vr-ar

Guide VR/AR development across Quest, PCVR, PSVR, WebXR, and HoloLens platforms.

Updated Dec 28, 2025
One-click install
npx skills add https://github.com/oalansilva/crypto --skill vr-ar-oalansilva
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: vr-ar
Source: https://github.com/oalansilva/crypto/tree/main/.agent/skills/game-development/vr-ar
Command: npx skills add https://github.com/oalansilva/crypto --skill vr-ar-oalansilva

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

VR/AR development often struggles with comfort, performance, and cross-platform coherence. This skill consolidates platform guidance, interaction patterns, and design principles to help teams build immersive experiences that are both usable and performant.

Core Features & Use Cases

  • Platform Selection guidance across Quest, PCVR, PSVR, WebXR, and HoloLens with practical use cases.
  • Comfort Principles including motion strategies, frame-rate targets, camera behavior, and accessibility considerations.
  • Performance Requirements detailing frame budgets, resolutions, and testing guidelines for different hardware.
  • Interaction Principles covering controller input, hand tracking, and UI/UX interactions in immersive spaces.
  • Spatial Design and Anti-Patterns to ensure believable scale, depth cues, and safety margins.
  • Use Case examples: prototyping a new VR tour app and evaluating an existing AR experience for comfort and performance.

Quick Start

Implement VR/AR platform guidelines to design a new immersive experience that runs on Quest and WebXR with smooth motion and clear UI.

Frequently Asked Questions about vr-ar

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

FAQPage Schema
How do I design VR experiences that maintain frame rate targets across Quest and PCVR?▼

Design VR experiences for Quest and PCVR by applying platform-specific frame budgets, resolution scaling, and testing guidelines to maintain required frame-rate targets and user comfort.

What are the comfort principles for VR motion and camera behavior?▼

Comfort principles for VR motion include implementing smooth locomotion strategies, controlled camera behavior, and accessibility considerations to reduce motion sickness and ensure user comfort.

Does this approach support cross-platform WebXR and HoloLens spatial design?▼

Cross-platform WebXR and HoloLens spatial design is supported through practical platform selection guidance, ensuring believable scale, depth cues, and safety margins across different hardware environments.

How do I evaluate an existing AR experience for comfort and performance?▼

Evaluate an existing AR experience by checking it against interaction principles, performance requirements, and anti-pattern avoidance rules to validate spatial design, controller input, and frame-rate budgets.

What are common VR interaction anti-patterns to avoid in immersive spaces?▼

Common VR interaction anti-patterns to avoid include violating spatial safety margins, ignoring depth cues, and implementing uncomfortable controller input or hand tracking behaviors in immersive spaces.