What problem does it solve? VR/AR projects often fail because developers ignore comfort rules, miss strict frame-rate budgets, or design interactions that do not translate to immersive environments. This Skill provides consolidated principles for platform selection, motion sickness prevention, performance targets, and spatial design so immersive experiences remain playable. ## Core Features & Use Cases - Platform Selection Guidance: Compares VR platforms (Quest, PCVR, PSVR, WebXR) and AR platforms (ARKit, ARCore, HoloLens) by use case. - Comfort & Performance Rules: Documents motion sickness prevention techniques, per-platform FPS and resolution targets, and the 11.11ms frame budget at 90 FPS. - Interaction & Spatial Design: Covers controller and hand-tracking interaction patterns, world scale conventions, and depth cues. - Use Case: When building a Quest 3 game, use this Skill to confirm the 90-120 FPS target, choose teleport locomotion over smooth movement, and verify UI text is readable at arm's length. ## Quick Start Review my VR game design for the Quest platform and flag any comfort or performance anti-patterns.