vr-ar
VR/AR development principles. Comfort, interaction, performance requirements.
About this skill
This skill equips an AI agent with a comprehensive understanding of Virtual Reality (VR) and Augmented Reality (AR) development, enabling it to discuss and apply core principles. It delves into crucial aspects such as selecting appropriate VR platforms (Quest, PCVR, PSVR, WebXR) and AR platforms (ARKit, ARCore, WebXR, HoloLens) based on their specific use cases. Furthermore, it outlines essential comfort principles, particularly focusing on mitigating motion sickness through techniques like teleportation and snap turning, and highlights the importance of maintaining high frame rates. The skill serves as a foundational knowledge base, allowing the AI agent to provide informed guidance and insights into building immersive and user-friendly VR/AR experiences, addressing performance requirements and interaction design.
Best use case
An AI agent needs to provide advice, answer questions, or generate content related to developing applications for VR and AR platforms, focusing on best practices for user experience, technical requirements, and platform-specific considerations.
VR/AR development principles. Comfort, interaction, performance requirements.
The AI agent will be able to articulate clear, accurate, and comprehensive information regarding VR/AR development principles, platform choices, user comfort strategies, and performance considerations, demonstrating expertise in the domain.
Practical example
Example input
Tell me about the key considerations for developing a comfortable VR experience, especially regarding locomotion.
Example output
Developing a comfortable VR experience, particularly concerning locomotion, involves several key principles to prevent motion sickness. One primary cause is conflicting sensory information, such as your body feeling stationary while your eyes perceive movement. Solutions include: - **Teleportation:** Instead of continuous movement, users instantaneously jump to a new location. This minimizes perceived motion. - **Snap Turning:** Rather than smooth rotation, the view snaps to discrete angles, which can be less disorienting. - **Maintaining High FPS (Frames Per Second):** Low frame rates cause judder and lag, significantly increasing the likelihood of motion sickness. Aim for a consistent high frame rate (e.g., 90 FPS or higher). - **Limiting Acceleration:** Avoid rapid acceleration or deceleration. - **Providing a Fixed Reference Point:** Sometimes a visible cockpit or a static UI element can help ground the user.
When to use this skill
- When you need an AI agent to explain the differences and best use cases for various VR/AR platforms.
- When an AI agent needs to advise on principles for designing comfortable VR/AR experiences to prevent motion sickness.
- When discussing fundamental requirements for interaction design and performance optimization in immersive environments.
- When generating outlines or summaries of VR/AR development best practices.
When not to use this skill
- If you need an AI agent to perform actual code generation or debugging for VR/AR projects.
- If the AI agent needs to interact directly with VR/AR SDKs or development environments.
- For executing real-time simulations or deployments of VR/AR applications.
- For providing up-to-the-minute market analysis or specific hardware recommendations beyond general categories.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/vr-ar/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How vr-ar Compares
| Feature / Agent | vr-ar | Standard Approach |
|---|---|---|
| Platform Support | Claude | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | easy | N/A |
Frequently Asked Questions
What does this skill do?
VR/AR development principles. Comfort, interaction, performance requirements.
Which AI agents support this skill?
This skill is designed for Claude.
How difficult is it to install?
The installation complexity is rated as easy. You can find the installation instructions above.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
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SKILL.md Source
# VR/AR Development > Immersive experience principles. --- ## 1. Platform Selection ### VR Platforms | Platform | Use Case | |----------|----------| | **Quest** | Standalone, wireless | | **PCVR** | High fidelity | | **PSVR** | Console market | | **WebXR** | Browser-based | ### AR Platforms | Platform | Use Case | |----------|----------| | **ARKit** | iOS devices | | **ARCore** | Android devices | | **WebXR** | Browser AR | | **HoloLens** | Enterprise | --- ## 2. Comfort Principles ### Motion Sickness Prevention | Cause | Solution | |-------|----------| | **Locomotion** | Teleport, snap turn | | **Low FPS** | Maintain 90 FPS | | **Camera shake** | Avoid or minimize | | **Rapid acceleration** | Gradual movement | ### Comfort Settings - Vignette during movement - Snap vs smooth turning - Seated vs standing modes - Height calibration --- ## 3. Performance Requirements ### Target Metrics | Platform | FPS | Resolution | |----------|-----|------------| | Quest 2 | 72-90 | 1832x1920 | | Quest 3 | 90-120 | 2064x2208 | | PCVR | 90 | 2160x2160+ | | PSVR2 | 90-120 | 2000x2040 | ### Frame Budget - VR requires consistent frame times - Single dropped frame = visible judder - 90 FPS = 11.11ms budget --- ## 4. Interaction Principles ### Controller Interaction | Type | Use | |------|-----| | **Point + click** | UI, distant objects | | **Grab** | Manipulation | | **Gesture** | Magic, special actions | | **Physical** | Throwing, swinging | ### Hand Tracking - More immersive but less precise - Good for: social, casual - Challenging for: action, precision --- ## 5. Spatial Design ### World Scale - 1 unit = 1 meter (critical) - Objects must feel right size - Test with real measurements ### Depth Cues | Cue | Importance | |-----|------------| | Stereo | Primary depth | | Motion parallax | Secondary | | Shadows | Grounding | | Occlusion | Layering | --- ## 6. Anti-Patterns | ❌ Don't | ✅ Do | |----------|-------| | Move camera without player | Player controls camera | | Drop below 90 FPS | Maintain frame rate | | Use tiny UI text | Large, readable text | | Ignore arm length | Scale to player reach | --- > **Remember:** Comfort is not optional. Sick players don't play. ## When to Use This skill is applicable to execute the workflow or actions described in the overview.
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