vr-ar

Codify VR/AR comfort, interaction, and performance principles for platform-specific design reviews.

7|1|Updated Mar 28, 2026
One-click install
npx skills add https://github.com/skeletorflet/opencode-kit --skill vr-ar-skeletorflet
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: vr-ar
Source: https://github.com/skeletorflet/opencode-kit/tree/main/.opencode/skills/vr-ar
Command: npx skills add https://github.com/skeletorflet/opencode-kit --skill vr-ar-skeletorflet

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

VR/AR development often struggles with balancing comfort, interaction clarity, and performance across diverse platforms. This skill codifies core design principles to guide teams in creating usable immersive experiences.

Core Features & Use Cases

  • Platform Selection: Aligns target devices (Quest, PCVR, PSVR2, WebXR, ARKit/ARCore) with project goals.
  • Comfort & Interaction: Defines locomotion, hand tracking, and UI strategies to reduce motion sickness and enhance accessibility.
  • Performance & Spatial Design: Sets frame-rate targets, world scale, depth cues, and anti-patterns to ensure smooth immersion.
  • Use Case: For a new VR training module, apply these principles to choose locomotion method and optimize comfort without sacrificing fidelity.

Quick Start

Audit your project's platform targets and apply comfort and performance guidelines to the VR/AR experience.

Frequently Asked Questions about vr-ar

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

FAQPage Schema
How do I design VR interactions to reduce motion sickness across different platforms?

VR comfort design requires codifying locomotion methods, hand tracking strategies, and UI placement to reduce motion sickness. Platform-specific frame rate targets and interaction guidelines ensure smooth immersion across Quest, PCVR, PSVR2, and WebXR.

What are the best practices for spatial design and performance in AR applications?

AR spatial design best practices involve setting strict frame-rate targets, defining accurate world scale, and establishing clear depth cues. Applying these performance principles prevents immersion-breaking anti-patterns on ARKit and ARCore platforms.

Does hand tracking or controller input work better for VR UX reviews?

Hand tracking and controller input both work for VR UX reviews, but choosing depends on platform targets and accessibility needs. Codifying interaction strategies helps determine the optimal input method to enhance clarity without sacrificing comfort.

How do I choose the right VR locomotion method for a training module?

Choosing the right VR locomotion method for a training module involves aligning target devices with project goals and applying comfort guidelines. This ensures accessible navigation and optimized immersion without sacrificing fidelity on the chosen platform.

What frame rate targets should I use for PCVR versus Quest development?

PCVR and Quest development require different frame rate targets to maintain comfort and performance. Specifying platform-specific frame rates prevents motion sickness and ensures smooth immersion across diverse VR hardware during project planning.