VR/AR Development

Vr ar

by davila7 · MIT license · ★ 32,299 on GitHub

Vr ar cover

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

---
name: vr-ar
description: VR/AR development principles. Comfort, interaction, performance requirements.
allowed-tools: Read, Write, Edit, Glob, Grep
---

# VR/AR Development

> Immersive experience principles.

---

## 1. Platform Selection

### VR Platforms

| Platform | Use Case |
|----------|----------|

Overview

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

Manual install (npx, ZIP)
Claude Codenpx skills add davila7/claude-code-templates --skill vr-ar -g -a claude-code
Claude Code (degit)npx degit davila7/claude-code-templates/cli-tool/components/skills/creative-design/game-development/vr-ar#main ~/.claude/skills/vr-ar
Claude.ai / desktopZip the folder and upload it under Settings → Capabilities → Skills.
Codex, Cursor, other agentsPoint them at SKILL.md. The other files are plain text.

Connects with Agent Alley MCP · agentalley.io/mcp

Files included

  • SKILL.md2.3 KB
Read SKILL.md here
davila7/main1 file shown
SKILL.md
Show the full text124 lines

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.

1---
2name: vr-ar
3description: VR/AR development principles. Comfort, interaction, performance requirements.
4allowed-tools: Read, Write, Edit, Glob, Grep
5---
6 
7# VR/AR Development
8 
9> Immersive experience principles.
10 
11---
12 
13## 1. Platform Selection
14 
15### VR Platforms
16 
17| Platform | Use Case |
18|----------|----------|
19| **Quest** | Standalone, wireless |
20| **PCVR** | High fidelity |
21| **PSVR** | Console market |
22| **WebXR** | Browser-based |
23 
24### AR Platforms
25 
26| Platform | Use Case |
27|----------|----------|
28| **ARKit** | iOS devices |
29| **ARCore** | Android devices |
30| **WebXR** | Browser AR |
31| **HoloLens** | Enterprise |
32 
33---
34 
35## 2. Comfort Principles
36 
37### Motion Sickness Prevention
38 
39| Cause | Solution |
40|-------|----------|
41| **Locomotion** | Teleport, snap turn |
42| **Low FPS** | Maintain 90 FPS |
43| **Camera shake** | Avoid or minimize |
44| **Rapid acceleration** | Gradual movement |
45 
46### Comfort Settings
47 
48- Vignette during movement
49- Snap vs smooth turning
50- Seated vs standing modes
51- Height calibration
52 
53---
54 
55## 3. Performance Requirements
56 
57### Target Metrics
58 
59| Platform | FPS | Resolution |
60|----------|-----|------------|
61| Quest 2 | 72-90 | 1832x1920 |
62| Quest 3 | 90-120 | 2064x2208 |
63| PCVR | 90 | 2160x2160+ |
64| PSVR2 | 90-120 | 2000x2040 |
65 
66### Frame Budget
67 
68- VR requires consistent frame times
69- Single dropped frame = visible judder
70- 90 FPS = 11.11ms budget
71 
72---
73 
74## 4. Interaction Principles
75 
76### Controller Interaction
77 
78| Type | Use |
79|------|-----|
80| **Point + click** | UI, distant objects |
81| **Grab** | Manipulation |
82| **Gesture** | Magic, special actions |
83| **Physical** | Throwing, swinging |
84 
85### Hand Tracking
86 
87- More immersive but less precise
88- Good for: social, casual
89- Challenging for: action, precision
90 
91---
92 
93## 5. Spatial Design
94 
95### World Scale
96 
97- 1 unit = 1 meter (critical)
98- Objects must feel right size
99- Test with real measurements
100 
101### Depth Cues
102 
103| Cue | Importance |
104|-----|------------|
105| Stereo | Primary depth |
106| Motion parallax | Secondary |
107| Shadows | Grounding |
108| Occlusion | Layering |
109 
110---
111 
112## 6. Anti-Patterns
113 
114| ❌ Don't | ✅ Do |
115|----------|-------|
116| Move camera without player | Player controls camera |
117| Drop below 90 FPS | Maintain frame rate |
118| Use tiny UI text | Large, readable text |
119| Ignore arm length | Scale to player reach |
120 
121---
122 
123> **Remember:** Comfort is not optional. Sick players don't play.
124 
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Source
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davila7 · 212 listings
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