KS
Killer-Skills

vr-ar — Categories.community

v1.0.0
GitHub

About this Skill

Perfect for Immersive Experience Agents needing advanced VR/AR development capabilities with platforms like Quest, PCVR, and WebXR. Tool for converting Agent, Skill and Workfows configurations from Antigravity IDE to a format compatible with IDEs (GitHub Copilot, Cursor,..) and CLIs (Kiro, OpenCode,..).

HaoNgo232 HaoNgo232
[0]
[0]
Updated: 3/4/2026

Quality Score

Top 5%
26
Excellent
Based on code quality & docs
Installation
SYS Universal Install (Auto-Detect)
Cursor IDE Windsurf IDE VS Code IDE
> npx killer-skills add HaoNgo232/agent-bridge-kit/vr-ar

Agent Capability Analysis

The vr-ar MCP Server by HaoNgo232 is an open-source Categories.community integration for Claude and other AI agents, enabling seamless task automation and capability expansion.

Ideal Agent Persona

Perfect for Immersive Experience Agents needing advanced VR/AR development capabilities with platforms like Quest, PCVR, and WebXR.

Core Value

Empowers agents to create immersive experiences using VR platforms like Quest for standalone wireless experiences and PCVR for high-fidelity applications, while also leveraging AR platforms such as ARKit for iOS devices and WebXR for browser-based AR, facilitating the development of cross-platform immersive applications.

Capabilities Granted for vr-ar MCP Server

Developing standalone VR applications for Quest
Creating high-fidelity PCVR experiences
Designing browser-based AR experiences with WebXR

! Prerequisites & Limits

  • Requires specific platform SDKs (e.g., ARKit, ARCore)
  • Platform-dependent development constraints (e.g., Quest, PCVR, PSVR)
Project
SKILL.md
2.2 KB
.cursorrules
1.2 KB
package.json
240 B
Ready
UTF-8

# Tags

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SKILL.md
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VR/AR Development

Immersive experience principles.


1. Platform Selection

VR Platforms

PlatformUse Case
QuestStandalone, wireless
PCVRHigh fidelity
PSVRConsole market
WebXRBrowser-based

AR Platforms

PlatformUse Case
ARKitiOS devices
ARCoreAndroid devices
WebXRBrowser AR
HoloLensEnterprise

2. Comfort Principles

Motion Sickness Prevention

CauseSolution
LocomotionTeleport, snap turn
Low FPSMaintain 90 FPS
Camera shakeAvoid or minimize
Rapid accelerationGradual movement

Comfort Settings

  • Vignette during movement
  • Snap vs smooth turning
  • Seated vs standing modes
  • Height calibration

3. Performance Requirements

Target Metrics

PlatformFPSResolution
Quest 272-901832x1920
Quest 390-1202064x2208
PCVR902160x2160+
PSVR290-1202000x2040

Frame Budget

  • VR requires consistent frame times
  • Single dropped frame = visible judder
  • 90 FPS = 11.11ms budget

4. Interaction Principles

Controller Interaction

TypeUse
Point + clickUI, distant objects
GrabManipulation
GestureMagic, special actions
PhysicalThrowing, swinging

Hand Tracking

  • More immersive but less precise
  • Good for: social, casual
  • Challenging for: action, precision

5. Spatial Design

World Scale

  • 1 unit = 1 meter (critical)
  • Objects must feel right size
  • Test with real measurements

Depth Cues

CueImportance
StereoPrimary depth
Motion parallaxSecondary
ShadowsGrounding
OcclusionLayering

6. Anti-Patterns

❌ Don't✅ Do
Move camera without playerPlayer controls camera
Drop below 90 FPSMaintain frame rate
Use tiny UI textLarge, readable text
Ignore arm lengthScale to player reach

Remember: Comfort is not optional. Sick players don't play.

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