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vr-ar

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

52

Quality

58%

Does it follow best practices?

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SecuritybySnyk

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

Quality

Content

68%Weight 40%Scale 1-5

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

The body is a token-efficient, well-structured reference guide that excels at conciseness and organization. Its weakness is actionability and workflow clarity: it states principles and targets but rarely provides the concrete steps, code, or sequenced process needed to execute them.

Suggestions

Add concrete implementation guidance for the key directives, e.g. code snippets or specific techniques for maintaining 90 FPS and implementing teleport/snap-turn locomotion.

Provide a short sequenced workflow with checkpoints for a common task, e.g. comfort review -> performance budget -> interaction tuning -> playtest validation.

For the densest reference material (per-platform FPS/resolution tables), consider splitting into a referenced file so the SKILL.md overview stays lean while keeping detail one level deep.

DimensionReasoningScore

Conciseness

The body is lean and table/bullet driven with no padding or explanations of basic VR concepts; every line ('1 unit = 1 meter (critical)', '90 FPS = 11.11ms budget') earns its place and assumes Claude's competence.

5 / 5

Actionability

It provides concrete reference data (90 FPS, 11.11ms budget, per-platform resolutions, teleport/snap-turn solutions) but mostly describes what matters rather than how to achieve it, with no executable code, commands, or implementation steps.

3 / 5

Workflow Clarity

Sections are organized topically (platforms -> comfort -> performance -> interaction -> spatial -> anti-patterns) but there is no sequenced multi-step workflow or validation checkpoints; no destructive or batch operations are present so no cap applies.

3 / 5

Progressive Disclosure

The skill is self-contained with well-organized, clearly labeled section headers and no nested references; at ~110 lines it exceeds the under-50-line simple-skill exception, and a few dense tables (platform/performance specs) could arguably be split into reference files, keeping it just below a 5.

4 / 5

Total

15

/

20

Passed

Description

48%Weight 40%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.

The description identifies a clear domain and three relevant topic areas but stops short of stating concrete actions or any explicit trigger ('Use when...') guidance, capping completeness and trigger quality. It is reasonably distinct but would benefit from sharper, action-oriented phrasing.

Suggestions

Add an explicit 'Use when...' clause naming trigger situations, e.g. 'Use when building VR/AR apps, reducing motion sickness, or hitting frame-rate targets.'

Replace topic nouns with concrete action verbs, e.g. 'Optimize frame rates, prevent motion sickness, design comfort settings, tune spatial scale.'

Broaden trigger-term coverage with natural synonyms users say: 'virtual reality', 'augmented reality', 'XR', 'Quest', 'motion sickness', 'frame rate'.

DimensionReasoningScore

Specificity

The description names the domain ('VR/AR development principles') and three topic areas ('Comfort, interaction, performance requirements'), but these are category nouns rather than concrete actions; it does not list specific capabilities like 'optimize frame rates' or 'prevent motion sickness'.

2 / 5

Completeness

It gives a clear 'what' (VR/AR development principles across comfort, interaction, performance) but provides no 'Use when...' clause or equivalent trigger guidance, which caps completeness at 3 per the rubric guidelines.

3 / 5

Trigger Term Quality

It includes relevant terms a user might say ('VR/AR', 'comfort', 'interaction', 'performance') but misses common variations and synonyms such as 'virtual reality', 'augmented reality', 'XR', 'motion sickness', 'frame rate', or 'Quest'.

3 / 5

Distinctiveness Conflict Risk

VR/AR is a fairly distinct niche with minimal conflict risk against unrelated skills, though the broad phrase 'development principles' leaves minor overlap with general game-dev or graphics skills, keeping it just below a 5.

4 / 5

Total

12

/

20

Passed

Validation

93%

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

Validation15 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

allowed_tools_field

'allowed-tools' contains unusual tool name(s)

Warning

Total

15

/

16

Passed

Repository
vudovn/ag-kit
Reviewed

Table of Contents

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