Smithery Logo
MCPsSkillsDocsPricing
Login
Smithery Logo

Accelerating the Agent Economy

Resources

DocumentationPrivacy PolicySystem Status

Company

PricingAboutBlog

Connect

© 2026 Smithery. All rights reserved.

    gensart-projs

    vr-ar

    gensart-projs/vr-ar
    Design
    1 installs

    About

    SKILL.md

    Install

    Install via Skills CLI

    or add to your agent
    • Claude Code
      Claude Code
    • Codex
      Codex
    • OpenClaw
      OpenClaw
    • Cursor
      Cursor
    • Amp
      Amp
    • GitHub Copilot
      GitHub Copilot
    • Gemini CLI
      Gemini CLI
    • Kilo Code
      Kilo Code
    • Junie
      Junie
    • Replit
      Replit
    • Windsurf
      Windsurf
    • Cline
      Cline
    • Continue
      Continue
    • OpenCode
      OpenCode
    • OpenHands
      OpenHands
    • Roo Code
      Roo Code
    • Augment
      Augment
    • Goose
      Goose
    • Trae
      Trae
    • Zencoder
      Zencoder
    • Antigravity
      Antigravity
    ├─
    ├─
    └─

    About

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

    SKILL.md

    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.

    Recommended Servers
    Astro Docs
    Astro Docs
    Svelte
    Svelte
    Microsoft Learn MCP
    Microsoft Learn MCP
    Repository
    gensart-projs/cp-kit
    Files