vr-ar

Guides VR/AR development decisions covering comfort, interaction, and performance requirements.

Updated Jun 30, 2026
One-click install
npx skills add https://github.com/kaitoartz/dotfiles --skill vr-ar-kaitoartz
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: vr-ar
Source: https://github.com/kaitoartz/dotfiles/tree/main/dot_gemini/config/skills/game-development/vr-ar
Command: npx skills add https://github.com/kaitoartz/dotfiles --skill vr-ar-kaitoartz

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

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 in VR games?▼

Prevent VR motion sickness by using teleport locomotion and snap turning instead of smooth movement, maintaining 90 FPS, avoiding camera shake, and applying gradual acceleration. Comfort options like movement vignettes and seated modes also help sensitive players.

What FPS does VR require on Quest and PCVR?▼

VR requires 72-90 FPS on Quest 2, 90-120 FPS on Quest 3 and PSVR2, and at least 90 FPS on PCVR. At 90 FPS the frame budget is 11.11ms, and a single dropped frame causes visible judder.

Should I use hand tracking or controllers for VR interaction?▼

Hand tracking is more immersive but less precise, suiting social and casual experiences. Controllers are better for action and precision tasks, supporting point-and-click UI, grabbing, gestures, and physical actions like throwing.

Which AR platform should I choose for mobile apps?▼

Use ARKit for iOS devices and ARCore for Android devices. For browser-based AR choose WebXR, and for enterprise scenarios consider HoloLens. The choice depends on your target hardware and market.

Why does world scale matter in VR development?▼

World scale matters because VR players perceive size and distance directly through stereo vision. Use 1 unit equals 1 meter, size objects realistically, and test with real measurements so interactions match the player's actual reach.