ar-vr-development

Guide AR/VR projects through spatial UX, comfort, input, and platform artifacts.

1|Updated May 15, 2026
One-click install
npx skills add https://github.com/Blaze-sports-Intel/uber-engineer --skill ar-vr-development
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ar-vr-development
Source: https://github.com/Blaze-sports-Intel/uber-engineer/tree/main/plugins/uber-engineer/skills/ar-vr-development
Command: npx skills add https://github.com/Blaze-sports-Intel/uber-engineer --skill ar-vr-development

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) components.

What problem does it solve?

It helps you design and deliver AR/VR/XR experiences that feel comfortable, perform reliably, and meet platform and store requirements.

Core Features & Use Cases

  • Spatial UX planning: defines anchors, occlusion/depth zones, and interaction patterns (including hand/eye/controller input).
  • Performance and comfort engineering: targets headset frame budgets and prevents motion sickness via settings like snap turn and vignettes.
  • Platform-ready release artifacts: prepares store listing assets plus privacy disclosures and an accessibility plan.

Quick Start

Use the AR/VR Development skill to turn your AR/VR request into a measurable plan with spatial UX, frame-budget targets, comfort settings, and required privacy/store items.

Frequently Asked Questions about ar-vr-development

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

FAQPage Schema
How do I prevent motion sickness when building VR experiences?

To prevent motion sickness in VR, you must target headset frame budgets and apply comfort settings like snap turn and vignettes. This motion-comfort engineering ensures your spatial UX maintains a comfortable frame rate.

What do I need for Vision Pro and Meta Quest store readiness?

Store readiness for Vision Pro and Meta Quest requires preparing store listing assets, privacy disclosures, and an accessibility plan. Generating these platform-ready release artifacts ensures your application meets specific deployment requirements.

How do I design spatial UX for hand tracking and eye tracking interactions?

Designing spatial UX for hand and eye tracking involves defining anchors, occlusion and depth zones, and specific interaction patterns. Proper input handling ensures your AR/VR environment responds accurately to user gestures.

Does this AR VR development workflow support Unity and Unreal XR projects?

Yes, the AR VR development workflow applies to Unity and Unreal XR projects. It guides spatial UX, input handling, and performance targeting across OpenXR, WebXR, and passthrough scenarios within these frameworks.

What are the frame budget requirements for high-performance XR experiences?

Frame budget requirements for high-performance XR experiences demand strict headset frame-rate guarantees to prevent motion sickness. Targeting these frame budgets ensures your AR/VR application runs reliably without causing discomfort.

When do I need privacy disclosures for AR and VR applications?

You need privacy disclosures for AR and VR applications when preparing platform-ready release artifacts for store submission. Generating these disclosures is required to meet store readiness criteria for headsets like Vision Pro and Quest.