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.zipInstalls 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.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
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
| 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 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.
| Skill | Installs | Updated | Safety | Difficulty |
|---|---|---|---|---|
| vr-ar (this skill) | 3 | 6mo | No flags | Intermediate |
| vercel-react-native-skills | 21 | 6mo | No flags | Intermediate |
| mobile-games | 11 | 6mo | No flags | Intermediate |
| videogame-senior-dev | 0 | 3mo | No flags | Advanced |
Try saying
Example prompts that trigger this skill in your AI assistant.
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