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vr-ar

VR/AR development principles. Comfort, interaction, performance requirements.

Published by sickn33 ↗sickn33/agentic-awesome-skills

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vr-ar

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Use vr-ar to review the VR/AR experience design for [application and target headset], focused on [locomotion and interactions], and deliver prioritized comfort, UI-scale, world-scale, and frame-budget recommendations for [target platform].

Required inputs

  • [application and target headset]
  • [locomotion and interactions]
  • [target platform]

User-approved starter prompt based on a pinned source version; check current skill requirements before running. Task evidence ↗

SKILL.md

name: vr-ardescription: "VR/AR development principles. Comfort, interaction, performance requirements."risk: nonesource: communitydate_added: "2026-02-27"

VR/AR Development

Immersive experience principles.


1. Platform Selection

VR Platforms

PlatformUse Case
QuestStandalone, wireless
PCVRHigh fidelity
PSVRConsole market
WebXRBrowser-based

AR Platforms

PlatformUse Case
ARKitiOS devices
ARCoreAndroid devices
WebXRBrowser AR
HoloLensEnterprise

2. Comfort Principles

Motion Sickness Prevention

CauseSolution
LocomotionTeleport, snap turn
Low FPSMeet the selected headset refresh rate consistently
Camera shakeAvoid or minimize
Rapid accelerationGradual movement

Comfort Settings

  • Vignette during movement
  • Snap vs smooth turning
  • Seated vs standing modes
  • Height calibration

3. Performance Requirements

Historical hardware examples

Panel resolution is not the recommended render-target resolution. Verify supported refresh modes, runtime scaling and device support before setting a budget.

PlatformFPSResolution
Quest 272-901832x1920
Quest 390-1202064x2208
PCVR902160x2160+
PSVR290-1202000x2040

Frame Budget

  • VR requires consistent frame times
  • Dropped frames can produce judder; reprojection does not remove the need for stable timing
  • 90 FPS = 11.11ms budget

4. Interaction Principles

Controller Interaction

TypeUse
Point + clickUI, distant objects
GrabManipulation
GestureMagic, special actions
PhysicalThrowing, swinging

Hand Tracking

  • More immersive but less precise
  • Good for: social, casual
  • Challenging for: action, precision

5. Spatial Design

World Scale

  • Calibrate engine world scale against real meters; engine unit conventions differ
  • Objects must feel right size
  • Test with real measurements

Depth Cues

CueImportance
StereoPrimary depth
Motion parallaxSecondary
ShadowsGrounding
OcclusionLayering

6. Anti-Patterns

❌ Don't✅ Do
Move camera without playerPlayer controls camera
Miss the selected refresh budgetProfile frame timing on the target headset
Use tiny UI textLarge, readable text
Ignore arm lengthScale to player reach

Remember: Comfort is not optional. Sick players don't play.

When to Use

Use when designing immersive locomotion, spatial interaction and comfort settings, or measuring frame times on a target headset.

Example

User request:

Use @vr-ar for this task: VR/AR development principles.

Limitations

  • Use this skill only when the task clearly matches the scope described above.
  • Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
  • Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.

Verification

Treat tables as design starting points, not guarantees. Prototype the selected mechanic, test accessibility and recovery paths, and measure frame timing, memory and behavior on target hardware before claiming completion. Store submission and licensing requirements must be checked against current official platform documentation.