mcpbeat

Vr Ar

dokhacgiakhoa/vr-ar

VR/AR development principles.

585 tokens
context cost
the whole folder, loaded on every use
1
files
instructions only
0
copies elsewhere
how many repositories repackaged it
505
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/Dokhacgiakhoa/Agent-Skills-4-Vibe-Coding-CLI --skill vr-ar

The instruction itself

17 sections, as written by the author

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.

How to use it

Copy the folder

Take dokhacgiakhoa/vr-ar from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.