vr-ar

Align comfort, interaction, and performance in VR/AR prototyping across Quest, PCVR, ARKit/ARCore, and WebXR.

34|29|Updated Jul 14, 2025
One-click install
npx skills add https://github.com/adelpro/open-tarteel --skill vr-ar-adelpro
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: vr-ar
Source: https://github.com/adelpro/open-tarteel/tree/main/.agent/skills/game-development/vr-ar
Command: npx skills add https://github.com/adelpro/open-tarteel --skill vr-ar-adelpro

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

VR/AR development teams often struggle to balance comfort, intuitive interaction, and performance across devices, leading to discomfort and suboptimal experiences.

Core Features & Use Cases

  • Comfort principles including motion sickness prevention (teleport, snap turn) and comfort settings like vignette and turning choices.
  • Performance guidelines such as target frame rates, frame budgets, and cross-platform efficiency considerations.
  • Interaction design covering both controller-based interactions and hand tracking, with platform-specific input recommendations.
  • Spatial design guidance on world scale, depth cues, occlusion, and visual grounding.
  • Platform-aligned use cases for Quest, PCVR, ARKit/ARCore, WebXR, and HoloLens to guide prototyping and testing.

Quick Start

Apply these principles to a VR/AR prototype early in development to ensure comfort, intuitive interaction, and platform readiness.

Frequently Asked Questions about vr-ar

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

FAQPage Schema
How do I prevent motion sickness in VR development?

Apply comfort principles to VR development like teleportation, snap turning, and vignette settings to prevent motion sickness and ensure user comfort during spatial movement.

What are the target frame rates and performance budgets for cross-platform VR?

Target frame rates and performance budgets for cross-platform VR require strict frame budget adherence to maintain optimal visual rendering and efficiency across Quest, PCVR, and WebXR platforms.

Does this VR/AR design approach support both controller-based interactions and hand tracking?

This VR/AR interaction design approach supports both controller-based interactions and hand tracking, providing platform-specific input recommendations for intuitive spatial user experiences.

How do I design spatial depth cues and visual grounding for ARKit and ARCore?

Design spatial depth cues and visual grounding for ARKit and ARCore by applying spatial design guidelines for world scale, occlusion, and visual grounding to anchor virtual objects realistically.

Can I use these VR/AR design guidelines for early-stage concept prototyping on HoloLens?

Yes, you can use these VR/AR design guidelines for early-stage concept prototyping on HoloLens, as they align comfort, interaction, and performance requirements across mixed reality platforms.