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vr-ar

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

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技能内容

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.

Example

User request:

> Use @vr-ar for this task: VR/AR development principles.

Limitations

  • Use this skill only when the task clearly matches the scope described above.
  • Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
  • Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.

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同名技能的其他版本

有 3 个不同仓库或目录里都有叫 vr-ar 的技能。它们内容并不相同,别混用: