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Misc48k · #3077

vr-ar

Helps your agent create virtual and augmented reality games. It considers player comfort, interaction, and performance needs.

What it does

This AI agent helps you understand the basic principles for creating Virtual Reality (VR) and Augmented Reality (AR) experiences. It explains how to choose the right platform, ensure user comfort to prevent motion sickness, maintain technical performance, and how people interact within these virtual worlds.

When to use it

  • ✓When planning a VR/AR game or application.
  • ✓When thinking about how users will move and interact in a virtual environment.
  • ✓When wanting to know the technical requirements for a VR/AR experience to run smoothly.

Example of what to ask your AI

“I want to create a VR app for the Quest, what comfort principles should I follow?”

Want more? Open the sections below.

How to use

The easiest way: copy the message below and paste it into Claude, ChatGPT, Cursor or any AI. It reads the skill and follows the instructions.

Skill link

https://github.com/sickn33/agentic-awesome-skills/blob/main/plugins/agentic-awesome-skills-claude/skills/game-development/vr-ar/SKILL.md

Ready-to-paste message

Use this skill to help me: https://github.com/sickn33/agentic-awesome-skills/blob/main/plugins/agentic-awesome-skills-claude/skills/game-development/vr-ar/SKILL.md Read the SKILL.md file at that link and follow its instructions for my task.
How it works

It uses information about different VR/AR platforms, like Quest, PCVR, and ARKit, and explains techniques to prevent user motion sickness, such as teleportation. It also details performance requirements, like the frames per second (FPS) needed for each platform.

Installation

Easiest way: copy the skill link and paste it into Claude, ChatGPT or Cursor asking it to follow the instructions.

In the terminal (Claude Code, Codex, Cursor), in your project folder:

npx skills add sickn33/agentic-awesome-skills --skill vr-ar

Or download just the file:

curl -L https://raw.githubusercontent.com/sickn33/agentic-awesome-skills/main/plugins/agentic-awesome-skills-claude/skills/game-development/vr-ar/SKILL.md -o SKILL.md
Technical content (original SKILL.md)

Original text by the author, straight from GitHub.

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 Meet the selected headset refresh rate consistently
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

Historical hardware examples

Panel resolution is not the recommended render-target resolution. Verify supported refresh modes, runtime scaling and device support before setting a budget.

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
  • Dropped frames can produce judder; reprojection does not remove the need for stable timing
  • 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

  • Calibrate engine world scale against real meters; engine unit conventions differ
  • 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
Miss the selected refresh budget Profile frame timing on the target headset
Use tiny UI text Large, readable text
Ignore arm length Scale to player reach

Remember: Comfort is not optional. Sick players don't play.

When to Use

Use when designing immersive locomotion, spatial interaction and comfort settings, or measuring frame times on a target headset.

Example

User request:

Use @vr-ar for this task: VR/AR development principles.

Limitations

  • Use this skill only when the task clearly matches the scope described above.
  • Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
  • Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.

Verification

Treat tables as design starting points, not guarantees. Prototype the selected mechanic, test accessibility and recovery paths, and measure frame timing, memory and behavior on target hardware before claiming completion. Store submission and licensing requirements must be checked against current official platform documentation.

FAQ

What are VR and AR?

VR (Virtual Reality) completely immerses you in a digital world using a headset. AR (Augmented Reality) adds digital elements to the real world, viewed through your phone or special glasses.

Why is comfort important in VR?

Fast or unexpected movements in VR can cause motion sickness or dizziness for some people. Following comfort principles helps create more enjoyable and accessible experiences.

What does 'frame rate' (FPS) mean in VR/AR?

It's the number of images the screen displays per second. In VR/AR, a high and stable frame rate (like 90 FPS) is crucial for a smooth experience and to avoid visual discomfort.

Details

Original description by the author

VR/AR development principles. Comfort, interaction, performance requirements.

repo: sickn33/agentic-awesome-skills

Popularity

GitHub stars
48k
Ranking position
#3077
License
MIT
Updated
10/15/2026

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