vr-ar

Provide structured VR/AR development principles for platform selection, comfort, performance, and interaction design.

Updated Jan 27, 2026
One-click install
npx skills add https://github.com/BrunoSantanaDeveloper/flyeelab-agent-kit --skill vr-ar-brunosantanadeveloper
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: vr-ar
Source: https://github.com/BrunoSantanaDeveloper/flyeelab-agent-kit/tree/main/skills/game-development/vr-ar
Command: npx skills add https://github.com/BrunoSantanaDeveloper/flyeelab-agent-kit --skill vr-ar-brunosantanadeveloper

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

VR/AR design is complex and risky without a principled guide; this Skill provides a structured set of development principles to streamline decisions.

Core Features & Use Cases

  • Platform selection across Quest, PCVR, PSVR, and WebXR.
  • Comfort guidelines to minimize motion sickness and user fatigue.
  • Performance targets and testing strategies for various headsets.
  • Interaction and spatial design best practices for immersive experiences.
  • Anti-patterns to avoid common VR/AR design mistakes.

Quick Start

Audit a VR/AR project against these principles to ensure comfort, performance, and intuitive interaction from the start.

Frequently Asked Questions about vr-ar

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

FAQPage Schema
What are the key VR/AR design principles for minimizing motion sickness?

Key VR/AR design principles for minimizing motion sickness include strict comfort guidelines, maintaining frame-rate targets, and avoiding common anti-patterns that cause user fatigue during immersive experiences.

How do I select the right platform for VR and AR development?

Select the right VR and AR platform by evaluating structured development principles against your target hardware, comparing performance targets, spatial scaling requirements, and interaction design constraints across Quest, PCVR, PSVR, and WebXR.

What performance targets should I use for WebXR and PCVR applications?

Performance targets for WebXR and PCVR applications should be determined by applying performance budgeting principles to maintain strict frame-rate targets, ensuring high-performance experiences and preventing user discomfort across various headsets.

How do I audit an existing VR project for interaction and spatial design best practices?

Audit an existing VR project by checking its interaction and spatial design against structured development principles, verifying depth cues, spatial scaling, and identifying anti-patterns to ensure intuitive and comfortable user experiences.

What are common VR/AR anti-patterns I should avoid during development?

Common VR/AR anti-patterns to avoid include violating comfort guidelines, missing frame-rate targets, and poor spatial scaling, all of which degrade immersive experiences and cause user fatigue across Quest, PCVR, PSVR, and WebXR.

Does this VR/AR design guide work for WebXR and standalone headsets like Quest?

Yes, this VR/AR design guide works for WebXR and standalone headsets like Quest by providing platform-specific performance budgeting, comfort optimization, and interaction design principles tailored to various hardware constraints.