebXR browser |
| ARKit | RealityKit, ARKit | iPhone, iPad, Vision Pro |
| ARCore | Sceneform, ARCore | Android devices |
| Meta Quest | Meta XR SDK | Quest 2/3/Pro |
| Apple Vision Pro | visionOS, RealityKit | Vision Pro |
Unity XR
// XR Interaction Toolkit setup
using UnityEngine.XR.Interaction.Toolkit;
public class GrabbableObject : XRGrabInteractable
{
protected override void OnSelectEntered(SelectEnterEventArgs args)
{
base.OnSelectEntered(args);
// Object grabbed
}
protected override void OnSelectExited(SelectExitEventArgs args)
{
base.OnSelectExited(args);
// Object released
}
}
Unity XR Best Practices
- Target 72-120 FPS (platform-dependent) — frame drops cause nausea
- Use single-pass instanced rendering for stereo
- Bake lighting where possible, limit dynamic lights to 1-2
- Draw calls: <100 for mobile VR, <500 for PCVR
- Use LOD groups aggressively — user can't see distant detail in VR
WebXR
// Three.js WebXR
import * as THREE from 'three';
import { VRButton } from 'three/addons/webxr/VRButton.js';
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.xr.enabled = true;
document.body.appendChild(VRButton.createButton(renderer));
renderer.setAnimationLoop((time, frame) => {
if (frame) {
const session = renderer.xr.getSession();
const inputSources = session.inputSources;
// Handle controller input
}
renderer.render(scene, camera);
});
Apple Vision Pro (visionOS)
import SwiftUI
import RealityKit
struct ImmersiveView: View {
var body: some View {
RealityView { content in
let sphere = MeshResource.generateSphere(radius: 0.1)
let material = SimpleMaterial(color: .blue, isMetallic: true)
let entity = ModelEntity(mesh: sphere, materials: [material])
entity.position = [0, 1.5, -1]
content.add(entity)
}
.gesture(TapGesture().targetedToAnyEntity().onEnded { event in
// Handle tap on entity
})
}
}
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.
- 1mo ago First seen · 98 lines · 50 tokens per session scan A e5074b7b8c02
ar-vr-xr is a skill published in the GitHub repository travisjneuman/.claude (106 stars, last pushed today), licensed MIT. It adds 50 tokens to every session and 751 once invoked, about $0.0002 per session on Opus 5.5. 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 2026-09-03.
Other skills, from other repositories
unity-addressables
Use when managing asset loading — Addressables vs Resources vs direct references, async loading patterns, memory management, group strategies, and content update workflows.
unity-audio
Use when implementing audio systems — audio manager architecture, AudioMixer setup, spatial audio, event-driven audio, music systems, and sound effect management patterns.
unity-ecs
Use when considering ECS/DOTS architecture — when to use ECS vs MonoBehaviour, Burst compiler, Job System, hybrid approaches, and migration strategies from MonoBehaviour to ECS.
animation-workflow
Use when setting up animations — Animator Controllers, Animation Clips, state machines, blend trees, animation events, and Avatar configuration.
data-modeling
Use when modeling game data — ScriptableObject patterns, runtime state management, serialization strategies, config vs instance data, and save/load architecture.
local-ai-agents
Build local-first AI agents that run entirely on a developer workstation with Microsoft Foundry Local and Qwen function-calling models. Covers Small Language Models (SLMs), the OpenAI-compatible local endpoint, sandboxed local tools, local RAG with Chroma, local MCP servers, hybrid cloud/local routing, and the…