vr-ar

Identify VR/AR development principles for comfort, interaction, and performance.

Updated Jan 30, 2026
One-click install
npx skills add https://github.com/gensart-projs/cp-kit --skill vr-ar-gensart-projs
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: vr-ar
Source: https://github.com/gensart-projs/cp-kit/tree/main/packages/cp-toolkit/templates/skills/game-development/vr-ar
Command: npx skills add https://github.com/gensart-projs/cp-kit --skill vr-ar-gensart-projs

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

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 comfort guidelines to prevent motion sickness in immersive applications?

Performance budgets for VR platforms target 90 Hz or 120 Hz frame rates to maintain smooth rendering across devices like Quest 2/3, PCVR, and PSVR2. Dropping FPS below these targets causes discomfort and breaks immersion, making strict frame budget adherence essential.

How do I select the right AR platform between ARKit, ARCore, and WebXR for my project?

Selecting the right AR platform between ARKit, ARCore, and WebXR depends on your target hardware and use case. Platform selection guidance covers these AR frameworks alongside VR platforms like Quest, PCVR, and HoloLens to match functional requirements with device capabilities.

What are common VR interaction design anti-patterns I should avoid?

Common VR interaction design anti-patterns to avoid include camera movement independent of the player, dropping FPS, and using small UI text. Clear interaction primitives for controller input, hand tracking, and gesture-based actions prevent these immersive experience failures.

How do I set up spatial design and world scale for a VR application?

Set up spatial design and world scale for a VR application by defining 1 unit as 1 meter. Provide accurate depth cues using stereo rendering, parallax, shadows, and occlusion to ensure comfortable and proportionate immersive experiences.