# Vr Ar

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

- Skill: `yunaamelia/vr-ar` (Agent Skill)
- Install (CLI): `npx skillmds add yunaamelia/vr-ar`
- Raw SKILL.md: https://api.skillmd.com/api/skills/yunaamelia/vr-ar/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: AI & ML
- Author: yunaamelia (https://skillmd.com/u/yunaamelia)
- Updated: 2026-09-10
- Page: https://skillmd.com/skills/yunaamelia/vr-ar

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# 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.

