vr-ar

Define performance, comfort, and interaction standards for VR and AR platforms.

Updated Jun 30, 2026
One-click install
npx skills add https://github.com/BAIZ1D/macbookM1_rice --skill vr-ar-baiz1d
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: vr-ar
Source: https://github.com/BAIZ1D/macbookM1_rice/tree/main/agent/skills/game-development/vr-ar
Command: npx skills add https://github.com/BAIZ1D/macbookM1_rice --skill vr-ar-baiz1d

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

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 applications?

To prevent motion sickness in VR applications, implement standardized comfort rules like teleport locomotion and eliminate unregulated camera movement. Following established interaction patterns ensures smooth, comfortable user experiences across VR platforms.

What is the target frame rate for Quest 3 VR apps?

The target frame rate for Quest 3 VR apps is 90-120 FPS to maintain immersion and prevent motion sickness. Meeting these concrete performance frame budgets ensures your application achieves platform-specific usability and performance thresholds.

Does this VR AR guidance support HoloLens and ARCore development?

Yes, this VR AR guidance supports HoloLens and ARCore development, alongside Quest, PCVR, PSVR, and ARKit platforms. It provides cross-platform best practices for spatial design, interaction patterns, and performance metrics across these major immersive environments.

What are common interaction design anti-patterns in spatial design?

Common interaction design anti-patterns in spatial design include unregulated camera movement and underscaled UI text. Avoiding these mistakes ensures world scale and depth cues remain natural, creating intuitive immersive virtual environments.

How do I configure hand tracking interactions for WebXR apps?

To configure hand tracking interactions for WebXR apps, apply proven controller and hand tracking interaction patterns alongside world scale and depth cue rules. These spatial design rules ensure natural, immersive user interactions across supported AR and VR platforms.