ar-vr-xr

SKILL.md

AR / VR / XR (Reality Tech)

Use this skill when the user is building or debugging:

  • AR (camera passthrough overlays)
  • VR (fully immersive)
  • XR/MR (mixed reality, spatial computing)
  • WebXR/OpenXR, Quest/Vision Pro/PCVR
  • Unity/Unreal/Web (Three.js, Babylon.js, A-Frame)

First Questions (Only Ask What Blocks Progress)

Ask up to 3:

  1. Target platform: Web (WebXR) or native (OpenXR via Unity/Unreal)?
  2. Target device(s): Quest, Vision Pro, PCVR (SteamVR), mobile AR (ARKit/ARCore), other?
  3. Interaction + locomotion: hands, controllers, gaze, roomscale, smooth locomotion, teleport?

If the user does not know yet, default to:

  • WebXR + Three.js for a fast prototype
  • Teleport locomotion + snap-turn for comfort

Workflow

  1. Define the experience mode and constraints.

    • AR vs VR vs MR
    • Required capabilities: 3DoF/6DoF, plane detection, meshing, hand tracking, anchors
  2. Establish world scale and coordinate conventions early.

    • 1 unit = 1 meter (recommended)
    • Choose a single "up" axis and stick to it end-to-end
  3. Build a vertical slice (minimum shippable loop).

    • Tracking + session start
    • One interaction (grab/select)
    • One UI surface (menu, tooltip, reticle)
  4. Budget performance from day 1.

    • Stable frame time beats peak quality
    • Reduce draw calls, overdraw, shader cost, and texture bandwidth
  5. Enforce comfort defaults.

    • Avoid sustained acceleration
    • Prefer teleport and snap-turn
    • Keep UI readable and at comfortable depth
  6. Treat privacy and sensors as first-class.

    • Camera/mic permissions, spatial maps, room meshes, biometrics
    • Minimize collection, document clearly, store locally when possible

WebXR Quickstart (Three.js)

import * as THREE from 'three';
import { VRButton } from 'three/examples/jsm/webxr/VRButton.js';

const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.01, 100);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.xr.enabled = true;
document.body.appendChild(renderer.domElement);
document.body.appendChild(VRButton.createButton(renderer));

const light = new THREE.HemisphereLight(0xffffff, 0x444444, 1.0);
scene.add(light);

const floor = new THREE.Mesh(
  new THREE.PlaneGeometry(10, 10),
  new THREE.MeshStandardMaterial({ color: 0x222222 })
);
floor.rotation.x = -Math.PI / 2;
scene.add(floor);

renderer.setAnimationLoop(() => {
  renderer.render(scene, camera);
});

Notes:

  • WebXR requires HTTPS (or localhost).
  • To target AR: request an immersive-ar session and handle hit-test/anchors (framework-specific).

OpenXR Notes (Unity/Unreal)

  • Unity: prefer XR Plugin Management + OpenXR plugin; use XR Interaction Toolkit for baseline interaction.
  • Unreal: use the OpenXR plugin; validate input mappings per device.

When debugging native XR:

  • Confirm runtime: OpenXR runtime (SteamVR, Oculus, WMR) and version
  • Validate action bindings and controller profiles
  • Verify frame timing on-device, not just in editor

Comfort Checklist

  • Keep horizon stable; avoid camera bob unless user opts in
  • Use snap-turn (30-45 deg) by default
  • Teleport is the safest default locomotion
  • Avoid "forced" motion tied to animations
  • UI: large text, high contrast, avoid depth conflict (z-fighting)

Performance Checklist

  • Measure on target device (Quest/Vision Pro/PCVR), not only desktop
  • Reduce: draw calls, transparent layers, dynamic shadows, post-processing
  • Prefer baked lighting where possible
  • Stream assets with progressive quality (LOD), avoid blocking loads

Device Profile: Varjo XR-4

If the target device is Varjo XR-4 Series, use varjo-xr-4 for runtime/tracking/refresh-rate specifics.

Interleave With New Skills (plurigrid/asi PRs #61-64)

Use these as building blocks:

  • visual-design: spatial UI readability, typography, contrast, layout
  • svelte-components / sveltekit-structure / sveltekit-data-flow: WebXR shells, menus, settings, content pipelines
  • browser-navigation: XR web debugging and reproducible repro steps
  • bandwidth-benchmark: asset streaming, scene/texture delivery constraints
  • threat-model-generation + security-review: sensors, permissions, privacy, on-device data
  • jepsen-testing: correctness thinking for multi-user/shared-state XR backends

Jepsen For Shared-State XR

Use jepsen-testing when your experience includes a backend claim about correctness under faults (multiplayer rooms, shared anchors, inventories, authoritative physics, replicated scene graphs).

XR-specific intake:

  • Define the surface: websocket RPC, REST/gRPC, realtime relay, or a persistence API.
  • Define acknowledged for XR ops (e.g., "spawn confirmed", "anchor committed", "inventory write ok").
  • Pick a checkable property per primitive:
  • Room membership/presence: no phantom joins, monotonic session state.
  • Object transforms: no lost acknowledged updates; no impossible readbacks.
  • Anchors/placements: placement does not disappear after an ok, unless explicitly deleted.

Faults worth testing:

  • Partitions between clients and relay/region.
  • Process kill/restart of relay, authoritative host, or storage layer.
  • Clock skew if you use timestamps for conflict resolution.

Minimization tip:

  • Reduce to 1-2 rooms, 2-3 objects, and a single nemesis schedule until the violation is explainable.

Example Prompts This Skill Should Handle

  • "Build a WebXR VR scene with teleport and grab interactions"
  • "Port this Unity project to OpenXR and fix controller bindings"
  • "Optimize this Quest app to hit stable 72/90 fps"
  • "Design a spatial settings UI that stays readable in passthrough"
  • "Threat-model an AR app that uses camera + spatial mapping"
  • steamvr-tracking for Lighthouse/base station setup- xr-color-management for sRGB/P3/Rec.2020 pipeline issues
Weekly Installs
3
Repository
plurigrid/asi
GitHub Stars
7
First Seen
Feb 25, 2026
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