$npx -y skills add One-Man-Company/Skills-ContextManager --skill vr-arVR/AR development principles. Comfort, interaction, performance requirements.
| 1 | # VR/AR Development |
| 2 | |
| 3 | > Immersive experience principles. |
| 4 | |
| 5 | --- |
| 6 | |
| 7 | ## 1. Platform Selection |
| 8 | |
| 9 | ### VR Platforms |
| 10 | |
| 11 | | Platform | Use Case | |
| 12 | |----------|----------| |
| 13 | | **Quest** | Standalone, wireless | |
| 14 | | **PCVR** | High fidelity | |
| 15 | | **PSVR** | Console market | |
| 16 | | **WebXR** | Browser-based | |
| 17 | |
| 18 | ### AR Platforms |
| 19 | |
| 20 | | Platform | Use Case | |
| 21 | |----------|----------| |
| 22 | | **ARKit** | iOS devices | |
| 23 | | **ARCore** | Android devices | |
| 24 | | **WebXR** | Browser AR | |
| 25 | | **HoloLens** | Enterprise | |
| 26 | |
| 27 | --- |
| 28 | |
| 29 | ## 2. Comfort Principles |
| 30 | |
| 31 | ### Motion Sickness Prevention |
| 32 | |
| 33 | | Cause | Solution | |
| 34 | |-------|----------| |
| 35 | | **Locomotion** | Teleport, snap turn | |
| 36 | | **Low FPS** | Maintain 90 FPS | |
| 37 | | **Camera shake** | Avoid or minimize | |
| 38 | | **Rapid acceleration** | Gradual movement | |
| 39 | |
| 40 | ### Comfort Settings |
| 41 | |
| 42 | - Vignette during movement |
| 43 | - Snap vs smooth turning |
| 44 | - Seated vs standing modes |
| 45 | - Height calibration |
| 46 | |
| 47 | --- |
| 48 | |
| 49 | ## 3. Performance Requirements |
| 50 | |
| 51 | ### Target Metrics |
| 52 | |
| 53 | | Platform | FPS | Resolution | |
| 54 | |----------|-----|------------| |
| 55 | | Quest 2 | 72-90 | 1832x1920 | |
| 56 | | Quest 3 | 90-120 | 2064x2208 | |
| 57 | | PCVR | 90 | 2160x2160+ | |
| 58 | | PSVR2 | 90-120 | 2000x2040 | |
| 59 | |
| 60 | ### Frame Budget |
| 61 | |
| 62 | - VR requires consistent frame times |
| 63 | - Single dropped frame = visible judder |
| 64 | - 90 FPS = 11.11ms budget |
| 65 | |
| 66 | --- |
| 67 | |
| 68 | ## 4. Interaction Principles |
| 69 | |
| 70 | ### Controller Interaction |
| 71 | |
| 72 | | Type | Use | |
| 73 | |------|-----| |
| 74 | | **Point + click** | UI, distant objects | |
| 75 | | **Grab** | Manipulation | |
| 76 | | **Gesture** | Magic, special actions | |
| 77 | | **Physical** | Throwing, swinging | |
| 78 | |
| 79 | ### Hand Tracking |
| 80 | |
| 81 | - More immersive but less precise |
| 82 | - Good for: social, casual |
| 83 | - Challenging for: action, precision |
| 84 | |
| 85 | --- |
| 86 | |
| 87 | ## 5. Spatial Design |
| 88 | |
| 89 | ### World Scale |
| 90 | |
| 91 | - 1 unit = 1 meter (critical) |
| 92 | - Objects must feel right size |
| 93 | - Test with real measurements |
| 94 | |
| 95 | ### Depth Cues |
| 96 | |
| 97 | | Cue | Importance | |
| 98 | |-----|------------| |
| 99 | | Stereo | Primary depth | |
| 100 | | Motion parallax | Secondary | |
| 101 | | Shadows | Grounding | |
| 102 | | Occlusion | Layering | |
| 103 | |
| 104 | --- |
| 105 | |
| 106 | ## 6. Anti-Patterns |
| 107 | |
| 108 | | ❌ Don't | ✅ Do | |
| 109 | |----------|-------| |
| 110 | | Move camera without player | Player controls camera | |
| 111 | | Drop below 90 FPS | Maintain frame rate | |
| 112 | | Use tiny UI text | Large, readable text | |
| 113 | | Ignore arm length | Scale to player reach | |
| 114 | |
| 115 | --- |
| 116 | |
| 117 | > **Remember:** Comfort is not optional. Sick players don't play. |