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Vr Ar

skill-bcastelino-agent-skills-kit-vr-ar · by bcastelino

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

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Install

$ agentstack add skill-bcastelino-agent-skills-kit-vr-ar

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Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

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About

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.

When to Use

This skill is applicable to execute the workflow or actions described in the overview.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.