VR/AR Development Principles is a development claude skill built by sickn33. Best for: VR/AR developers designing experiences use this to prevent motion sickness, optimize performance targets, and implement platform-specific interaction patterns..
- What it does
- Design immersive experiences by applying comfort, performance, and interaction principles across VR/AR platforms.
- Category
- development
- Created by
- sickn33
- Last updated
VR/AR Development Principles
Design immersive experiences by applying comfort, performance, and interaction principles across VR/AR platforms.
Skill instructions
name: vr-ar description: "VR/AR development principles. Comfort, interaction, performance requirements." risk: unknown source: community date_added: "2026-02-27"
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.
When to Use
This skill is applicable to execute the workflow or actions described in the overview.
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.
Use this skill
Most skills are portable instruction packages. Claude Code supports SKILL.md directly. Other agents can use adapted files like AGENTS.md, .cursorrules, and GEMINI.md.
Claude Code
Save SKILL.md into your Claude Skills folder, then restart Claude Code.
mkdir -p ~/.claude/skills/vrar-development-principles && curl -L "https://raw.githubusercontent.com/sickn33/antigravity-awesome-skills/HEAD/skills/game-development/vr-ar/SKILL.md" -o ~/.claude/skills/vrar-development-principles/SKILL.mdInstalls to ~/.claude/skills/vrar-development-principles/SKILL.md.
Use cases
VR/AR developers designing experiences use this to prevent motion sickness, optimize performance targets, and implement platform-specific interaction patterns.
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Creator
Ssickn33
@sickn33