vr-ar

Analyzes VR/AR development challenges to encode platform-specific comfort, performance, and interaction guidelines.

Updated Jan 20, 2026
One-click install
npx skills add https://github.com/lchenrique/politron-ide --skill vr-ar-lchenrique
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: vr-ar
Source: https://github.com/lchenrique/politron-ide/tree/main/.agent/skills/game-development/vr-ar
Command: npx skills add https://github.com/lchenrique/politron-ide --skill vr-ar-lchenrique

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill provides concise, platform-aware guidelines for VR/AR development that prioritize user comfort, performance, and intuitive interaction across devices.

Core Features & Use Cases

  • Comfort principles to prevent motion sickness (teleport, snap turn, seated/standing modes)
  • Performance targets by platform (frame budget, 90 FPS targets on Quest 2, 90-120 FPS on PCVR and PSVR2)
  • Interaction guidelines for controllers and hand tracking (UI interaction, grabbing, pointing across platforms)
  • Platform considerations: Quest, PCVR, PSVR2, WebXR, ARKit, ARCore, HoloLens
  • Spatial design basics: world scale (1 unit = 1 meter), depth cues, occlusion and shadows

Quick Start

Use the vr-ar skill to draft a platform-specific comfort and interaction plan for a new VR training app.

Frequently Asked Questions about vr-ar

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
What are the frame rate and performance targets for Quest 2, PCVR, and PSVR2?▼

VR performance targets vary by platform: maintain 90 FPS on Quest 2, and target 90-120 FPS on PCVR and PSVR2. Meeting these frame budgets is critical to prevent motion sickness and ensure smooth cross-platform interaction.

Does this VR/AR skill support platform-specific guidelines for WebXR and ARCore?▼

VR interaction guidelines for controllers and hand tracking cover UI interaction, grabbing, and pointing strategies. These input models are encoded into actionable checklists to ensure intuitive cross-platform interaction across Quest, PCVR, and WebXR.

How do I apply spatial design basics like world scale and depth cues in AR development?▼

Yes, this skill applies platform-specific considerations for WebXR, ARKit, ARCore, Quest, PCVR, PSVR2, and HoloLens. It encodes platform-specific target metrics and input models into actionable guidelines for safe VR/AR interactions.

What is the best way to draft a comfort and interaction plan for a VR training app?▼

Apply spatial design basics in AR by maintaining a world scale of 1 unit equal to 1 meter, and utilizing depth cues, occlusion, and shadows. These principles establish intuitive and physically accurate spatial interactions.

What is the best way to draft a comfort and interaction plan for a VR training app?▼

The best way to draft a comfort and interaction plan for a VR training app is to establish platform-aware guidelines for movement design, frame budgets, and input models. This approach ensures safe interactions and prevents motion sickness.