vr-ar
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SKILL.md
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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.
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
- Step 1: Pick your platform (Quest, PCVR, WebXR, ARKit/ARCore, HoloLens) and set initial comfort and performance goals
- Step 2: Implement comfort features (vignette, teleport/snap turn, 90 FPS) and plan depth cues
- 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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