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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 ↗
Meet the selected headset refresh rate consistently
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
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.
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
Dropped frames can produce judder; reprojection does not remove the need for stable timing
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
Calibrate engine world scale against real meters; engine unit conventions differ
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
Miss the selected refresh budget
Profile frame timing on the target headset
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
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.