What problem does it solve?
VR/AR development often suffers from inconsistent comfort, suboptimal interaction models, and variable performance across devices. This Skill consolidates platform guidelines, interaction principles, and performance targets to help teams deliver comfortable, engaging, and efficient immersive experiences.
Core Features & Use Cases
- Platform Selection: guidance for VR platforms (Quest, PCVR, PSVR) and AR platforms (ARKit, ARCore, WebXR, HoloLens).
- Comfort & Motion: strategies to minimize motion sickness, including teleportation, snap turns, vignette, seated vs standing modes, and height calibration.
- Performance & Frame Budget: target frame rates per platform (Quest 2/3, PCVR, PSVR2) and 90 Hz / 120 Hz budgets; guidance to maintain smooth rendering.
- Interaction Design: controller input, hand tracking, gesture-based actions; clear interaction primitives.
- Spatial Design & World Scale: 1 unit = 1 meter; depth cues like stereo, parallax, shadows, occlusion.
- Anti-Patterns: avoid camera movement independent of player, avoid dropping FPS, avoid small UI text, etc.
- Example Use Case: design brief for a classroom VR lesson or game scene.
Quick Start
Apply these VR/AR principles to a new project brief to ensure comfortable interactions and performant experiences.