What problem does it solve?
VR/AR development often results in user motion sickness, poor performance, and unintuitive interactions when core immersive experience principles are ignored, leading to low user retention and negative user feedback.
Core Features & Use Cases
- Cross-Platform Guidance: Best practices for building apps on major VR platforms (Quest, PCVR, PSVR) and AR platforms (ARKit, ARCore, HoloLens, WebXR).
- Comfort & Performance Standards: Concrete frame budget targets, motion sickness prevention rules, and device-specific performance metrics to ensure smooth, comfortable user experiences.
- Interaction & Spatial Design: Proven controller and hand tracking interaction patterns, plus world scale and depth cue rules to create natural, immersive virtual environments.
- Anti-Pattern Avoidance: Clear lists of common mistakes to avoid, such as unregulated camera movement or underscaled UI text.
- Use Case: A developer building a standalone Quest 3 VR fitness app can use this skill to verify their app meets 90-120 FPS performance targets, implement teleport locomotion to reduce motion sickness, and scale interactive objects to real-world arm length for natural user interaction.
Quick Start
Use the vr-ar skill to validate your new Quest 3 VR meditation app's comfort settings and performance metrics against industry standards.