vr-ar

Review VR/AR projects for comfort, interaction, and platform performance constraints.

Updated Sep 2, 2025
One-click install
npx skills add https://github.com/rafaelminatto1/fisioflow-51658291 --skill vr-ar-rafaelminatto1
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: vr-ar
Source: https://github.com/rafaelminatto1/fisioflow-51658291/tree/main/.agent/skills/game-development/vr-ar
Command: npx skills add https://github.com/rafaelminatto1/fisioflow-51658291 --skill vr-ar-rafaelminatto1

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

VR/AR development often struggles with user discomfort, inconsistent interactions, and platform-specific performance demands. This guide consolidates core principles to help teams design safer, more intuitive, and high-performing experiences.

Core Features & Use Cases

  • Comfort principles to reduce motion sickness (teleport locomotion, snap turning, vignette, standing vs seated calibration).
  • Interaction guidelines for controllers, hand tracking, and UI in 3D space.
  • Performance targets by platform (FPS ranges, resolution guidance, frame budget) and platform-specific constraints.
  • Spatial design rules including world scale, depth cues, shadows, and occlusion for grounding.
  • Anti-patterns to avoid (unrecommended locomotion, low FPS, unreachable UI).

Quick Start

Review your VR/AR project to align locomotion, UI, and rendering with these guidelines.

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 in virtual reality development?

Reduce motion sickness in virtual reality by implementing comfort principles like teleport locomotion, snap turning, and vignette techniques, while calibrating for standing or seated experiences to ensure user safety.

What are the best practices for VR interaction design and UI in 3D space?

VR interaction design best practices involve aligning input methods like controllers and hand tracking with intuitive 3D spatial interfaces, ensuring UI elements are reachable and grounded using proper depth cues and occlusion rules.

How do I meet frame rate budgets and performance targets for AR and VR platforms?

Meet AR and VR performance targets by aligning platform choices with specific rendering constraints, ensuring frame rate budgets and resolution guidance satisfy platform-specific FPS requirements for smooth experiences.

When should I avoid specific locomotion methods in augmented reality experiences?

Avoid locomotion methods in augmented reality experiences when they violate anti-patterns like unrecommended movement or unreachable UI, which can break immersion, cause discomfort, or reduce frame rates below acceptable thresholds.

Does my VR project need world scale and spatial design adjustments for accessibility?

Your VR project needs world scale and spatial design adjustments to satisfy accessibility requirements, using shadows and depth cues for grounding objects to maintain comfortable and intuitive user interaction.