VR/AR development principles. Comfort, interaction, performance requirements.
56
43%
Does it follow best practices?
Impact
Pending
No eval scenarios have been run
Passed
No known issues
Optimize this skill with Tessl
npx tessl skill review --optimize ./.agent/skills/game-development/vr-ar/SKILL.mdImmersive experience principles.
| Platform | Use Case |
|---|---|
| Quest | Standalone, wireless |
| PCVR | High fidelity |
| PSVR | Console market |
| WebXR | Browser-based |
| Platform | Use Case |
|---|---|
| ARKit | iOS devices |
| ARCore | Android devices |
| WebXR | Browser AR |
| HoloLens | Enterprise |
| Cause | Solution |
|---|---|
| Locomotion | Teleport, snap turn |
| Low FPS | Maintain 90 FPS |
| Camera shake | Avoid or minimize |
| Rapid acceleration | Gradual movement |
| Platform | FPS | Resolution |
|---|---|---|
| Quest 2 | 72-90 | 1832x1920 |
| Quest 3 | 90-120 | 2064x2208 |
| PCVR | 90 | 2160x2160+ |
| PSVR2 | 90-120 | 2000x2040 |
| Type | Use |
|---|---|
| Point + click | UI, distant objects |
| Grab | Manipulation |
| Gesture | Magic, special actions |
| Physical | Throwing, swinging |
| Cue | Importance |
|---|---|
| Stereo | Primary depth |
| Motion parallax | Secondary |
| Shadows | Grounding |
| Occlusion | Layering |
| ❌ 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.
7114206
If you maintain this skill, you can claim it as your own. Once claimed, you can manage eval scenarios, bundle related skills, attach documentation or rules, and ensure cross-agent compatibility.