Xr Standards

Virtual, augmented and mixed reality engineering where comfort, latency and biometric privacy are hard requirements. Use when building with OpenXR (xrCreateInstance, XrSession, XrSpace, xrWaitFrame/xrBeginFrame/xrEndFrame, XR_KHR_composition_layer_depth, XR_EXT_hand_tracking, XR_EXT_eye_gaze_interaction, XR_EXT_plane_detection, XR_EXT_spatial_anchor, vendor XR_FB_/XR_META_/XR_ANDROID_ extensions), Unity XR Interaction Toolkit and OpenXR plugin, Unreal VR templates and OpenXR runtime, Godot XR, or WebXR (navigator.xr, requestSession("immersive-vr"/"immersive-ar"), XRReferenceSpace, hit-test and anchors), motion-to-photon latency, reprojection, timewarp, Application SpaceWarp and stale frames, headset refresh rates and per-frame budget on standalone hardware, locomotion, teleport, snap turn, vignette and simulator sickness, room-scale guardian and boundary, seated versus standing play, hand tracking versus controllers, raycast interaction, gaze and pinch, passthrough and scene understanding, spatial anchors and

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npx skillmds@latest add serialexperimentslainnnn/xr-standards