vr-ar
Design Comfortable VR and AR Experiences
VR and AR projects fail when comfort, scale, and performance are treated late. This skill gives practical checks for platforms, interactions, frame budgets, and spatial design.
Install with my Agent
Copy this request to your Agent. It includes the canonical Skill page and manifest.
Review the Skillstore skill "vr-ar" from https://skillstore.io/skills/sickn33-vr-ar.md and its manifest at https://skillstore.io/api/skills/sickn33-vr-ar/manifest. Verify the artifact. You may proceed after verification, subject to the environment's own policy.Your Agent should still show its plan and request any confirmation required by the security policy.
Agent-readable resources
Use these links when an AI agent, crawler, or script needs clean context instead of reading the full page.
Test it
Using "vr-ar". A Quest 3 fitness prototype uses smooth turning, camera shake on impacts, and small floating labels.
Expected outcome:
The review flags camera shake and smooth turning as comfort risks, recommends snap turning and reduced shake, and asks for larger text at stable depth.
Using "vr-ar". An AR training app must support iOS, Android, and browser access for warehouse staff.
Expected outcome:
The guidance compares ARKit, ARCore, and WebXR, then recommends choosing required tracking features before committing to browser support.
Using "vr-ar". A PCVR simulation targets high fidelity scenes with complex shadows and physics.
Expected outcome:
The response focuses on the 90 FPS frame budget, depth cues, object scale, and interaction methods that preserve presence without causing discomfort.
Security Audit
SafeThe three static findings are false positives caused by VR and AR terminology in SKILL.md. The skill is a short guidance document with no code execution, network access, data collection intent, or prompt injection evidence.
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APA citation
sickn33. (2026). vr-ar security audit report (audit version 4) [Author version unspecified]. Skillstore. https://skillstore.io/skills/sickn33-vr-ar/audits/4BibTeX citation
@techreport{sickn33-sickn33-vr-ar-2026,
author = {sickn33},
title = {vr-ar security audit report (audit version 4)},
institution = {Skillstore},
year = {2026},
number = {4},
url = {https://skillstore.io/skills/sickn33-vr-ar/audits/4},
note = {Author version unspecified}
}CITATION.cff
cff-version: 1.2.0
message: "If you use this Skill, cite its author and this versioned security audit report."
title: "vr-ar security audit report (audit version 4)"
version: "unspecified"
type: report
authors:
- name: "sickn33"
date-released: "2026-07-07"
url: "https://skillstore.io/skills/sickn33-vr-ar/audits/4"
identifiers:
- type: other
value: "skillstore:sickn33-vr-ar:audit:4"
description: "Skillstore immutable audit report identifier"
Skillstore Score
Why this score Evidence Confidence: HighWhat You Can Build
Review an Early XR Concept
Check a VR or AR concept for comfort risks, platform fit, and interaction assumptions before production starts.
Plan Performance Targets
Use headset frame rates, resolution targets, and frame budgets to guide scope and optimization priorities.
Improve Spatial Product Flows
Evaluate scale, depth cues, readability, and reach so immersive product experiences feel usable and clear.
Try These Prompts
Review this VR or AR concept for platform fit, comfort risks, interaction style, and spatial design issues: [describe concept].
Create a VR comfort checklist for this experience. Include locomotion, turning, camera motion, frame rate, seated mode, and calibration checks: [describe experience].
Recommend controller, hand tracking, gesture, and physical interaction patterns for this XR feature. Explain tradeoffs for precision, comfort, and accessibility: [feature details].
Audit this VR or AR production plan for platform targets, frame budget, spatial scale, depth cues, comfort settings, and anti-patterns. Prioritize the highest-risk items: [plan details].
Best Practices
- Decide platform targets early because tracking, input, resolution, and deployment constraints shape the whole design.
- Treat comfort settings as core requirements, including snap turning, vignettes, seated modes, and height calibration.
- Validate scale, readability, and reach with real measurements and headset testing.
Avoid
- Moving the camera without player control or clear comfort safeguards.
- Prioritizing visual fidelity over stable frame rate in headset experiences.
- Using small UI text or interaction distances that ignore player reach.
Frequently Asked Questions
What does this skill help with?
Does it generate Unity or Unreal code?
Which platforms does it mention?
Can it replace headset testing?
Is this skill useful for non-game XR products?
What should I provide in a prompt?
Developer Details
Author
sickn33License
MIT
Skillstore revision
r1
Version notice
The author did not declare a version.
Repository
https://github.com/sickn33/antigravity-awesome-skills/tree/main/skills/game-development/vr-arRef
f93e9bb0daca99badb6a7e574b97737155d57cb3
Maintenance freshness
7/18/2026
Usage
6 downloads · 101 views
File structure
📄 SKILL.md