vr-ar

vr-ar is a skill for Claude Code, Codex from vudovn/ag-kit. It costs 16 tokens per session (627 once invoked), scanned A, original, MIT.

A guide to building virtual-reality (VR) and augmented-reality (AR) experiences, including platform choices, user comfort, performance, and interaction.

In plain words
What is it for?
Use it when planning VR or AR apps and games for devices such as Quest, PC VR, PlayStation VR, iOS, Android, WebXR, or HoloLens.
Why use it?
It helps avoid motion sickness, visible judder, and poor interactions caused by unsuitable movement, frame rates, or device choices.

Skill for Claude CodeCodex

About the project

AG Kit is a toolkit that gives Google Antigravity coding agents a structured workspace with rules, skills, specialist agents, workflows, persistent memory, orchestration, MCP guidance, and a safety hook. It is for building and operating agent workflows in Antigravity, and its catalogue entries provide parts of that workspace contract.

vudovn/ag-kit · 8,170 stars · on GitHub

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

Made for: Claude Code, Codex.

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/vudovn/ag-kit/vr-ar.svg)](https://agentmods.dev/skills/vudovn/ag-kit/vr-ar)
Your own site
<a href="https://agentmods.dev/skills/vudovn/ag-kit/vr-ar"><img src="https://agentmods.dev/badge/skills/vudovn/ag-kit/vr-ar.svg" alt="Measured on agentmods" 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 627 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 $0.00016 $0.00627
Opus 5 $0.00008 $0.00313
Sonnet 5 $0.00003 $0.00125
Haiku 4.5 $0.00002 $0.00063

Measured 5d ago against content hash 59ddbdecc4fa, 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 5d 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

Copies of this mod

7 near-identical copies found in the catalogue:

  • vr-ar — 100% identical, 0 lines differ
  • vr-ar — 100% identical, 0 lines differ
  • vr-ar — 100% identical, 0 lines differ
  • vr-ar — 100% identical, 0 lines differ
  • vr-ar — 100% identical, 0 lines differ
  • vr-ar — 88% identical, 1 lines differ
  • vr-ar — 88% identical, 3 lines differ
.agents/skills/game-development/vr-ar/SKILL.md · 124 lines

How it starts

The opening of the file, as written. The whole thing — 124 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 · 124 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. 5d ago First seen · 124 lines · 16 tokens per session scan A 59ddbdecc4fa

Subscribe to this mod's changes

vr-ar is a skill published in the GitHub repository vudovn/ag-kit (8,170 stars, last pushed 5d ago), licensed MIT. It adds 16 tokens to every session and 627 once invoked, about $0.0001 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 2026-08-30.

Related

Other skills, from other repositories

gameobject-component-destroy

Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.

IvanMurzak/Unity-MCP · 49 tokens

unity-version-split

Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).

IvanMurzak/Unity-MCP · 59 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

playtest-report

Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.

Donchitos/Claude-Code-Game-Studios · 35 tokens

unity-manual-component

Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.

Besty0728/Unity-Skills · 36 tokens

godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens