VR/AR development principles. Comfort, interaction, performance requirements.
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npx mdskills install sickn33/vr-arProvides comprehensive VR/AR design principles but lacks actionable agent instructions
1---2name: vr-ar3description: VR/AR development principles. Comfort, interaction, performance requirements.4allowed-tools: Read, Write, Edit, Glob, Grep5---67# VR/AR Development89> Immersive experience principles.1011---1213## 1. Platform Selection1415### VR Platforms1617| Platform | Use Case |18|----------|----------|19| **Quest** | Standalone, wireless |20| **PCVR** | High fidelity |21| **PSVR** | Console market |22| **WebXR** | Browser-based |2324### AR Platforms2526| Platform | Use Case |27|----------|----------|28| **ARKit** | iOS devices |29| **ARCore** | Android devices |30| **WebXR** | Browser AR |31| **HoloLens** | Enterprise |3233---3435## 2. Comfort Principles3637### Motion Sickness Prevention3839| 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 |4546### Comfort Settings4748- Vignette during movement49- Snap vs smooth turning50- Seated vs standing modes51- Height calibration5253---5455## 3. Performance Requirements5657### Target Metrics5859| 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 |6566### Frame Budget6768- VR requires consistent frame times69- Single dropped frame = visible judder70- 90 FPS = 11.11ms budget7172---7374## 4. Interaction Principles7576### Controller Interaction7778| Type | Use |79|------|-----|80| **Point + click** | UI, distant objects |81| **Grab** | Manipulation |82| **Gesture** | Magic, special actions |83| **Physical** | Throwing, swinging |8485### Hand Tracking8687- More immersive but less precise88- Good for: social, casual89- Challenging for: action, precision9091---9293## 5. Spatial Design9495### World Scale9697- 1 unit = 1 meter (critical)98- Objects must feel right size99- Test with real measurements100101### Depth Cues102103| Cue | Importance |104|-----|------------|105| Stereo | Primary depth |106| Motion parallax | Secondary |107| Shadows | Grounding |108| Occlusion | Layering |109110---111112## 6. Anti-Patterns113114| ❌ 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 |120121---122123> **Remember:** Comfort is not optional. Sick players don't play.124
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