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
Ready-to-paste message
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-arOr 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.mdTechnical 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.
Popularity
- GitHub stars
- 48k
- Ranking position
- #3077
- License
- MIT
- Updated
- 10/15/2026
Comments
- …
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