Image to Three.js Model
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Ensures accurate object placement in Unity projects targeting Meta VR and Horizon OS by using Renderer and Collider bounds when objects are added, moved, or positioned relative to other objects.
$ npx skills add meta-quest/agentic-tools --skill hz-unity-placement -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install meta-quest/agentic-tools hz-unity-placement --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-placement .claude/skills/hz-unity-placement && 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-placement" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-placement into .claude/skills/hz-unity-placement/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-placement", 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-placementType 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-placement -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install meta-quest/agentic-tools hz-unity-placement --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-placement .agents/skills/hz-unity-placement && 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-placement" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-placement into .agents/skills/hz-unity-placement/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-placement", 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-placement -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install meta-quest/agentic-tools hz-unity-placement --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-placement .cursor/skills/hz-unity-placement && 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-placement" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-placement into .cursor/skills/hz-unity-placement/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-placement", 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-placement--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-placement -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install meta-quest/agentic-tools hz-unity-placement --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-placement .gemini/skills/hz-unity-placement && 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-placement" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-placement into .gemini/skills/hz-unity-placement/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-placement", 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-placementInstalls 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-placement -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-placement .github/skills/hz-unity-placement && 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-placement" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-placement into .github/skills/hz-unity-placement/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-placement", 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-placement -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-placement --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-placement .opencode/skills/hz-unity-placement && 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-placement" agent skill from https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-placement into .opencode/skills/hz-unity-placement/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "hz-unity-placement", 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-placementEnsures accurate object placement in Unity projects targeting Meta VR and Horizon OS by using Renderer and Collider bounds when objects are added, moved, or positioned relative to other objects.
Hz Unity Placement is an agent skill from meta-quest/agentic-tools. Ensures accurate object placement in Unity projects targeting Meta VR and Horizon OS by using Renderer and Collider bounds when objects are added, moved, or positioned relative to other objects.
Its SKILL.md is about 4.6k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development. The repository describes itself as: Agent Skills for Meta Quest/Horizon OS VR Development. The licence is Apache-2.0.
6 steps, taken from the step headings 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.
No URLs in SKILL.md.
From 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 Placement loads about 4.6k tokens when it runs. Until then it costs about 53 tokens; SKILL.md has 1,816 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). 1,816 words, ~4,619 tokens.
.claude/skills/hz-unity-placement/SKILL.md (or your agent's skills folder).This skill ensures that when placing, moving, or positioning Unity GameObjects relative to other objects, proper bounding box calculations are used to prevent overlaps and ensure accurate placement.
Use this skill automatically whenever:
IMPORTANT: Proactively invoke this skill immediately when you detect ANY of these patterns:
refMax.x + 1.0 + targetExtents.xExample 1: "Place all objects on the tables"
Example 2: "Put the mug on the table"
Example 3: "Place the lamp next to the clock"
refMax.x + targetExtents.xExample 4: "Position the book 0.5 meters to the left of the pen"
penMin.x - 0.5 - bookExtents.xExample 1: "Move object to [5, 10, 3]"
Example 2: "Set the cube's position to (0, 0, 0)"
ALWAYS get bounding box information before calculating positions.
Never assume object sizes - always retrieve actual bounds from Renderer or Collider components on the live Editor.
Read and write the scene through unity-cli rather than editing .unity YAML — raw-file edits are
invisible to the running Editor and easily hit the wrong scene.
unity status --format json # look for state "ready"See the unity-cli skill for connecting, --project-path, and Safe Mode recovery. On a Unity MCP
server instead, the same steps apply — use whatever scene-inspection and transform tools it exposes.
When the user requests object placement:
For BOTH objects, locate them and read their bounds:
unity command find_gameobjects --name Cube --format jsonbounds is a computed property, not a serialized field, so get_component_properties does not
return it — a MeshRenderer read gives you m_Materials, m_CastShadows and friends, and no bounds
at all. Reading bounds always means a script:
// AgentScripts/GetBounds.cs
using System.Text;
using UnityEngine;
public static class GetBounds
{
public static string Run(string[] names)
{
var sb = new StringBuilder();
foreach (var name in names)
{
var go = GameObject.Find(name);
if (go == null) { sb.AppendLine($"{name}: NOT FOUND"); continue; }
if (!TryGetBounds(go, out var b, out var src))
{
sb.AppendLine($"{name}: NO Renderer or Collider - bounds unknown");
continue;
}
sb.AppendLine($"{name} [{src}] center={b.center} size={b.size} extents={b.extents} min={b.min} max={b.max}");
}
return sb.ToString();
}
// Root renderer/collider first; otherwise the union of the children's, which is what an
// imported model needs since its renderers sit on child GameObjects.
private static bool TryGetBounds(GameObject go, out Bounds bounds, out string source)
{
bounds = default;
source = null;
var r = go.GetComponent<Renderer>();
if (r != null) { bounds = r.bounds; source = "Renderer"; return true; }
var col = go.GetComponent<Collider>();
if (col != null) { bounds = col.bounds; source = "Collider"; return true; }
foreach (var cr in go.GetComponentsInChildren<Renderer>())
{
if (source == null) { bounds = cr.bounds; source = "child Renderers"; }
else bounds.Encapsulate(cr.bounds);
}
if (source != null) return true;
foreach (var cc in go.GetComponentsInChildren<Collider>())
{
if (source == null) { bounds = cc.bounds; source = "child Colliders"; }
else bounds.Encapsulate(cc.bounds);
}
return source != null;
}
}unity command run_script --file AgentScripts/GetBounds.cs --entry GetBounds.Run \
--args '[["Cube","Table"]]' --format json--args spreads the JSON array as positional parameters, so a single string[] parameter needs a
nested array. '["Cube","Table"]' is read as two arguments and fails with "expects 1 argument(s)
but 2 were provided".
