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antigravity-skills-reference/skills/game-development/vr-ar/SKILL.md
sck_0 aa71e76eb9 chore: release 6.5.0 - Community & Experience
- Add date_added to all 950+ skills for complete tracking
- Update version to 6.5.0 in package.json and README
- Regenerate all indexes and catalog
- Sync all generated files

Features from merged PR #150:
- Stars/Upvotes system for community-driven discovery
- Auto-update mechanism via START_APP.bat
- Interactive Prompt Builder
- Date tracking badges
- Smart auto-categorization

All skills validated and indexed.

Made-with: Cursor
2026-02-27 09:19:41 +01:00

2.4 KiB

name, description, risk, source, date_added
name description risk source date_added
vr-ar VR/AR development principles. Comfort, interaction, performance requirements. unknown community 2026-02-27

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.