vr-ar

vr-ar is a skill for Claude Code from bcastelino/agent-skills-kit. It costs 16 tokens per session (614 once invoked), scanned A, a copy of vr-ar, MIT.

A guide to developing virtual-reality and augmented-reality experiences, covering platform choices, user comfort, performance, and interaction design.

In plain words
What is it for?
Use it when selecting platforms such as Quest, PCVR, ARKit, ARCore, or WebXR, and when designing movement, turning, frame rates, resolution, and controller interactions.
Why use it?
It helps prevent motion sickness, visible judder, and unsuitable platform or interaction choices by defining practical constraints for immersive applications.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the game-development plugin — 11 skills shipped together

Good fit Use it when selecting platforms such as Quest, PCVR, ARKit, ARCore, or WebXR, and when designing movement, turning, frame rates, resolution, and controller interactions.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/bcastelino/agent-skills-kit/vr-ar
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add bcastelino/agent-skills-kit --skill vr-ar
Clone the repo
git clone --depth 1 https://github.com/bcastelino/agent-skills-kit

Made for: Claude Code.

Or install game-development, the plugin that ships this one along with the rest of its 11 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for vr-ar

README.md
[![agentmods](https://agentmods.dev/badge/skills/bcastelino/agent-skills-kit/vr-ar/github.svg)](https://agentmods.dev/skills/bcastelino/agent-skills-kit/vr-ar)
Your own site
<a href="https://agentmods.dev/skills/bcastelino/agent-skills-kit/vr-ar"><img src="https://agentmods.dev/badge/skills/bcastelino/agent-skills-kit/vr-ar/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for vr-ar

Your own site · 80×15
<a href="https://agentmods.dev/skills/bcastelino/agent-skills-kit/vr-ar"><img src="https://agentmods.dev/badge/skills/bcastelino/agent-skills-kit/vr-ar.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 16 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 614 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 88% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00016 $0.00614
Opus 5.5 $0.00006 $0.00246
Sonnet 5.5 $0.00003 $0.00123
Haiku 4.5 $0.00002 $0.00061

Measured 2mo ago against content hash 057007c86fb7, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

vr-ar scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2mo ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

This is a copy

88% identical to vr-ar — 3 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

skills/game-development/vr-ar/SKILL.md · 123 lines

How it starts

The opening of the file, as written. The whole thing — 123 lines — stays where its author put it; the contents beside it link to each section on GitHub.

VR/AR Development

Immersive experience principles.


1. Platform Selection

VR Platforms

Platform Use Case
Quest Standalone, wireless
PCVR High fidelity
PSVR Console market
WebXR Browser-based

AR Platforms

Platform Use Case
ARKit iOS devices
ARCore Android devices
WebXR Browser AR
HoloLens Enterprise

2. Comfort Principles

Motion Sickness Prevention

Cause Solution
Locomotion Teleport, snap turn
Low FPS Maintain 90 FPS
Camera shake Avoid or minimize
Rapid acceleration Gradual movement

Comfort Settings

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

3. Performance Requirements

Target Metrics

Platform FPS Resolution
Quest 2 72-90 1832x1920
Quest 3 90-120 2064x2208
PCVR 90 2160x2160+
PSVR2 90-120 2000x2040

Frame Budget

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

4. Interaction Principles

Controller Interaction

Type Use
Point + click UI, distant objects
Grab Manipulation
Gesture Magic, special actions
Physical Throwing, 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

Cue Importance
Stereo Primary depth
Motion parallax Secondary
Shadows Grounding
Occlusion Layering

6. Anti-Patterns

❌ 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

Read the full file on GitHub · 123 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 2mo ago First seen · 123 lines · 16 tokens per session scan A 057007c86fb7

Subscribe to this mod's changes

vr-ar is a skill published in the GitHub repository bcastelino/agent-skills-kit (2 stars, last pushed 3mo ago), licensed MIT. It adds 16 tokens to every session and 614 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 88% identical to vr-ar, differing in 3 lines, and is treated as a copy.

Related

vr-ar compared with skills from other repositories

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