What problem does it solve?
This Skill solves the common pain points of VR/AR development, including motion sickness, poor performance, and unintuitive user interactions that ruin immersive user experiences.
Core Features & Use Cases
- Platform Selection Guidance: Recommendations for major VR (Quest, PCVR, PSVR, WebXR) and AR (ARKit, ARCore, WebXR, HoloLens) platforms based on use case.
- Comfort & Motion Sickness Prevention: Best practices for locomotion, frame rate maintenance, camera settings, and comfort configurations to avoid user discomfort.
- Performance Requirements: Platform-specific FPS and resolution targets, plus frame budget guidelines to ensure smooth, judder-free experiences.
- Interaction Design: Principles for controller-based and hand tracking interactions, including appropriate use cases for each interaction type.
- Spatial Design Rules: Guidelines for world scale, depth cues, and object sizing to create realistic, immersive environments.
- Anti-Pattern Avoidance: Clear list of common development mistakes to avoid, such as moving the camera without player control or dropping below target frame rates.
For example, a developer building a standalone Quest 2 VR fitness app can use this Skill to select the appropriate platform, configure snap turning and vignette comfort settings, and meet the 72-90 FPS performance requirement to prevent user motion sickness.
Quick Start
Use the vr-ar skill to outline the core comfort, performance, and interaction design requirements for your new cross-platform AR mobile game targeting both iOS and Android devices.