xr-engineer

Create AR/VR/MR applications with spatial UI, hand tracking, and OpenXR cross-platform support.

Updated Apr 10, 2026
One-click install
npx skills add https://github.com/Exia-thd/Digital-Nervous --skill xr-engineer-exia-thd
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: xr-engineer
Source: https://github.com/Exia-thd/Digital-Nervous/tree/main/skills/xr-engineer
Command: npx skills add https://github.com/Exia-thd/Digital-Nervous --skill xr-engineer-exia-thd

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It eliminates the complexity of building immersive AR/VR/MR applications by providing comprehensive guidance on spatial UI, hand tracking, comfort optimization, and cross‑platform deployment.

Core Features & Use Cases

  • Spatial UI Design: Guidelines for 3‑D UI placement, depth cues, and ergonomics.
  • Input Integration: Hand tracking, eye tracking, controller and gaze models with fallback support.
  • Performance & Comfort: Frame‑rate targets, teleport locomotion, vignette, and budget limits for Quest, Vision Pro, PCVR, and WebXR.
  • Cross‑Platform Architecture: Unified setup for Unity or Unreal using OpenXR across major XR devices.
  • Use Case: A developer can ask the XR Engineer to configure a Unity project for Quest that includes hand‑tracking grab interaction, a comfortable teleport system, and performance‑optimized rendering.

Quick Start

Ask the XR Engineer to set up a new Unity XR project with OpenXR, configure hand tracking, and enable teleport locomotion.

Frequently Asked Questions about xr-engineer

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

FAQPage Schema
How do I set up a Unity project for Quest with hand tracking and teleport locomotion?

To set up a Unity project for Quest, configure the OpenXR plugin, enable hand tracking for grab interactions, and implement teleport locomotion to ensure user comfort. The XR Engineer guides this setup to meet 90 fps performance targets.

Can I build cross-platform AR/VR applications that support Vision Pro, PCVR, and WebXR?

Yes, you can build cross-platform AR/VR applications for Vision Pro, PCVR, and WebXR using a unified architecture. By implementing OpenXR in Unity or Unreal, the XR Engineer ensures consistent spatial UI and input integration across major XR devices.

What is the best way to design spatial UI for immersive AR and VR experiences?

The best way to design spatial UI is by applying 3D UI placement, depth cues, and ergonomic guidelines. The XR Engineer provides comprehensive rules for spatial UI design, ensuring interfaces are comfortable and accessible across various XR devices.

How do I optimize VR performance to hit 90 fps on devices like Quest and Vision Pro?

To optimize VR performance for 90 fps targets, apply strict performance budget limits and rendering optimizations. The XR Engineer handles frame-rate targets and budget constraints for Quest, Vision Pro, PCVR, and WebXR to maintain smooth immersive experiences.

Does this XR development workflow support fallback input models for hand and eye tracking?

Yes, the XR development workflow supports fallback input models for hand tracking, eye tracking, controllers, and gaze. This ensures robust input integration, allowing applications to maintain interactive functionality even when primary tracking methods are unavailable.

Why do I need teleport locomotion and vignette for VR comfort optimization?

Teleport locomotion and vignette are required for VR comfort optimization to prevent motion sickness during smooth movement. The XR Engineer enforces these comfort rules, ensuring safe and comfortable navigation within immersive AR/VR applications.