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vr-ar

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SKILL.md
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VR/AR Development

Immersive experience principles.


1. Platform Selection

VR Platforms

PlatformUse Case
QuestStandalone, wireless
PCVRHigh fidelity
PSVRConsole market
WebXRBrowser-based

AR Platforms

PlatformUse Case
ARKitiOS devices
ARCoreAndroid devices
WebXRBrowser AR
HoloLensEnterprise

2. Comfort Principles

Motion Sickness Prevention

CauseSolution
LocomotionTeleport, snap turn
Low FPSMaintain 90 FPS
Camera shakeAvoid or minimize
Rapid accelerationGradual movement

Comfort Settings

  • Vignette during movement
  • Snap vs smooth turning
  • Seated vs standing modes
  • Height calibration

3. Performance Requirements

Target Metrics

PlatformFPSResolution
Quest 272-901832x1920
Quest 390-1202064x2208
PCVR902160x2160+
PSVR290-1202000x2040

Frame Budget

  • VR requires consistent frame times
  • Single dropped frame = visible judder
  • 90 FPS = 11.11ms budget

4. Interaction Principles

Controller Interaction

TypeUse
Point + clickUI, distant objects
GrabManipulation
GestureMagic, special actions
PhysicalThrowing, 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

CueImportance
StereoPrimary depth
Motion parallaxSecondary
ShadowsGrounding
OcclusionLayering

6. Anti-Patterns

❌ Don't✅ Do
Move camera without playerPlayer controls camera
Drop below 90 FPSMaintain frame rate
Use tiny UI textLarge, readable text
Ignore arm lengthScale to player reach

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

Source

git clone https://github.com/vudovn/antigravity-kit/blob/main/.agent/skills/game-development/vr-ar/SKILL.mdView on GitHub

Overview

This skill covers VR/AR development principles spanning platform selection, comfort and motion, performance targets, interaction methods, and spatial design. It explains how to design for different devices (Quest, PCVR, PSVR, WebXR, ARKit/ARCore, HoloLens) while keeping users comfortable and immersive.

How This Skill Works

The guide outlines platform choice, defines comfort and performance requirements, and prescribes interaction models (controller, hand tracking). It also describes anti-patterns and design cues like world scale and depth cues to create believable experiences.

When to Use It

  • Selecting the right VR/AR platform (Quest, PCVR, PSVR, WebXR, ARKit/ARCore, HoloLens) for your project
  • Designing locomotion to prevent motion sickness (teleport, snap turns, gradual movement)
  • Setting platform-specific performance targets (FPS and resolution) to avoid judder
  • Choosing interaction methods (point-click, grab, gesture, hand tracking) for the task
  • Refining spatial design with proper world scale, depth cues, and occlusion

Quick Start

  1. Step 1: Pick your platform (Quest, PCVR, WebXR, ARKit/ARCore, HoloLens) and set initial comfort and performance goals
  2. Step 2: Implement comfort features (vignette, teleport/snap turn, 90 FPS) and plan depth cues
  3. Step 3: Define world scale (1 unit = 1 meter) and enable appropriate interaction method (controller or hand tracking)

Best Practices

  • Use teleport or snap turning to minimize motion sickness
  • Maintain 90 FPS on most headsets to avoid stutter
  • Keep world scale at 1 unit = 1 meter and verify with real measurements
  • Prefer large, readable UI text and legible UI placement
  • Scale UI and reach to match player arm length and comfort

Example Use Cases

  • A Quest-only standalone app with teleport locomotion and hand-tracking UI
  • A PCVR title prioritizing high fidelity visuals at 90 FPS
  • A WebXR AR experience delivered in-browser with depth cues
  • An ARKit/ARCore app focusing on comfortable movement and seated/standing modes
  • A HoloLens enterprise app emphasizing arm-length interactions and anchored objects

Frequently Asked Questions

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