Sprite Gen
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
Meta XR Core SDK (com.meta.xr.sdk.core) for Unity XR development.
$ npx skills add meta-quest/agentic-tools --skill hz-unity-meta-core-sdk -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install meta-quest/agentic-tools hz-unity-meta-core-sdk --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/meta-quest/agentic-tools.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/hz-unity-meta-core-sdk .claude/skills/hz-unity-meta-core-sdk && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "hz-unity-meta-core-sdk" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-meta-core-sdk into .claude/skills/hz-unity-meta-core-sdk/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-meta-core-sdk", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-meta-core-sdkType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add meta-quest/agentic-tools --skill hz-unity-meta-core-sdk -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install meta-quest/agentic-tools hz-unity-meta-core-sdk --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/meta-quest/agentic-tools.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/hz-unity-meta-core-sdk .agents/skills/hz-unity-meta-core-sdk && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "hz-unity-meta-core-sdk" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-meta-core-sdk into .agents/skills/hz-unity-meta-core-sdk/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-meta-core-sdk", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add meta-quest/agentic-tools --skill hz-unity-meta-core-sdk -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install meta-quest/agentic-tools hz-unity-meta-core-sdk --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/meta-quest/agentic-tools.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/hz-unity-meta-core-sdk .cursor/skills/hz-unity-meta-core-sdk && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "hz-unity-meta-core-sdk" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-meta-core-sdk into .cursor/skills/hz-unity-meta-core-sdk/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-meta-core-sdk", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/meta-quest/agentic-tools.git --path skills/hz-unity-meta-core-sdk--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add meta-quest/agentic-tools --skill hz-unity-meta-core-sdk -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install meta-quest/agentic-tools hz-unity-meta-core-sdk --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/meta-quest/agentic-tools.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/hz-unity-meta-core-sdk .gemini/skills/hz-unity-meta-core-sdk && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "hz-unity-meta-core-sdk" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-meta-core-sdk into .gemini/skills/hz-unity-meta-core-sdk/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-meta-core-sdk", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install meta-quest/agentic-tools hz-unity-meta-core-sdkInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add meta-quest/agentic-tools --skill hz-unity-meta-core-sdk -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/meta-quest/agentic-tools.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/hz-unity-meta-core-sdk .github/skills/hz-unity-meta-core-sdk && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "hz-unity-meta-core-sdk" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-meta-core-sdk into .github/skills/hz-unity-meta-core-sdk/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-meta-core-sdk", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add meta-quest/agentic-tools --skill hz-unity-meta-core-sdk -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install meta-quest/agentic-tools hz-unity-meta-core-sdk --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/meta-quest/agentic-tools.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/hz-unity-meta-core-sdk .opencode/skills/hz-unity-meta-core-sdk && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "hz-unity-meta-core-sdk" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-meta-core-sdk into .opencode/skills/hz-unity-meta-core-sdk/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-meta-core-sdk", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
hz-unity-meta-core-sdkMeta XR Core SDK (com.meta.xr.sdk.core) for Unity XR development.
Hz Unity Meta Core SDK is an agent skill from meta-quest/agentic-tools. Meta XR Core SDK (com.meta.xr.sdk.core) for Unity XR development. Use when setting up VR/MR projects, configuring OVRManager, adding OVRCameraRig, enabling passthrough, hand tracking, spatial anchors, boundaryless mode, controller input, Scene API, or any Meta VR feature. Covers OVRProjectSetup, AndroidManifest generation, and project configuration for Meta VR devices, driven against a live Editor with unity-cli.
Its SKILL.md is about 3.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 14 other files, including reference files (for example `references/android-manifest.md`, `references/boundaryless.md` and `references/controller-input.md`).
It sits in Game Development. It works with Model Context Protocol. The repository describes itself as: Agent Skills for Meta Quest/Horizon OS VR Development. The licence is Apache-2.0.
3 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 3a8553d. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are bash and csharp).
From the folder's file list and the shell code blocks in SKILL.md.
Links to these hosts (documentation or services it may open):
developers.meta.comFrom URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Hz Unity Meta Core SDK loads about 3.4k tokens when it runs, and up to ~18k if it reads all its reference files. Until then it costs about 110 tokens; SKILL.md has 1,303 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from meta-quest/agentic-tools at commit 3a8553d, republished under its Apache-2.0 licence (© meta-quest). 1,303 words, ~3,356 tokens.
