vr-ar_skill
- TypeScript
5.7k
GitHub Stars
1
Bundled Files
2 months ago
Catalog Refreshed
4 months ago
First Indexed
Readme & install
Copy the install command, review bundled files from the catalogue, and read any extended description pulled from the listing source.
Installation
Preview and clipboard use veilstrat where the catalogue uses aiagentskills.
npx veilstrat add skill vudovn/antigravity-kit --skill vr-ar- SKILL.md2.3 KB
Overview
This skill covers core VR/AR development principles focused on comfort, interaction, and performance. It summarizes platform choices, motion-sickness prevention, performance targets, interaction models, and spatial design rules. The guidance is practical and implementation-oriented for TypeScript/engine projects. Use it to shape playable, comfortable immersive experiences.
How this skill works
The skill inspects platform trade-offs (Quest, PCVR, PSVR, ARKit/ARCore, WebXR, HoloLens) and maps them to design constraints like FPS and resolution targets. It evaluates comfort controls (teleport, vignette, snap turn), interaction patterns (point, grab, gestures, hand tracking) and spatial rules (1 unit = 1 meter, depth cues). It highlights performance budgets and anti-patterns so teams can prioritize frame stability and readable UI.
When to use it
- Choosing target platforms and hardware constraints
- Designing locomotion and comfort systems to avoid motion sickness
- Setting rendering budgets and performance targets for 90+ FPS
- Designing interaction metaphors (controllers vs hand tracking)
- Laying out world scale and depth cues during level design
Best practices
- Target platform-specific FPS/resolution budgets (e.g., Quest 2: 72–90 FPS) and design to avoid dropped frames
- Use teleportation or snap turning to reduce motion sickness; add vignette during movement
- Treat 1 unit as 1 meter; validate object sizes with real-world measurements
- Prefer large, high-contrast UI and consider reachable placement based on arm length
- Use hand tracking for social/casual interactions and controllers for precision and action
Example use cases
- Porting a prototype to Quest: reduce draw calls, simplify shaders, implement teleport and vignette
- Building a browser AR demo: use WebXR, calibrate height, rely on occlusion and shadows for grounding
- Designing an action VR game: keep strict 11ms frame budget, use controller-based grab and throw
- Creating an enterprise AR utility: target HoloLens, emphasize stable occlusion and precise spatial anchors
FAQ
Locomotion mismatch — moving the camera without matching player vestibular cues. Use teleport, snap turns, or gradual acceleration to mitigate it.
How strict must I be about frame time?
Very strict: at 90 FPS you have ~11.11ms per frame. Single dropped frames cause visible judder, so optimize CPU/GPU pipelines and budget features accordingly.