Best practices for VR/AR development focusing on performance budgets, user comfort, and input handling.

Install

mkdir -p .claude/skills/vr-ar && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/1935" && unzip -o skill.zip -d .claude/skills/vr-ar && rm skill.zip

Installs to .claude/skills/vr-ar

Activation

This is the description your AI agent reads to decide when to run this skill — the better it matches your request, the more reliably it fires.

VR/AR development principles. Comfort, interaction, performance requirements.
77 charsno explicit “when” trigger
Intermediate

Key capabilities

  • Optimize frame rates for VR/AR
  • Implement motion sickness prevention techniques
  • Design spatial UI interactions
  • Configure world scale and depth cues

How it works

The skill applies immersive design principles to ensure comfort, maintain frame budgets, and optimize spatial interactions for specific VR/AR platforms.

Inputs & outputs

You give it
VR/AR development requirement
You get back
Technical guidelines and performance constraints

When to use vr-ar

  • Optimizing for 90FPS performance
  • Implementing comfortable locomotion
  • Designing spatial UI interactions
  • Setting up VR/AR project constraints

About this skill

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 FPSMaintain 90 FPS
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

Target Metrics

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

Frame Budget

  • VR requires consistent frame times
  • Single dropped frame = visible judder
  • 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

  • 1 unit = 1 meter (critical)
  • 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
Drop below 90 FPSMaintain frame rate
Use tiny UI textLarge, readable text
Ignore arm lengthScale to player reach

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

When not to use it

  • When developing non-immersive 2D applications

Limitations

  • Requires adherence to specific platform frame rate targets

How it compares

It enforces strict performance and comfort standards (like 90 FPS) that are critical for VR/AR but less relevant for standard software.

Compared to similar skills

vr-ar side by side with the closest alternatives in the catalog.

SkillInstallsUpdatedSafetyDifficulty
vr-ar (this skill)36moNo flagsIntermediate
vercel-react-native-skills216moNo flagsIntermediate
mobile-games116moNo flagsIntermediate
videogame-senior-dev03moNo flagsAdvanced

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