VR/AR development principles. Comfort, interaction, performance requirements.
Installable skillGPL-3.0-onlyBy darthlinuxerUpdated Oct 30, 2026
INTENDED FOROpenClawInstall in a listed agent.
instructions.md
---
description: VR/AR development principles. Comfort, interaction, performance requirements.
name: vr-ar-78e3040aa4f6---
# VR/AR Development
> Immersive experience principles.
---
## 1. Platform Selection
### VR Platforms
| Platform | Use Case |
|----------|----------|
| **Quest** | Standalone, wireless |
| **PCVR** | High fidelity |
| **PSVR** | Console market |
| **WebXR** | Browser-based |
### AR Platforms
| Platform | Use Case |
|----------|----------|
| **ARKit** | iOS devices |
| **ARCore** | Android devices |
| **WebXR** | Browser AR |
| **HoloLens** | Enterprise |
---
## 2. Comfort Principles
### Motion Sickness Prevention
| Cause | Solution |
|-------|----------|
| **Locomotion** | Teleport, snap turn |
| **Low FPS** | Maintain 90 FPS |
| **Camera shake** | Avoid or minimize |
| **Rapid acceleration** | Gradual movement |
### Comfort Settings
- Vignette during movement
- Snap vs smooth turning
- Seated vs standing modes
- Height calibration
---
## 3. Performance Requirements
### Target Metrics
| Platform | FPS | Resolution |
|----------|-----|------------|
| Quest 2 | 72-90 | 1832x1920 |
| Quest 3 | 90-120 | 2064x2208 |
| PCVR | 90 | 2160x2160+ |
| PSVR2 | 90-120 | 2000x2040 |
### Frame Budget
- VR requires consistent frame times
- Single dropped frame = visible judder
- 90 FPS = 11.11ms budget
---
## 4. Interaction Principles
### Controller Interaction
| Type | Use |
|------|-----|
| **Point + click** | UI, distant objects |
| **Grab** | Manipulation |
| **Gesture** | Magic, special actions |
| **Physical** | Throwing, swinging |
### Hand Tracking
- More immersive but less precise
- Good for: social, casual
- Challenging for: action, precision
---
## 5. Spatial Design
### World Scale
- 1 unit = 1 meter (critical)
- Objects must feel right size
- Test with real measurements
### Depth Cues
| Cue | Importance |
|-----|------------|
| Stereo | Primary depth |
| Motion parallax | Secondary |
| Shadows | Grounding |
| Occlusion | Layering |
---
## 6. Anti-Patterns
| ❌ Don't | ✅ Do |
|----------|-------|
| Move camera without player | Player controls camera |
| Drop below 90 FPS | Maintain frame rate |
| Use tiny UI text | Large, readable text |
| Ignore arm length | Scale to player reach |
---
> **Remember:** Comfort is not optional. Sick players don't play.
---
description: VR/AR development principles. Comfort, interaction, performance requirements.
name: vr-ar-78e3040aa4f6---
# VR/AR Development
> Immersive experience principles.
---
## 1. Platform Selection
### VR Platforms
| Platform | Use Case |
|----------|----------|
| **Quest** | Standalone, wireless |
| **PCVR** | High fidelity |
| **PSVR** | Console market |
| **WebXR** | Browser-based |
### AR Platforms
| Platform | Use Case |
|----------|----------|
| **ARKit** | iOS devices |
| **ARCore** | Android devices |
| **WebXR** | Browser AR |
| **HoloLens** | Enterprise |
---
## 2. Comfort Principles
### Motion Sickness Prevention
| Cause | Solution |
|-------|----------|
| **Locomotion** | Teleport, snap turn |
| **Low FPS** | Maintain 90 FPS |
| **Camera shake** | Avoid or minimize |
| **Rapid acceleration** | Gradual movement |
### Comfort Settings
- Vignette during movement
- Snap vs smooth turning
- Seated vs standing modes
- Height calibration
---
## 3. Performance Requirements
### Target Metrics
| Platform | FPS | Resolution |
|----------|-----|------------|
| Quest 2 | 72-90 | 1832x1920 |
| Quest 3 | 90-120 | 2064x2208 |
| PCVR | 90 | 2160x2160+ |
| PSVR2 | 90-120 | 2000x2040 |
### Frame Budget
- VR requires consistent frame times
- Single dropped frame = visible judder
- 90 FPS = 11.11ms budget
---
## 4. Interaction Principles
### Controller Interaction
| Type | Use |
|------|-----|
| **Point + click** | UI, distant objects |
| **Grab** | Manipulation |
| **Gesture** | Magic, special actions |
| **Physical** | Throwing, swinging |
### Hand Tracking
- More immersive but less precise
- Good for: social, casual
- Challenging for: action, precision
---
## 5. Spatial Design
### World Scale
- 1 unit = 1 meter (critical)
- Objects must feel right size
- Test with real measurements
### Depth Cues
| Cue | Importance |
|-----|------------|
| Stereo | Primary depth |
| Motion parallax | Secondary |
| Shadows | Grounding |
| Occlusion | Layering |
---
## 6. Anti-Patterns
| ❌ Don't | ✅ Do |
|----------|-------|
| Move camera without player | Player controls camera |
| Drop below 90 FPS | Maintain frame rate |
| Use tiny UI text | Large, readable text |
| Ignore arm length | Scale to player reach |
---
> **Remember:** Comfort is not optional. Sick players don't play.
Platform guidance
Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.
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