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SKILL verified MIT Self-run

Annotate Reality

skill-sumitaich1998-jarvisvr-annotate-reality · by sumitaich1998

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Install

$ agentstack add skill-sumitaich1998-jarvisvr-annotate-reality

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

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Reliability & compatibility

Security review passed
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3mo ago

Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

Preview Execution monitoring

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About

Annotate Reality

Anchor information to the physical world. The perception-agent decides what a real thing is; you render the spatial label/box/pin in the right place.

Pick the annotation

| Goal | Widget | Tool | | ---- | ------ | ---- | | Name a real object with a callout | vision_annotation | annotate_object | | Box a detected object's extent | bounding_box_3d | draw_bounding_box | | Drop a pin/marker at a spot | scene_label | drop_scene_label | | Free-floating heading/caption | text_label | show_text |

Steps

  1. Get the target position (world meters) from the perception annotation,

gaze hit point, or a scene surface.

  1. Choose the widget from the table; keep labels short.
  2. Anchor in world with billboard:true so the label faces the user; lift

the callout slightly above the object (e.g. +0.15 m in Y) with a leader_line.

  1. Spawn, then keep it anchored as the user moves (world anchor handles this).
  2. Clean up stale annotations via close_hologram when no longer relevant.

Output

vision_annotation (annotate_object, props per registry.json):

{ "widget_type": "vision_annotation",
  "transform": { "anchor": "world", "position": [0.3,0.95,0.7], "billboard": true },
  "props": { "label": "coffee mug", "confidence": 0.78, "detail": "ceramic, ~350 ml",
             "leader_line": true, "target_position": [0.3,0.8,0.7], "color": "#7FE7FF" },
  "interactions": ["tap","grab","dwell"] }

bounding_box_3d (draw_bounding_box):

{ "widget_type": "bounding_box_3d",
  "props": { "label": "laptop", "confidence": 0.91, "size": [0.33,0.02,0.23], "color": "#FFB74D" } }

scene_label (drop_scene_label):

{ "widget_type": "scene_label",
  "props": { "text": "Keys (last seen here)", "icon": "pin", "color": "#FF5252", "pin": true } }

Edge cases

  • No reliable position → fall back to a head-anchored text_label and say

you couldn't pin it precisely.

  • Many annotations → cap to the relevant few; over-labeling clutters reality

(hand to declutter-space).

  • Moving target → annotations are static once placed; re-place if the object

moves.

  • Confidence honesty → carry the real confidence so the UI can style

uncertainty.

  • Steps/tour → sequence pins and advance as the user completes each.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

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Versions

  • v0.1.0 Imported from the upstream source.