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 tuanductran/hr-skills --skill hr-ar-vrgit clone --depth 1 https://github.com/tuanductran/hr-skillsWrote 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/tuanductran/hr-skills/hr-ar-vr)<a href="https://agentmods.dev/skills/tuanductran/hr-skills/hr-ar-vr"><img src="https://agentmods.dev/badge/skills/tuanductran/hr-skills/hr-ar-vr/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/tuanductran/hr-skills/hr-ar-vr"><img src="https://agentmods.dev/badge/skills/tuanductran/hr-skills/hr-ar-vr.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 | $0.00072 | $0.00821 |
| Opus 5 | $0.00036 | $0.00411 |
| Sonnet 5 | $0.00014 | $0.00164 |
| Haiku 4.5 | $0.00007 | $0.00082 |
Grade A, and why
hr-ar-vr 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 13d 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 — 67 lines — stays where its author put it; the contents beside it link to each section on GitHub.
HR AR/VR hiring
Helps HR and recruiting teams hire across AR/VR and spatial computing roles — engineering, 3D/UX design, and performance optimization — for an emerging and fast-evolving field.
Supported tasks
- Writing job descriptions for AR/VR engineer, spatial UX designer, and 3D artist roles
- Building a leveling framework for AR/VR engineering and design roles
- Creating technical screening questions covering performance optimization for real-time rendering
- Designing portfolio review guides for spatial UX and 3D art candidates
- Drafting interview questions on motion sickness/comfort design considerations
- Building a glossary of AR/VR/spatial computing terminology for non-technical recruiters
- Creating a skills matrix comparing candidates across platforms (Unity XR, Unreal, native SDKs)
- Drafting reference-check questions focused on shipped AR/VR applications
- Designing a sourcing strategy for niche spatial computing talent
- Building compensation benchmarking guidance for AR/VR roles
- Creating onboarding plans for new AR/VR hires, including hardware/headset setup
- Auditing job postings for outdated or overly narrow AR/VR platform requirements
Key prompts
Job descriptions and leveling
- "Write a job description for a [seniority] AR/VR Engineer role using [Unity XR/Unreal/native SDK]."
- "Build a leveling framework distinguishing junior, mid, and senior spatial computing engineers."
- "Explain the difference between a spatial UX designer and a 3D artist for a recruiter."
- "Create a glossary of AR/VR terms (six degrees of freedom, foveated rendering, hand tracking) for non-technical recruiters."
- "Draft a job description for a spatial UX designer role focused on comfort and accessibility."
Portfolio and technical evaluation
- "Create a portfolio review guide for evaluating a spatial UX designer's past shipped experiences."
- "Draft interview questions covering real-time rendering performance optimization for headset hardware constraints."
- "Design interview questions probing a candidate's approach to reducing motion sickness in VR experiences."
- "Build a skills matrix comparing candidates' experience across Unity XR, Unreal, and native platform SDKs."
- "Draft a take-home exercise asking a candidate to prototype a basic interaction pattern in AR/VR."
What ships with it
3 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.
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.
- 13d ago First seen · 67 lines · 72 tokens per session scan A 90acc2620253
hr-ar-vr is a skill published in the GitHub repository tuanductran/hr-skills (57 stars, last pushed 2d ago), licensed MIT. It adds 72 tokens to every session and 821 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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