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vr-ar

VR/AR development principles. Comfort, interaction, performance requirements.

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Download vodailocz-kilo-kit-mcp-skills_games_vr-ar-0448e6c.zip · 1 KB
Part of vodailocz/kilo-kit-mcp — 142 skills

Install

skills CLI npx skills add https://github.com/VoDaiLocz/kilo-kit-mcp/tree/main/skills/games/vr-ar
Claude Code claude plugin marketplace add https://llmmart.ai/marketplace.json && claude plugin install vodailocz-kilo-kit-mcp@llmmart
Git git clone https://github.com/VoDaiLocz/kilo-kit-mcp.git

The skills CLI installs just this skill, for any of its supported agents. Claude Code installs the whole vodailocz/kilo-kit-mcp collection as a plugin from our marketplace. Git is the plain clone.

Skill manifest

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.

Files (kilo-kit-mcp)
  • SKILL.md 2.3 KB
    ---
    name: vr-ar
    description: VR/AR development principles. Comfort, interaction, performance requirements.
    allowed-tools: Read, Write, Edit, Glob, Grep
    ---
    
    # 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.
    

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