Understanding bounds types in Unity:
| Property | Space | Accounts for rotation? | Use when |
|---|---|---|---|
Renderer.bounds | World | Yes (AABB enclosing rotated mesh) | Placing objects in the scene — preferred for placement |
Renderer.localBounds | Local | No (ignores rotation) | Comparing intrinsic object sizes without rotation effects |
Collider.bounds | World | Yes (AABB enclosing rotated collider) | Placing objects when no Renderer exists |
Always prefer world-space bounds (Renderer.bounds or Collider.bounds) for placement. These already account for the object's position, rotation, and scale — no manual conversion needed.
If using world-space bounds (preferred — from Renderer.bounds or Collider.bounds):
The values are ready to use directly:
worldCenter = bounds.center // already in world space
worldMin = bounds.min // already in world space
worldMax = bounds.max // already in world space
size = bounds.size // world-space AABB dimensions
extents = bounds.extents // half of sizeIf using local bounds (from Renderer.localBounds or manual component data):
Convert to world space by adding the object's position:
worldCenter = position + localBounds.center
worldMin = worldCenter - (localBounds.size / 2)
worldMax = worldCenter + (localBounds.size / 2)Note on rotation: Local bounds ignore rotation. If converting from local bounds on a rotated object, the calculated AABB will not reflect the actual world-space footprint. Prefer world-space bounds whenever possible.
Store these values for each object:
worldCenter: [x, y, z]size: [width, height, depth]extents: [width/2, height/2, depth/2]Based on the spatial relationship, calculate the target position:
On top of (object A on top of object B):
targetY = B.worldMax.y + A.extents.y
targetX = B.worldCenter.x
targetZ = B.worldCenter.z
newPosition = [targetX, targetY, targetZ]Beside (object A beside object B, +X direction):
targetX = B.worldMax.x + A.extents.x
targetY = B.worldCenter.y
targetZ = B.worldCenter.z
newPosition = [targetX, targetY, targetZ]In front of (object A in front of object B, +Z direction):
targetX = B.worldCenter.x
targetY = B.worldCenter.y
targetZ = B.worldMax.z + A.extents.z
newPosition = [targetX, targetY, targetZ]Above (floating above, with gap):
gap = 0.5 // or specified distance
targetY = B.worldMax.y + gap + A.extents.y
targetX = B.worldCenter.x
targetZ = B.worldCenter.z
newPosition = [targetX, targetY, targetZ]Next to / Beside with distance (object A next to object B, with specified gap):
gap = user_specified_distance // e.g., 0.5 meters
// Right side (+X):
targetX = B.worldMax.x + gap + A.extents.x
// Left side (-X):
targetX = B.worldMin.x - gap - A.extents.x
targetY = B.worldCenter.y // or B.worldMin.y + A.extents.y for ground level
targetZ = B.worldCenter.z
newPosition = [targetX, targetY, targetZ]X meters/units to the left/right/front/back:
// "2 meters to the right of B"
targetX = B.worldMax.x + 2.0 + A.extents.x
// "1.5 units to the left of B"
targetX = B.worldMin.x - 1.5 - A.extents.x
// "0.5 meters in front of B"
targetZ = B.worldMax.z + 0.5 + A.extents.z
// "1 unit behind B"
targetZ = B.worldMin.z - 1.0 - A.extents.zset_transform writes localPosition, not world position. Verified: on a child of a parent at
world x=10, --position "[1,0,0]" yields localPosition (1,0,0) / position (11,0,0). Every formula
above produces a world position, so:
Unparented object — local and world are the same, apply the computed value directly:
unity command set_transform --target Cube --position "[0,1.05,2]" --format json
unity command save_scene --format jsonArray parameters take a JSON array in one argument. --position 0 1.05 2 is rejected with
INVALID_COMMAND_ARGS.
Parented object — convert first, or set transform.position in a script, which is world-space
by definition:
// AgentScripts/SetWorldPosition.cs
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
public static class SetWorldPosition
{
public static string Run(string name, float x, float y, float z)
{
var go = GameObject.Find(name);
if (go == null) return $"ERROR: '{name}' not found.";
Undo.RecordObject(go.transform, "Place object");
go.transform.position = new Vector3(x, y, z);
EditorSceneManager.MarkSceneDirty(go.scene);
return $"{name}: world={go.transform.position} local={go.transform.localPosition}";
}
}unity command run_script --file AgentScripts/SetWorldPosition.cs \
--entry SetWorldPosition.Run --args '["Cube", 0, 1.05, 2]' --format json
unity command save_scene --format jsonThe script returns both spaces, which is the only way to confirm what landed —
get_component_properties --type Transform exposes only m_LocalPosition, so it cannot tell world
from local.
