vr-ar

Guides VR/AR development decisions covering platform selection, comfort, performance, and interaction design.

2|Updated May 30, 2026
One-click install
npx skills add https://github.com/virahitvin8/crafty-gis --skill vr-ar-virahitvin8
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: vr-ar
Source: https://github.com/virahitvin8/crafty-gis/tree/main/GIT_STAR/.agent/skills/game-development/vr-ar
Command: npx skills add https://github.com/virahitvin8/crafty-gis --skill vr-ar-virahitvin8

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Building immersive VR/AR experiences requires balancing comfort, performance, and interaction constraints that differ sharply from traditional apps, and mistakes like low frame rates or forced camera movement cause motion sickness and user abandonment. ## Core Features & Use Cases - Platform Selection Guidance: Compares VR platforms (Quest, PCVR, PSVR, WebXR) and AR platforms (ARKit, ARCore, HoloLens) by use case. - Comfort & Performance Rules: Provides motion sickness prevention techniques, target FPS/resolution metrics per headset, and frame budget constraints. - Interaction & Spatial Design: Covers controller and hand-tracking interaction patterns, world scale rules, and depth cues. - Use Case: When prototyping a Quest 3 fitness app, use this Skill to confirm the 90-120 FPS target, choose teleport locomotion over smooth movement, and verify UI text is readable at arm's length. ## Quick Start Review my VR game design for the Quest 3 and flag any comfort or performance issues based on VR/AR best practices.

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 games?

Prevent VR motion sickness by using teleport locomotion and snap turning instead of smooth movement, maintaining 90 FPS, avoiding camera shake, and applying gradual acceleration. Comfort options like movement vignettes and seated modes also help sensitive players.

What frame rate does VR development require?

VR requires a consistent 90 FPS minimum, which means an 11.11ms frame budget. Quest 2 targets 72-90 FPS, Quest 3 and PSVR2 target 90-120 FPS, and a single dropped frame causes visible judder.

Should I use hand tracking or controllers for VR interaction?

Hand tracking is more immersive but less precise, making it suitable for social and casual experiences. Controllers are better for action games and precision tasks like grabbing, throwing, and UI point-and-click interactions.

What is the correct world scale for VR development?

VR world scale should use 1 unit equals 1 meter, which is critical for objects to feel the right size. Always test with real-world measurements and scale interactive elements to actual player arm reach.

Which AR platform should I choose for mobile apps?

Choose ARKit for iOS devices and ARCore for Android devices. WebXR works for browser-based AR without app installation, while HoloLens targets enterprise scenarios.