vr-ar

Analyzes VR/AR development challenges to encode platform-specific comfort, performance, and interaction guidelines.

Updated Jan 20, 2026
One-click install
npx skills add https://github.com/lchenrique/politron-ide --skill vr-ar-lchenrique
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: vr-ar
Source: https://github.com/lchenrique/politron-ide/tree/main/.agent/skills/game-development/vr-ar
Command: npx skills add https://github.com/lchenrique/politron-ide --skill vr-ar-lchenrique

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill provides concise, platform-aware guidelines for VR/AR development that prioritize user comfort, performance, and intuitive interaction across devices.

Core Features & Use Cases

  • Comfort principles to prevent motion sickness (teleport, snap turn, seated/standing modes)
  • Performance targets by platform (frame budget, 90 FPS targets on Quest 2, 90-120 FPS on PCVR and PSVR2)
  • Interaction guidelines for controllers and hand tracking (UI interaction, grabbing, pointing across platforms)
  • Platform considerations: Quest, PCVR, PSVR2, WebXR, ARKit, ARCore, HoloLens
  • Spatial design basics: world scale (1 unit = 1 meter), depth cues, occlusion and shadows

Quick Start

Use the vr-ar skill to draft a platform-specific comfort and interaction plan for a new VR training app.

Frequently Asked Questions about vr-ar

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
What are the frame rate and performance targets for Quest 2, PCVR, and PSVR2?

VR performance targets vary by platform: maintain 90 FPS on Quest 2, and target 90-120 FPS on PCVR and PSVR2. Meeting these frame budgets is critical to prevent motion sickness and ensure smooth cross-platform interaction.

Does this VR/AR skill support platform-specific guidelines for WebXR and ARCore?

VR interaction guidelines for controllers and hand tracking cover UI interaction, grabbing, and pointing strategies. These input models are encoded into actionable checklists to ensure intuitive cross-platform interaction across Quest, PCVR, and WebXR.

How do I apply spatial design basics like world scale and depth cues in AR development?

Yes, this skill applies platform-specific considerations for WebXR, ARKit, ARCore, Quest, PCVR, PSVR2, and HoloLens. It encodes platform-specific target metrics and input models into actionable guidelines for safe VR/AR interactions.

What is the best way to draft a comfort and interaction plan for a VR training app?

Apply spatial design basics in AR by maintaining a world scale of 1 unit equal to 1 meter, and utilizing depth cues, occlusion, and shadows. These principles establish intuitive and physically accurate spatial interactions.

What is the best way to draft a comfort and interaction plan for a VR training app?

The best way to draft a comfort and interaction plan for a VR training app is to establish platform-aware guidelines for movement design, frame budgets, and input models. This approach ensures safe interactions and prevents motion sickness.