xr-engineer

Develop cross-platform XR applications with spatial UI and hand tracking.

47|11|Updated Mar 6, 2026
One-click install
npx skills add https://github.com/buiphucminhtam/forgewright --skill xr-engineer
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: xr-engineer
Source: https://github.com/buiphucminhtam/forgewright/tree/main/skills/xr-engineer
Command: npx skills add https://github.com/buiphucminhtam/forgewright --skill xr-engineer

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Spatial XR development can be complex and error-prone; this skill provides a production-grade blueprint for creating cross-platform AR/VR experiences with comfortable interaction and robust input handling.

Core Features & Use Cases

  • Spatial UI design for AR/VR across Quest, Vision Pro, WebXR, and PCVR
  • Hand tracking, gaze input, and controller integration for natural interaction
  • Comfort-first locomotion and motion sickness mitigation with phase-guided best practices
  • Cross-platform orchestration and project scaffolding for rapid shipping
  • Use cases: immersive training sims, product visualization, and interactive prototypes

Quick Start

Start by configuring a cross-platform XR project with OpenXR, enable hand tracking, and implement teleport locomotion for Quest and Vision Pro.

Frequently Asked Questions about xr-engineer

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

FAQPage Schema
How do I build cross-platform AR/VR apps for Quest and Vision Pro?

You can build cross-platform AR/VR apps by configuring an OpenXR project, enabling hand tracking, and implementing teleport locomotion to support both Quest and Vision Pro with production-grade stability.

What is the best way to prevent motion sickness in VR applications?

The best way to prevent motion sickness in VR applications is to apply comfort-first design principles using phase-guided best practices for locomotion and interaction to meet strict frame-rate targets and comfort constraints.

Can I use hand tracking and gaze input together for spatial UI interactions?

Yes, you can combine hand tracking, gaze input, and controller integration to drive natural spatial UI interactions across AR and VR platforms following specific input model guidelines.

Does this approach support WebXR and PCVR alongside standalone headsets?

Yes, cross-platform orchestration supports WebXR and PCVR alongside standalone headsets by applying unified spatial UI and input handling guidelines across all target devices.

How do I start scaffolding an immersive training simulation project?

Start scaffolding an immersive training simulation by configuring a cross-platform OpenXR project, enabling hand tracking, and implementing teleport locomotion to establish a stable baseline experience.

Why do I need phase guidelines for spatial XR development?

You need phase guidelines for spatial XR development to systematically meet frame-rate targets, platform feature integration, input models, and user comfort constraints for production-grade stability.