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vr-ar

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

40

Quality

40%

Does it follow best practices?

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SecuritybySnyk

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tessl review fix ./skills/game-development/vr-ar/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Content

43%Scale 1-5

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

This skill reads as a concise reference card of VR/AR development principles rather than an actionable skill. While the table-based format is efficient and scannable, the content lacks any executable guidance—no code, no commands, no step-by-step workflows. It tells Claude what matters in VR/AR development but not how to actually implement anything.

Suggestions

Add concrete, executable code examples for at least one platform (e.g., a Unity/C# snippet for setting up teleport locomotion, or a WebXR JavaScript example for basic scene setup).

Define a clear workflow for a common VR/AR development task, such as setting up a new project, implementing comfort settings, or optimizing for target frame rates, with explicit validation steps.

Replace the generic 'When to Use' section with specific trigger conditions (e.g., 'Use when building immersive 3D experiences targeting head-mounted displays or AR-capable devices').

Add links or references to deeper implementation guides for specific platforms or interaction patterns rather than keeping everything at the overview level.

DimensionReasoningScore

Conciseness

The content is well-organized with tables that convey information efficiently. Minor verbosity in some areas (e.g., the 'When to Use' section is meaningless filler, and some table entries could be tighter), but overall it respects token budget and doesn't over-explain concepts Claude already knows.

4 / 5

Actionability

The skill provides high-level principles and categorizations but lacks any concrete, executable guidance. There are no code examples, no specific commands, no implementation steps—just descriptive tables of platforms, metrics, and interaction types. Claude would need to infer all actual implementation details.

2 / 5

Workflow Clarity

There is no workflow or sequenced process described. The content is a reference sheet of principles and categories rather than a guide for performing any specific task. There are no steps, no validation checkpoints, and no clear process to follow when building a VR/AR experience.

2 / 5

Progressive Disclosure

The content is reasonably structured with clear sections and tables, making it easy to scan. However, there are no references to external files for deeper dives on any topic, and some sections (like performance requirements or interaction design) could benefit from linking to more detailed guides. For a standalone skill with no bundle, the internal organization is decent but not exemplary.

3 / 5

Total

11

/

20

Passed

Description

36%Scale 1-5

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

This description is too terse and abstract to effectively guide skill selection. It names the VR/AR domain but fails to specify concrete actions, lacks a 'when to use' clause, and uses vague category labels instead of actionable capabilities. It would benefit significantly from listing specific tasks and adding explicit trigger guidance.

Suggestions

Add a 'Use when...' clause with trigger terms like 'VR', 'AR', 'virtual reality', 'augmented reality', 'XR', 'headset', 'immersive experience', 'motion sickness'.

Replace abstract categories ('comfort, interaction, performance requirements') with concrete actions such as 'design comfortable locomotion systems, implement hand-tracking interactions, optimize frame rates for 90fps targets, reduce motion sickness triggers'.

Include common synonyms and related terms like 'mixed reality', 'spatial computing', 'Quest', 'HoloLens', 'Unity XR', 'OpenXR' to improve trigger term coverage.

DimensionReasoningScore

Specificity

Names the domain (VR/AR development) but actions are minimal and generic. 'Comfort, interaction, performance requirements' are abstract categories, not concrete actions like 'optimize frame rates' or 'design hand-tracking interactions'.

2 / 5

Completeness

Has a vague 'what' (VR/AR development principles covering comfort, interaction, performance) but completely lacks any 'when' clause or trigger guidance. The absence of a 'Use when...' clause caps this at 3, and the vague 'what' brings it down to 2.

2 / 5

Trigger Term Quality

Includes 'VR/AR' which users would naturally say, but misses common synonyms and related terms like 'virtual reality', 'augmented reality', 'mixed reality', 'XR', 'headset', 'immersive', 'Unity', 'Unreal', or specific hardware names.

3 / 5

Distinctiveness Conflict Risk

VR/AR is a somewhat specific domain, which helps distinguish it from general development skills. However, 'interaction' and 'performance requirements' are broad enough to overlap with game development, UI/UX, or general software performance skills.

3 / 5

Total

10

/

20

Passed

Validation

90%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation10 / 11 Passed

Validation for skill structure

CriteriaDescriptionResult

frontmatter_unknown_keys

Unknown frontmatter key(s) found; consider removing or moving to metadata

Warning

Total

10

/

11

Passed

Repository
administrakt0r/AI-Agents-Safe-Coding-Skills
Reviewed

Table of Contents

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