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/vr-ar

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

From plugin
master-skills
12200 skills
Install
$ npx -y skills add sinhoneyy/master-skills --skill vr-ar --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/vr-ar

Context preview

The summary Claude sees to decide when to auto-load this skill.

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

SKILL.md

vr-ar.SKILL.md
name: vr-ar
description: "VR/AR development principles. Comfort, interaction, performance requirements."
risk: unknown
source: community
date_added: "2026-02-27"

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.

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.
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