vr-ar

Guidance for creating virtual reality experiences, where the player wears a headset, and augmented reality experiences, where digital content is placed over the real world. It covers platforms, comfortable movement, performance, and hand or controller interactions.

In plain words
What is it for?
Use it when choosing Quest, PCVR, PSVR, WebXR, ARKit, ARCore, or HoloLens; designing movement and turning; setting frame-rate targets; and building spatial interactions.
Why use it?
It helps reduce motion sickness and prevent unstable performance, while accounting for the different headsets, phones, controllers, and tracking systems players may use.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/phuonghx/aim-cli/vr-ar
Any agent
npx skills add phuonghx/aim-cli --skill vr-ar
Clone the repo
git clone --depth 1 https://github.com/phuonghx/aim-cli

Made for: Claude Code, Codex.

Per session 71 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 787 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found 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 $0.00071 $0.00787
Opus 5 $0.00036 $0.00394
Sonnet 5 $0.00014 $0.00157
Haiku 4.5 $0.00007 $0.00079

Measured yesterday against content hash b53ed078a668, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, 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 yesterday.

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.

aim/templates/aim-agents/skills/game-development/vr-ar/SKILL.md · 109 lines

How it starts

The opening of the file, as written. The whole thing — 109 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Building Immersive VR and AR

Designing for headsets means a player sits inside the scene, so comfort and a rock-steady frame rate are not features — they are prerequisites.

Choosing a Target

Pick the platform from where the experience will live.

Virtual reality

Platform Fits
Quest Untethered, standalone play
PCVR Maximum visual fidelity
PSVR The console audience
WebXR Delivery through the browser

Augmented reality

Platform Fits
ARKit Apple devices
ARCore Android devices
WebXR AR inside the browser
HoloLens Enterprise deployments

Keeping Players Comfortable

Motion sickness comes from specific triggers. Neutralize each one.

Trigger Mitigation
Moving the player Offer teleport or snap turning
Sagging frame rate Hold a steady 90 FPS
Shaking the camera Avoid it, or keep it minimal
Sudden acceleration Ramp movement gradually

Expose comfort options so players can tune to their own tolerance:

  • A vignette that closes in during motion
  • A choice between snap and smooth turning
  • Seated and standing play modes
  • Height calibration

Hitting Performance Targets

Each headset has its own frame and per-eye resolution bar to clear.

Headset Frame rate Per-eye resolution
Quest 2 72-90 1832x1920
Quest 3 90-120 2064x2208
PCVR 90 2160x2160+
PSVR2 90-120 2000x2040

On the frame budget:

  • Consistency matters more than peak numbers.
  • A single missed frame reads as a visible stutter.
  • At 90 FPS you have 11.11 ms per frame.

Designing Interactions

Match the interaction style to the task.

Style Use for
Point and click UI and far-off objects
Grab Picking up and moving things
Gesture Spells and special actions
Physical motion Throwing, swinging, swordplay

On hand tracking:

  • It feels more present but is less accurate than controllers.
  • It shines in social and casual settings.
  • It struggles with action and anything demanding precision.

Read the full file on GitHub · 109 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. yesterday First seen · 109 lines · 71 tokens per session scan A b53ed078a668

Subscribe to this mod's changes

vr-ar is a skill published in the GitHub repository phuonghx/aim-cli (1 stars, last pushed 2mo ago), licensed MIT. It adds 71 tokens to every session and 787 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

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