vr-ar

Codify VR/AR comfort, interaction, and platform-specific performance guidelines.

132|22|Updated Dec 18, 2025
One-click install
npx skills add https://github.com/xenitV1/Antigravity-Workflows --skill vr-ar
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: vr-ar
Source: https://github.com/xenitV1/Antigravity-Workflows/tree/main/skills/game-development/vr-ar
Command: npx skills add https://github.com/xenitV1/Antigravity-Workflows --skill vr-ar

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

VR/AR development often suffers from comfort, immersion, and platform-specific performance gaps. This Skill codifies design principles to improve comfort, optimize interactions, and meet platform targets across ecosystems.

Core Features & Use Cases

  • Comfort-first design: recommendations for motion strategies, vignette, seated vs standing setups.
  • Interaction patterns: guide for point, grab, gesture, and hand-tracking input.
  • Performance targets: platform-specific frame rates and resolution constraints with calibration guidance.
  • Use Case: adapting a cross-platform VR experience for Quest and PCVR with smooth locomotion and reduced motion sickness.

Quick Start

Draft a Quest-ready VR/AR plan that prioritizes comfort and maintains 90 FPS across scenes.

Frequently Asked Questions about vr-ar

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

FAQPage Schema
How do I optimize VR/AR apps for high frame rates and comfort?

VR/AR optimization balances frame rate targets with comfort features like motion strategies and vignette settings. Platform-specific guidelines for Quest and PCVR enforce 90 FPS or higher, reduce motion sickness through seated vs. standing calibration, and guide interaction patterns to maintain immersion without performance degradation.

What are the key differences in developing for Quest versus PCVR?

Quest and PCVR have distinct performance and interaction constraints. Quest requires tighter frame-rate and resolution budgets, while PCVR allows higher fidelity. This Skill codifies platform-specific targets, motion design strategies, and hand-tracking interaction patterns to ensure consistent user experience across both ecosystems.

How do I implement hand-tracking and gesture interactions in VR/AR?

Hand-tracking and gesture interactions are core VR/AR input methods. This Skill guides point, grab, and gesture patterns for ARKit/ARCore and WebXR, with comfort-first design principles to reduce user fatigue and ensure responsive, intuitive interaction without motion sickness side effects.

What causes motion sickness in VR, and how do I prevent it?

Motion sickness in VR stems from misaligned locomotion, frame rate drops, and poor motion strategies. Prevention uses vignette effects, seated vs. standing calibration, smooth acceleration ramps, and comfort-first design patterns to maintain user well-being across Quest, PCVR, ARKit/ARCore, and WebXR platforms.

Can I use the same VR app across Quest, PCVR, ARKit, and ARCore?

Cross-platform VR/AR requires platform-specific adaptation. This Skill enforces concrete technical requirements—target frame rates, resolution constraints, and interaction patterns—for Quest, PCVR, ARKit/ARCore, and WebXR to ensure consistent, high-quality experiences despite hardware and capability differences.

What performance targets should I aim for in VR/AR development?

VR/AR performance targets vary by platform. This Skill specifies platform-specific frame rates, resolution constraints, and calibration guidance for Quest, PCVR, ARKit/ARCore, and WebXR to maintain immersion, reduce latency, and ensure user comfort in real-world projects.