vr-ar

Guide VR/AR development across Quest, PCVR, PSVR, WebXR, and HoloLens platforms.

Updated Dec 28, 2025
One-click install
npx skills add https://github.com/oalansilva/crypto --skill vr-ar-oalansilva
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: vr-ar
Source: https://github.com/oalansilva/crypto/tree/main/.agent/skills/game-development/vr-ar
Command: npx skills add https://github.com/oalansilva/crypto --skill vr-ar-oalansilva

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

VR/AR development often struggles with comfort, performance, and cross-platform coherence. This skill consolidates platform guidance, interaction patterns, and design principles to help teams build immersive experiences that are both usable and performant.

Core Features & Use Cases

  • Platform Selection guidance across Quest, PCVR, PSVR, WebXR, and HoloLens with practical use cases.
  • Comfort Principles including motion strategies, frame-rate targets, camera behavior, and accessibility considerations.
  • Performance Requirements detailing frame budgets, resolutions, and testing guidelines for different hardware.
  • Interaction Principles covering controller input, hand tracking, and UI/UX interactions in immersive spaces.
  • Spatial Design and Anti-Patterns to ensure believable scale, depth cues, and safety margins.
  • Use Case examples: prototyping a new VR tour app and evaluating an existing AR experience for comfort and performance.

Quick Start

Implement VR/AR platform guidelines to design a new immersive experience that runs on Quest and WebXR with smooth motion and clear UI.

Frequently Asked Questions about vr-ar

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

FAQPage Schema
How do I design VR experiences that maintain frame rate targets across Quest and PCVR?

Design VR experiences for Quest and PCVR by applying platform-specific frame budgets, resolution scaling, and testing guidelines to maintain required frame-rate targets and user comfort.

What are the comfort principles for VR motion and camera behavior?

Comfort principles for VR motion include implementing smooth locomotion strategies, controlled camera behavior, and accessibility considerations to reduce motion sickness and ensure user comfort.

Does this approach support cross-platform WebXR and HoloLens spatial design?

Cross-platform WebXR and HoloLens spatial design is supported through practical platform selection guidance, ensuring believable scale, depth cues, and safety margins across different hardware environments.

How do I evaluate an existing AR experience for comfort and performance?

Evaluate an existing AR experience by checking it against interaction principles, performance requirements, and anti-pattern avoidance rules to validate spatial design, controller input, and frame-rate budgets.

What are common VR interaction anti-patterns to avoid in immersive spaces?

Common VR interaction anti-patterns to avoid include violating spatial safety margins, ignoring depth cues, and implementing uncomfortable controller input or hand tracking behaviors in immersive spaces.