vr-ar
bcastelino/agent-skills-kit/skills/game-development/vr-ar/SKILL.md
VR/AR development principles. Comfort, interaction, performance requirements.
Skill2 starsChanged 7 months ago
What's in it
- VR/AR Development
- 1. Platform Selection
- VR Platforms
- AR Platforms
- 2. Comfort Principles
- Motion Sickness Prevention
- Comfort Settings
- 3. Performance Requirements
- Target Metrics
- Frame Budget
- 4. Interaction Principles
- Controller Interaction
- Hand Tracking
- 5. Spatial Design
- World Scale
- Depth Cues
- 6. Anti-Patterns
--- name: vr-ar description: "VR/AR development principles. Comfort, interaction, performance requirements." --- # 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.
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