After placement, inform the user:
metavr capture screenshot once it's running on a headsetRenderer.bounds) are axis-aligned bounding boxes (AABB) that expand to enclose the rotated mesh. A 1x0.1x1 plane rotated 45 degrees on Z will have a taller AABB than when flat. This is correct behavior — the AABB reflects the actual space the object occupies. Always use world-space bounds for placement so rotation is automatically handledset_transform writes local position. For an unparented object that equals world position; for a parented one it does not, so either convert with parent.InverseTransformPoint(worldPos) or assign transform.position from a run_script and report both values backRenderer.bounds) are axis-aligned bounding boxes (AABB) that expand to enclose the rotated geometrylocalBounds to compute a surface point, rather than relying on the AABBUser: "Place the Cube on top of the Sphere"
Get Sphere's components and extract bounds:
Get Cube's components and extract bounds:
Calculate new position:
Apply position to Cube
Report: "Placed Cube on top of Sphere at position [0, 2.5, 0]. The Cube (size 1x1x1) sits on the Sphere's top surface (Y=2)."
World-space (Renderer.bounds, Collider.bounds) — use for placement:
bounds.center: World-space center of the AABBbounds.size: Full AABB dimensions (accounts for rotation and scale)bounds.extents: Half dimensions (size / 2)bounds.min: World-space minimum cornerbounds.max: World-space maximum cornerLocal-space (Renderer.localBounds) — use for intrinsic size comparison:
localBounds.center: Local offset from object pivotlocalBounds.size: Intrinsic dimensions (ignores rotation)localBounds.extents: Half dimensions (size / 2)refMax.y + targetExtents.yrefMin.y - targetExtents.yrefMax.x + targetExtents.xrefMin.x - targetExtents.xrefMax.z + targetExtents.zrefMin.z - targetExtents.zrefMax.x + distance + targetExtents.xrefMin.x - distance - targetExtents.xrefMax.z + distance + targetExtents.zrefMin.z - distance - targetExtents.zrefMax.y + distance + targetExtents.yrefMin.y - distance - targetExtents.yrefMax.x + gap + targetExtents.x (or use refMin.x for left side)The goal is to make object placement intuitive and accurate. Always:
run_script and the bounds reader — get_component_properties does not expose boundsset_transform is local© 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
Just SKILL.md in skills/hz-unity-placement of meta-quest/agentic-tools.
Open the folder on GitHubat commit 3a8553d
Hz Unity Placement 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 Placement this skillmeta-quest/agentic-tools | 215 | — | ~4.6k | Automated safety check: Pass | Apache-2.0 | |
| Image to Three.js Modelimg2threejs/img2threejs | 18k | 1 repos | ~8.2k | Automated safety check: Pass | Apache-2.0 | |
| Web CloneJane-xiaoer/claude-skill-web-clone | 1k | 1 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.5k | — | ~2.2k | Automated safety check: Pass | MIT | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 |
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Jane-xiaoer/claude-skill-web-clone
网站复刻 / 克隆方法论。USE WHEN 用户说 复刻网站、克隆网站、clone website、抄个站、仿站、 照着这个站做一个、reproduce site、还原某个网页效果、把这个站搬下来改成我的、 复刻某个交互/WebGL/Canvas/Three.js 效果。提供「先拿真源码 → 判路径 → 逆向拆解 → 搭工程 → 替换内容」的可移植决策树,覆盖静态站 /…
majidmanzarpour/threejs-game-skills
Entrypoint for building, upgrading, and finishing Three.js browser games.
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
CyberAgentGameEntertainment/NovaShader
Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.
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.
Categories
Ensures accurate object placement in Unity projects targeting Meta VR and Horizon OS by using Renderer and Collider bounds when objects are added, moved, or positioned relative to other objects. Hz Unity Placement is an agent skill from meta-quest/agentic-tools. Ensures accurate object placement in Unity projects targeting Meta VR and Horizon OS by using Renderer and Collider bounds when objects are added, moved, or positioned relative to other objects.
Hz Unity Placement fits situations like: game Development work in your project.
Run `npx skills add meta-quest/agentic-tools --skill hz-unity-placement -a claude-code`. Or copy the skill folder (skills/hz-unity-placement in meta-quest/agentic-tools) into .claude/skills/hz-unity-placement in your project. Claude Code loads it when a task matches its description.
Run `npx skills add meta-quest/agentic-tools --skill hz-unity-placement -a codex`. Or copy the skill folder (skills/hz-unity-placement in meta-quest/agentic-tools) into .agents/skills/hz-unity-placement 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-placement -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-placement, .gemini/skills/hz-unity-placement, .github/skills/hz-unity-placement and .opencode/skills/hz-unity-placement in your project.
SKILL.md names no scripts, command-line tools or credentials: Hz Unity Placement is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. 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 Placement 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 4.6k tokens (SKILL.md is roughly 18k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Hz Unity Placement: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k 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.