About ar-vr-xr
A development skill reference for building AR, VR, and XR experiences across Unity XR, WebXR, ARKit, ARCore, Meta Quest, and visionOS. It combines platform SDK examples with performance, comfort, interaction, and accessibility guidance.
Key features
- 01Platform and SDK overview
- 02Unity XR and WebXR examples
- 03Vision Pro example with RealityKit
- 04Performance optimization guidance
- 05Comfort and accessibility principles
Use cases
- 01Choosing a platform and SDK for an XR project
- 02Planning comfortable spatial interactions
- 03Tuning rendering for mobile VR or PCVR
Install
Copy the command and run it in a terminal.
$
npx skills add https:/ / github.com/ travisjneuman/ .claude --skill ar-vr-xrAfter installing, type/ar-vr-xrin Claude Code to confirm it loaded.
Details
From the project READMEAR/VR/XR Development
Platform Overview
| Platform | SDK | Target Devices |
|---|---|---|
| Unity XR | XR Interaction Toolkit | Quest, Vision Pro, PCVR, mobile |
| WebXR | Three.js, A-Frame, Babylon.js | Any WebXR browser |
| ARKit | RealityKit, ARKit | iPhone, iPad, Vision Pro |
| ARCore | Sceneform, ARCore | Android devices |
| Meta Quest | Meta XR SDK | Quest 2/3/Pro |
| Apple Vision Pro | visionOS, RealityKit | Vision Pro |
Unity XR
// XR Interaction Toolkit setup
using UnityEngine.XR.Interaction.Toolkit;
public class GrabbableObject : XRGrabInteractable
{
protected override void OnSelectEntered(SelectEnterEventArgs args)
{
base.OnSelectEntered(args);
// Object grabbed
}
protected override void OnSelectExited(SelectExitEventArgs args)
{
base.OnSelectExited(args);
// Object released
}
}
Unity XR Best Practices
- Target 72-120 FPS (platform-dependent) — frame drops cause nausea
- Use single-pass instanced rendering for stereo
- Bake lighting where possible, limit dynamic lights to 1-2
- Draw calls: <100 for mobile VR, <500 for PCVR
- Use LOD groups aggressively — user can't see distant detail in VR
WebXR
// Three.js WebXR
import * as THREE from 'three';
import { VRButton } from 'three/addons/webxr/VRButton.js';
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.xr.enabled = true;
document.body.appendChild(VRButton.createButton(renderer));
renderer.setAnimationLoop((time, frame) => {
if (frame) {
const session = renderer.xr.getSession();
const inputSources = session.inputSources;
// Handle controller input
}
renderer.render(scene, camera);
});
Apple Vision Pro (visionOS)
import SwiftUI
import RealityKit
struct ImmersiveView: View {
var body: some View {
RealityView { content in
let sphere = MeshResource.generateSphere(radius: 0.1)
let material = SimpleMaterial(color: .blue, isMetallic: true)
let entity = ModelEntity(mesh: sphere, materials: [material])
entity.position = [0, 1.5, -1]
content.add(entity)
}
.gesture(TapGesture().targetedToAnyEntity().onEnded { event in
// Handle tap on entity
})
}
}
XR Design Principles
- Comfort: Avoid artificial locomotion, use teleport or room-scale movement
- Interaction: Direct manipulation (grab, point) over abstract UI
- UI placement: World-space UI at comfortable distance (1-3m), avoid head-locked HUD
- Performance: Frame rate is non-negotiable — optimize ruthlessly
- Accessibility: Provide seated mode, adjustable scale, color-blind options
- Spatial audio: 3D audio for immersion and wayfinding (HRTF, ambisonics)
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