vr-ar

Guide VR/AR experience design for comfort and performance across platforms.

Updated Aug 30, 2024
One-click install
npx skills add https://github.com/jfrometa/esquizo --skill vr-ar-jfrometa
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: vr-ar
Source: https://github.com/jfrometa/esquizo/tree/main/.agent/skills/game-development/vr-ar
Command: npx skills add https://github.com/jfrometa/esquizo --skill vr-ar-jfrometa

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

VR/AR development often struggles with comfort, performance, and platform-specific interaction patterns. This Skill provides a concise, guideline-driven approach to design immersive experiences that minimize motion sickness, optimize frame rates, and tailor interactions across devices.

Core Features & Use Cases

  • Platform selection guidance for Quest, PCVR, ARKit, ARCore, WebXR.
  • Comfort principles including motion sickness prevention and comfort settings (vignette, turning, height calibration).
  • Performance targets and frame budgets across platforms (FPS, resolution).
  • Interaction patterns: controller input, hand tracking.
  • Spatial design fundamentals: world scale, depth cues.
  • Anti-patterns to avoid.

Quick Start

Provide VR/AR development guidelines for a Quest 2 app focusing on comfort, interaction, and 90 FPS.

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 when designing VR experiences?

VR performance targets vary by platform, requiring specific frame budgets like 90 FPS for Quest 2. This Skill outlines platform-specific metrics and frame budgets to optimize frame rates across Quest, PCVR, ARKit, ARCore, and WebXR.

What's the best way to select a platform for an AR or VR application?

Selecting an AR or VR platform involves evaluating target devices like Quest, PCVR, ARKit, ARCore, and WebXR. This Skill provides platform selection guidance to match your interaction scenarios and performance needs with the right hardware.

How do I design interaction patterns for VR controller input and hand tracking?

Designing VR interaction patterns involves defining responses to controller input and hand tracking. This Skill guides tailoring these interactions and spatial design fundamentals like world scale and depth cues across supported devices.

Are there anti-patterns to avoid in VR and AR development?

Yes, there are specific anti-patterns to avoid in VR and AR development that cause discomfort or performance drops. This Skill provides a concise, guideline-driven approach to identify and bypass these common spatial and interaction pitfalls.