.claude/skills/hz-unity-meta-core-sdk/SKILL.md (or your agent's skills folder). This skill also uses 13 other files; get the full folder from GitHub.The Meta XR Core SDK is the foundational Unity package for developing VR and MR applications targeting Meta VR devices. It provides the core XR rig, device management, input handling, and access to platform features like passthrough, hand tracking, spatial anchors, and scene understanding.
Package: com.meta.xr.sdk.core
unity-cliEverything here is Editor-only C#. Run it against an open Editor instead of hand-editing scene, manifest, or settings files. Connecting, --project-path, and Safe Mode recovery are in the unity-cli skill.
unity status --format json # look for state "ready"
unity command run_script --project-path <proj> --file AgentScripts/Setup.cs --entry Setup.Run --format jsonPrefer run_script over eval — put the .cs outside Assets/ (path resolves against the project root) so writing it triggers no import or domain reload, and shell quoting can't mangle C# literals.
SDK-specific gotchas:
run_script references every loaded assembly, so OVRProjectSetup, OVRManifestPreprocessor etc. compile directly; using System.Reflection; and BindingFlags work for the internal bits (_principalRegistry, GetTasks).silentMode: true to anything that may open an EditorUtility.DisplayDialog — a modal blocks the request until it times out.FixAllAsync, Client.Add) — verify in a separate follow-up run_script; never Task.Wait() on the main thread.MarkSceneDirty + SaveScene (+ AssetDatabase.SaveAssets()), then read the value back.The package com.meta.xr.sdk.core may be located in different places depending on the project setup:
Library/PackageCache/com.meta.xr.sdk.core@<hash>/ (cached from registry)Packages/com.meta.xr.sdk.core/ (local package reference)Before searching for SDK source, first locate the package root by searching for a known file by filename pattern:
**/com.meta.xr.sdk.core*/Scripts/OVRManager.csThen use the resolved parent path for all subsequent search operations.
Any time you modify OVRProjectConfig or OVRManager feature settings (hand tracking, passthrough, boundaryless, target devices, etc.), you MUST call GenerateOrUpdateAndroidManifest() and verify the result. See references/android-manifest.md for the full workflow.
| Component | Purpose |
|---|---|
| OVRCameraRig | Primary XR rig prefab replacing Unity's Main Camera |
| OVRManager | Singleton managing device state, features, and configuration |
| OVRInput | Unified API for controller input and tracking |
| OVROverlay | Compositor layers for sharper text, UI, and video |
| OVRPassthroughLayer | Enables passthrough visualization |
| OVRSpatialAnchor | World-locked spatial anchors |
| OVRBoundary | Guardian boundary system access |
| OVRProjectSetup | Project Setup Tool for configuration tasks |
The OVRCameraRig prefab is the primary GameObject to add to create a VR/MR scene. It replaces Unity's conventional Main Camera and provides:
The OVRCameraRig hierarchy includes eye anchors, hand/controller anchors, and multimodal anchors. To see the current structure, inspect the OVRCameraRig prefab or instantiate it in a scene and examine the TrackingSpace children.
When working with a scene that needs XR support:
OVRManager (OVRManager.cs) is the main interface to VR hardware. It is a singleton attached to the OVRCameraRig prefab that exposes the Meta XR SDK to Unity. It controls:
To understand what features are available and how they're configured, analyze the OVRManager component on the OVRCameraRig in the scene. The OVRManager Inspector exposes all configurable XR features grouped into sections.
For the full settings reference (tracking origin, passthrough, boundary, hand tracking on OVRProjectConfig, etc.), see references/ovr-manager.md.
To change a serialized field on any component, edit it via SerializedObject + FindProperty(name) + ApplyModifiedProperties() — never reflection (FieldInfo/PropertyInfo.SetValue). Reflection mutates the in-memory object but bypasses serialization: for a component on a prefab instance (e.g. OVRManager on OVRCameraRig), the change isn't recorded as a prefab override and is silently dropped on save (SaveScene returns true, but the field reverts to the prefab default).
UnityEngine.Object (FindObjectOfType / GetComponent); SerializedObject/FindProperty work by name, so no asmref is needed.[SerializeField] backing field (often _camelCase), not the public property. If FindProperty returns null, discover names by iterating so.GetIterator() (Next(true) → log propertyPath).ApplyModifiedProperties(), call MarkSceneDirty → SaveScene → SaveAssets, then read the field back to confirm it persisted.// component obtained as UnityEngine.Object (e.g. FindObjectOfType(type) as Object)
var so = new SerializedObject(component);
so.FindProperty("_SERIALIZED_FIELD_NAME").boolValue = true; // typed accessor: boolValue/floatValue/intValue/...
so.ApplyModifiedProperties(); // records the prefab-instance override + marks dirty
var scene = EditorSceneManager.GetActiveScene();
EditorSceneManager.MarkSceneDirty(scene);
EditorSceneManager.SaveScene(scene);
AssetDatabase.SaveAssets();
// verify before declaring success
var check = new SerializedObject(component).FindProperty("_SERIALIZED_FIELD_NAME").boolValue;The Unity Project Setup Tool (UPST) (OVRProjectSetup) is a Unity Editor extension that validates project configuration for Meta VR. It maintains a registry of Configuration Tasks — each task checks a specific setting and reports whether it is satisfied or outstanding.
Primary use: list all outstanding issues for the current platform, then fix them.
IsDone is false. Each issue has a level (Required, Recommended, Optional), a group (Compatibility, Rendering, Features, etc.), and a fix type (Auto-fix or Manual).FixAllAsync(BuildTargetGroup) to auto-fix all fixable issues, or invoke individual FixAction delegates directly.Drive UPST programmatically against a live Editor with unity-cli (see references/project-setup-tool.md for the full API, task registry access, property reading, and fix invocation patterns).
Access via UI: Meta > Tools > Project Setup Tool.
After UPST is green, prove it on hardware: build an APK, metavr app install <apk>, and confirm the expected features initialized in a metavr log --tag Unity snapshot.
NEVER directly edit AndroidManifest.xml for features managed by OVRProjectConfig. See references/android-manifest.md for the full manifest update workflow and rules.
Passthrough provides real-time visualization of the physical world inside the headset, enabling mixed reality experiences. See references/passthrough.md for setup steps and configuration.
Hand tracking enables natural hand interaction without controllers. See references/hand-tracking.md for setup and configuration.
Spatial anchors anchor virtual content to real-world locations that persist across sessions.
For spatial anchors details, see references/spatial-anchors.md.
Scene provides access to the user's physical environment model (walls, floor, furniture) for scene-aware MR experiences.
For Scene API details, see references/scene-api.md.
Boundaryless mode disables the Guardian boundary for MR experiences where the physical world is visible.
For boundaryless setup, see references/boundaryless.md.
OVROverlay renders textures directly via the VR compositor, bypassing eye buffer resampling for sharper text, UI, and video. Supports up to 15 overlay layers per scene with quad, cylinder, cubemap, equirect, and fisheye shapes.
For compositor layer details, see references/ovr-overlay.md.
OVRInput provides unified access to controller buttons, triggers, thumbsticks, and tracking.
For controller input details, see references/controller-input.md.
For the full project setup workflow (install SDK, set build platform, configure XR provider, add OVRCameraRig, configure OVRManager, generate AndroidManifest), see references/project-setup-workflow.md.
All documentation references point to the official Meta developer docs at developers.meta.com:
If the metavr MCP server is available, use the mcp__metavr__vr_docs_search and mcp__metavr__vr_docs_get_page tools to verify current API details, as Meta SDK documentation updates frequently. Use mcp__metavr__vr_api_search with engine='unity' to look up exact method signatures for OVRManager, OVRCameraRig, OVRInput, and other classes.
unity-cli — drive a live Editor, install editors, build/testhz-unity-meta-interaction-sdk — interaction layer (grab, poke, teleport, interaction rig)hz-xr-simulator-install-and-configure / hz-vr-debug — run and debug beyond Play mode© meta-quest, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 13 other files (references) in skills/hz-unity-meta-core-sdk of meta-quest/agentic-tools.
