Agent Skillsvudovn/ag-kit › vr-ar

vr-ar

GitHub

提供VR/AR开发的核心原则,涵盖平台选型、防晕动症舒适度设计、性能指标要求、交互方式及空间场景构建规范,旨在指导沉浸式体验的高效与舒适开发。

.agents/skills/game-development/vr-ar/SKILL.md vudovn/ag-kit

Trigger Scenarios

VR应用开发咨询 AR功能实现方案 降低VR眩晕感 优化VR帧率性能

Install

npx skills add vudovn/ag-kit --skill vr-ar -g -y
More Options

Non-standard path

npx skills add https://github.com/vudovn/ag-kit/tree/main/.agents/skills/game-development/vr-ar -g -y

Use without installing

npx skills use vudovn/ag-kit@vr-ar

指定 Agent (Claude Code)

npx skills add vudovn/ag-kit --skill vr-ar -a claude-code -g -y

安装 repo 全部 skill

npx skills add vudovn/ag-kit --all -g -y

预览 repo 内 skill

npx skills add vudovn/ag-kit --list

SKILL.md

Frontmatter
{
    "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.

Version History

  • 211561c Current 2026-08-20 11:38

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Metadata

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Version
211561c
Hash
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Indexed
2026-08-20 11:38

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