vr-ar

Define VR/AR platform requirements for comfort, performance, and interaction design.

Updated Feb 27, 2026
One-click install
npx skills add https://github.com/Sanali209/pla_teplate --skill vr-ar-sanali209
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: vr-ar
Source: https://github.com/Sanali209/pla_teplate/tree/main/_blueprint/skills/game-development/vr-ar
Command: npx skills add https://github.com/Sanali209/pla_teplate --skill vr-ar-sanali209

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

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 in VR applications during development?

To prevent VR motion sickness, implement comfort settings like snap turning and vignettes, maintain target frame rates of 72-90 FPS, and avoid moving the camera without player control to ensure a smooth, judder-free immersive experience.

What are the frame rate and performance requirements for Quest and PCVR development?

VR performance requirements mandate meeting platform-specific FPS targets, typically 72-90 FPS for standalone headsets like Quest, to eliminate judder and maintain immersion without causing user discomfort or failed VR experiences.

How do I choose between ARKit, ARCore, and WebXR for building augmented reality apps?

Choosing an AR platform depends on your target ecosystem and use case, selecting ARKit for iOS, ARCore for Android, or WebXR for browser-based delivery to ensure your augmented reality app meets platform-specific technical standards.

Does hand tracking work better than controller-based interaction for immersive VR experiences?

Hand tracking offers intuitive natural interactions but lacks haptic feedback, making controller-based interactions preferable for precise inputs; platform-specific design guidelines help determine appropriate use cases for each VR interaction paradigm.

What are common VR and AR development anti-patterns that ruin user immersion?

Common VR and AR anti-patterns include moving the camera without player control, dropping below target frame rates, incorrect spatial world scaling, and poor depth cues, all of which cause user discomfort and break immersion.

Why does my VR application cause user discomfort when locomotion is enabled?

VR discomfort during locomotion occurs due to mismatched visual and vestibular cues; applying comfort configurations like snap turning, vignettes, and maintaining strict frame budgets resolves these sensory conflicts for users.