xr-cockpit

Design seated XR cockpit interfaces with spatial controls and multi-input interaction.

116|9|Updated Feb 18, 2026
One-click install
npx skills add https://github.com/elophanto/EloPhanto --skill xr-cockpit-elophanto
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: xr-cockpit
Source: https://github.com/elophanto/EloPhanto/tree/main/skills/xr-cockpit
Command: npx skills add https://github.com/elophanto/EloPhanto --skill xr-cockpit-elophanto

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Designing and developing immersive cockpit interfaces for XR that are usable from a seated position, reduce motion sickness, and support multi-input interactions.

Core Features & Use Cases

  • Prototyping cockpit layouts with ergonomic placement for seated users
  • Integrating multi-input modalities (hand tracking, voice, gaze)
  • Creating dashboard UIs with gauges, toggles, and feedback mechanisms
  • Employing constraint-driven control mechanics to mitigate disorientation

Quick Start

Prototype a seated XR cockpit layout in a 3D environment (e.g., A-Frame or Three.js) and validate ergonomic reach and input responsiveness.

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 XR cockpit interface that reduces motion sickness for seated users?

To reduce motion sickness in an XR cockpit, apply constraint-driven control mechanics and ergonomic placement tailored for seated interactions. This approach mitigates disorientation by stabilizing spatial controls and dashboard feedback mechanisms.

What is the best way to prototype a seated XR dashboard with multimodal input?

The best way to prototype a seated XR dashboard with multimodal input is to integrate hand tracking, voice, and gaze controls simultaneously. Validate ergonomic reach and input responsiveness within a 3D environment to ensure low-latency feedback across all interaction modalities.

Can I use this approach to build flight simulator dashboards in Three.js?

Yes, you can use this approach to build flight simulator dashboards in Three.js. It supports prototyping spatial controls, gauges, and toggles within 3D environments while meeting latency targets and ergonomic requirements for seated vehicle simulations.

How do constraint-driven control mechanics work in XR vehicle dashboards?

Constraint-driven control mechanics in XR vehicle dashboards work by restricting user interactions to ergonomic reach zones and feedback-rich toggles. This limits disorientation during seated use and ensures input responsiveness meets strict latency targets.

Does this support integrating hand tracking and gaze controls for cockpit layouts?

Yes, this supports integrating hand tracking and gaze controls for cockpit layouts. It is designed to handle multimodal-input interactions, allowing simultaneous spatial control validation across hand, voice, and gaze modalities for seated XR environments.

When should I use ergonomic placement for XR cockpit controls?

You should use ergonomic placement for XR cockpit controls when designing flight simulators, vehicle dashboards, or training environments. It ensures spatial controls remain within comfortable reach for seated users, reducing physical strain and motion sickness during extended sessions.