vr-ar

Guide VR/AR platform selection, comfort, and performance budgets.

Updated Jan 24, 2026
One-click install
npx skills add https://github.com/pikakit/agent-skills --skill vr-ar-pikakit
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: vr-ar
Source: https://github.com/pikakit/agent-skills/tree/main/.agent/skills/game-development/vr-ar
Command: npx skills add https://github.com/pikakit/agent-skills --skill vr-ar-pikakit

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

VR/AR development teams often struggle to balance comfort, interaction quality, and performance across multiple platforms, leading to user discomfort, suboptimal experiences, and fragmented guidance.

Core Features & Use Cases

  • Platform selection guidance for VR and AR ecosystems (Quest, PCVR, PSVR2, ARKit/ARCore, WebXR, HoloLens)
  • Comfort and motion guidelines to minimize sickness and maximize immersion
  • Performance targets and budgets to maintain frame rates across devices
  • Interaction principles for controllers and hand tracking
  • Spatial design considerations including world scale and depth cues
  • Anti-patterns and best practices to avoid common VR/AR pitfalls
  • Use Case: planning a cross-platform VR training scenario with comfort and performance constraints

Quick Start

Draft a cross-platform VR/AR project plan that prioritizes comfort, platform constraints, and immersive interactions.

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 interactions?

Preventing VR motion sickness requires balancing interaction design with comfort guidelines, minimizing sensory conflict by maintaining frame budgets, and applying safe motion patterns to maximize immersion without triggering user discomfort.

What are the performance frame rate budgets for Quest, PCVR, and PSVR2?

Performance budgets for Quest, PCVR, and PSVR2 define specific frame rate targets required to maintain immersion and prevent discomfort, ensuring cross-platform VR applications meet platform-specific rendering constraints.

How do I plan a cross-platform VR training scenario with comfort constraints?

Planning a cross-platform VR training scenario involves selecting appropriate platforms like Quest or PCVR, defining interaction patterns for controllers and hand tracking, and applying performance budgets to maintain comfort.

Does hand tracking require different interaction principles than controllers in AR and VR?

Hand tracking requires different interaction principles than controllers, demanding specific spatial design considerations and depth cues to ensure intuitive user experiences across ARKit, ARCore, and VR platforms.

What are common anti-patterns to avoid in spatial design for augmented reality?

Common augmented reality anti-patterns include ignoring world scale, neglecting depth cues, and failing to meet platform-specific frame budgets, which fragment user guidance and degrade the immersive experience.

When should I choose WebXR over native ARKit or ARCore for platform selection?

Choose WebXR over native ARKit or ARCore when prioritizing cross-platform accessibility over advanced platform-specific features, balancing interaction quality, performance targets, and comfort settings within browser constraints.