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.