vr-ar

Define platform choices, comfort guidelines, and performance targets for VR/AR projects.

Updated Mar 18, 2026
One-click install
npx skills add https://github.com/raccioly/coach-gravity --skill vr-ar-raccioly
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: vr-ar
Source: https://github.com/raccioly/coach-gravity/tree/main/content/starter-kit/skills/game-development/vr-ar
Command: npx skills add https://github.com/raccioly/coach-gravity --skill vr-ar-raccioly

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

VR/AR development teams need a compact, action-oriented framework to choose platforms, balance comfort and performance, and define effective interaction and spatial design for immersive experiences.

Core Features & Use Cases

  • Platform selection guidance across VR/AR ecosystems (Quest, PCVR, PSVR, ARKit/ARCore, WebXR)
  • Comfort and motion guidelines to reduce fatigue and sickness
  • Clear performance targets and frame-budget guidance per platform
  • Interaction patterns including controller, hand tracking, and gestures
  • Spatial design principles, depth cues, and scale best practices
  • Anti-patterns and best practices to avoid common VR/AR design mistakes
  • Use Case: plan a cross-platform VR onboarding experience for a new app

Quick Start

Ask me to generate a VR/AR development plan tailored to your target platform and user context

Frequently Asked Questions about vr-ar

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

FAQPage Schema
How do I reduce motion sickness and improve comfort in VR applications?

To improve VR comfort, you must follow motion guidelines that reduce fatigue by defining strict frame budgets, interaction patterns, and spatial design principles to minimize sensory conflicts.

What are the performance targets and frame budgets for VR platforms like Quest and PCVR?

VR performance targets require maintaining consistent frame rates per platform to prevent sickness, using clear frame-budget guidance tailored for environments like Quest, PCVR, PSVR, and WebXR.

How do I choose the right platform for my AR or VR development project?

Choosing an AR or VR platform requires evaluating ecosystems like Quest, PCVR, PSVR, ARKit, ARCore, and WebXR against your specific interaction patterns, spatial design needs, and target user context.

What are common VR and AR spatial design anti-patterns to avoid?

Common VR and AR anti-patterns include ignoring depth cues, misjudging scale, and failing to apply ergonomic considerations, all of which degrade user comfort and break spatial design best practices.

Can I use hand tracking and gestures for VR interaction design?

Yes, VR interaction design can utilize hand tracking and gestures alongside traditional controllers, requiring specific interaction patterns and spatial design principles to ensure comfortable and fast user experiences.