xr-cockpit

Design seated XR cockpit layouts with HUD and ergonomic reach zones.

1|Updated Mar 13, 2026
One-click install
npx skills add https://github.com/coreymaypray/sloth-skill-tree --skill xr-cockpit
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: xr-cockpit
Source: https://github.com/coreymaypray/sloth-skill-tree/tree/main/plugins/maycrest-automate/skills/xr-cockpit
Command: npx skills add https://github.com/coreymaypray/sloth-skill-tree --skill xr-cockpit

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Designers struggle to create immersive, fixed-perspective XR cockpit interfaces that minimize fatigue while maximizing readability and reach.

Core Features & Use Cases

  • Spatial cockpit layout guidelines: seated reference frame, primary control zone, visual dashboard zone.
  • HUD architecture and interaction patterns: update rates, color semantics, typography.
  • Prototyping patterns for WebXR and native visionOS: anchor to local space, use gamepad axes, RealityKit components for 3D controls.

Quick Start

Design a seated XR cockpit layout with fixed perspective controls and a central HUD, then validate ergonomic reach ranges.

Frequently Asked Questions about xr-cockpit

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

FAQPage Schema
How do I design an ergonomic XR cockpit interface that minimizes fatigue?

To design an ergonomic XR cockpit interface that minimizes fatigue, you must adhere to seated reference frames, establish primary control zones based on ergonomic reach ranges, and apply consistent interaction patterns to ensure low physical strain.

Can I use spatial UI patterns for WebXR and visionOS prototyping?

Yes, spatial UI patterns can be applied for WebXR and visionOS prototyping. You can anchor interfaces to local space, use gamepad axes for input, and leverage RealityKit components to build 3D controls for professional control rooms.

What are the best practices for HUD architecture in spatial dashboards?

Best practices for HUD architecture in spatial dashboards involve carefully managing update rates, applying clear color semantics, and using readable typography to maintain high visual clarity within the fixed-perspective visual dashboard zone.

Does designing an immersive XR cockpit require a seated reference frame?

Designing an immersive XR cockpit requires a seated reference frame to accurately map the primary control zone and visual dashboard zone, ensuring controls remain within ergonomic reach ranges for users in training sims and simulation dashboards.

Why does my spatial UI HUD cause high fatigue and low readability?

A spatial UI HUD causes high fatigue and low readability when it violates ergonomic reach zones, ignores HUD update rate constraints, or lacks consistent interaction patterns, making it difficult for users to process fixed-perspective XR cockpit interfaces.