Open the folder on GitHubat commit 3a8553d
Hz Unity Meta Core SDK next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Hz Unity Meta Core SDK this skillmeta-quest/agentic-tools | 215 | — | ~3.4k | Automated safety check: Pass | Apache-2.0 | |
| Sprite Genaldegad/sprite-gen | 2.7k | — | ~4.9k | Automated safety check: Pass | Apache-2.0 | |
| Blockbench Pluginsjasonjgardner/blockbench-mcp-plugin | 500 | — | ~2.8k | Automated safety check: Pass | GPL-3.0 | |
| Unreal Blueprint Authoringflopperam/unreal-engine-mcp | 1.1k | — | ~1.6k | Automated safety check: Pass | None | |
| Locus Unity BridgeMisaka-Mikoto-Tech/agent-skills | 278 | — | ~4k | Automated safety check: Pass | MIT | |
| Assets Shader List AllIvanMurzak/Unity-MCP | 4.4k | — | ~435 | Automated safety check: Pass | Apache-2.0 |
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
jasonjgardner/blockbench-mcp-plugin
Blockbench plugin/extension development for the 3D modeling tool.
flopperam/unreal-engine-mcp
Walks an agent through creating and editing Unreal Engine Blueprints with the Flopperam MCP's bp_* tools, from inspection to commit and verification.
Misaka-Mikoto-Tech/agent-skills
A skill your agent uses when an agent needs to inspect or control a real Unity Editor through Locus, especially when Unity MCP is unavailable, named-pipe discovery is needed, C must be executed, or…
IvanMurzak/Unity-MCP
List all shaders available in the project assets and packages, sorted by name.
flopperam/unreal-engine-mcp
Walks an Unreal Engine MCP agent through building materials, Niagara particle systems, Chaos destruction, and curve assets with inspect-then-edit steps.
meta-quest/agentic-tools
Guides porting existing Android 2D apps to Meta VR and Horizon OS — input adaptation, panel layout, and design requirements.
meta-quest/agentic-tools
Upgrades Meta VR apps to newer Horizon OS SDK versions — migration guides, deprecated API replacements, changelog.
meta-quest/agentic-tools
Builds WebXR experiences for Meta VR and Horizon OS using the Immersive Web SDK (IWSDK) — ECS architecture, Three.js integration, spatial UI.
meta-quest/agentic-tools
Build multi-window Meta Horizon OS experiences with the MetaVrx Layout SDK in Jetpack Compose or React Native.
meta-quest/agentic-tools
Scaffolds new Meta VR and Horizon OS projects after the build path is selected — Standard Android, Meta Spatial SDK, Unity, Unreal, or WebXR.
meta-quest/agentic-tools
Analyzes Meta VR and Horizon OS VR performance using Perfetto traces — frame timing, CPU/GPU bottlenecks, render pass analysis.
Works with
Categories
Meta XR Core SDK (com.meta.xr.sdk.core) for Unity XR development. Hz Unity Meta Core SDK is an agent skill from meta-quest/agentic-tools.core) for Unity XR development.
Hz Unity Meta Core SDK fits situations like: setting up VR/MR projects; configuring OVRManager; adding OVRCameraRig; enabling passthrough.
Run `npx skills add meta-quest/agentic-tools --skill hz-unity-meta-core-sdk -a claude-code`. Or copy the skill folder (skills/hz-unity-meta-core-sdk in meta-quest/agentic-tools) into .claude/skills/hz-unity-meta-core-sdk in your project. Claude Code loads it when a task matches its description.
Run `npx skills add meta-quest/agentic-tools --skill hz-unity-meta-core-sdk -a codex`. Or copy the skill folder (skills/hz-unity-meta-core-sdk in meta-quest/agentic-tools) into .agents/skills/hz-unity-meta-core-sdk in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add meta-quest/agentic-tools --skill hz-unity-meta-core-sdk -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/hz-unity-meta-core-sdk, .gemini/skills/hz-unity-meta-core-sdk, .github/skills/hz-unity-meta-core-sdk and .opencode/skills/hz-unity-meta-core-sdk in your project.
SKILL.md names no scripts, command-line tools or credentials: Hz Unity Meta Core SDK is instructions for the agent only.
SKILL.md names 1 domain. As links in the text: developers.meta.com. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Hz Unity Meta Core SDK is published under the Apache-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.4k tokens (SKILL.md is roughly 13k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 15k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Hz Unity Meta Core SDK: Sprite Gen (aldegad/sprite-gen, 2.7k stars), Blockbench Plugins (jasonjgardner/blockbench-mcp-plugin, 500 stars), Unreal Blueprint Authoring (flopperam/unreal-engine-mcp, 1.1k stars) and Locus Unity Bridge (Misaka-Mikoto-Tech/agent-skills, 278 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
meta-quest (a GitHub organization) maintains it in meta-quest/agentic-tools, which has 215 GitHub stars. The repository holds 34 skills in this directory. The repository was last updated on September 24, 2026.
Source: meta-quest/agentic-tools on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.