Vr Ar

by davila78da17d671b6fNo license32K starsListed Oct 8, 2026Updated Oct 8, 2026Repository updated today

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

Instructions onlyDesign & Creative
AI-generated overview

Reference guidance for VR/AR development covering platforms, comfort, performance, interaction and spatial design.

What it does
This skill provides reference principles for building VR and AR experiences. It lists platform options such as Quest, PCVR, PSVR, WebXR, ARKit, ARCore and HoloLens, and gives comfort guidance on motion sickness, locomotion and comfort settings. It also states performance targets (frame rates, resolutions, frame budgets), interaction patterns, spatial design rules and common anti-patterns. It is instructions only and produces no files or code.
When to use it
Use it when planning or reviewing a VR or AR project and needing baseline guidance on platform choice, comfort, frame-rate targets, interaction or spatial scale. It suits early design decisions and design reviews rather than implementation work.
Requirements
No tools, packages or credentials are required; it is a text-only reference document with no scripts.

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 and attribution

Source:davila7/claude-code-templatesincli-tool/components/skills/creative-design/game-development/vr-arat commit8da17d6

License: No license

Content belongs to its original authors. SourceWeft indexes it from a public repository.

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