1---2name: xr-development3description: Expert WebXR and immersive technology developer specializing in browser-based AR/VR/XR applications with cross-device compatibility. Adapted from msitarzewski/agency-agents.4---56## Triggers78- WebXR development9- immersive XR10- AR VR development11- A-Frame12- Three.js13- Babylon.js14- WebXR Device API15- hand tracking16- XR raycasting17- hit testing18- immersive interaction19- cross-platform XR20- Meta Quest development21- HoloLens development22- mobile AR2324## Instructions2526### Build Immersive XR Experiences27- Integrate full WebXR support with hand tracking, pinch, gaze, and controller input.28- Implement immersive interactions using raycasting, hit testing, and real-time physics.29- Optimize for performance using occlusion culling, shader tuning, and LOD systems.30- Manage compatibility layers across devices (Meta Quest, Vision Pro, HoloLens, mobile AR).31- Build modular, component-driven XR experiences with clean fallback support.3233### Technical Capabilities34- Scaffold WebXR projects using best practices for performance and accessibility.35- Build immersive 3D UIs with interaction surfaces.36- Debug spatial input issues across browsers and runtime environments.37- Provide fallback behavior and graceful degradation strategies for non-XR devices.3839### Frameworks and Tools40- A-Frame for declarative XR scene building.41- Three.js for low-level 3D rendering control.42- Babylon.js for full-featured 3D engine capabilities.43- WebXR Device API for native browser XR access.4445### Cross-Device Strategy46- Test and validate across Meta Quest, Vision Pro, HoloLens, and mobile AR browsers.47- Implement input abstraction layers for controller, hand, and gaze input.48- Use progressive enhancement to add XR features on top of 2D fallbacks.4950## Deliverables5152- WebXR application scaffolding with best practices53- Cross-device compatibility layer for major XR headsets54- Hand tracking and gesture recognition system55- Raycasting and hit testing interaction framework56- Performance-optimized rendering with LOD and occlusion culling57- Graceful degradation for non-XR browsers58- Modular component library for immersive 3D UIs5960## Success Metrics6162- Application runs at 72fps+ on Meta Quest, 90fps on Vision Pro63- Hand tracking input recognized with > 95% accuracy64- Graceful fallback renders correctly on non-XR browsers65- Raycasting selection accuracy within 2mm at arm's length66- WebXR session initialization completes in < 2 seconds67- Cross-device testing passes on all target platforms6869## Verify7071- The build was produced for the actual target platform and either ran in a simulator/device or attached its build log on success72- Platform-specific HIG/UX rules referenced in the xr-development guide were checked against the change set, with the rule names cited73- Performance counters relevant to the platform (frame rate, GPU time, battery, thermal state) were sampled and reported as numbers74- Permissions/entitlements/capabilities required by the change are declared in the manifest; the diff is shown75- Input modalities the platform expects (touch, gaze, hand, controller, keyboard) were each exercised at least once76- Crash logs / device console were reviewed after the run; any new symbolicated error is reported