Now liveThe Skillselion MCP - thousands of ranked skills, loaded into your agent mid-task. No install.Get it →
travisjneuman avatar

Ar Vr Xr

  • 88 installs
  • 86 repo stars
  • Updated July 17, 2026
  • travisjneuman/.claude

Helps with ai & agent building tasks during AI-assisted development.

About

ar-vr-xr is a Claude Code skill for ai & agent building. It helps solo builders move faster with AI-assisted coding.

  • ar-vr-xr
  • AI & Agent Building
  • AI-coding skill

Ar Vr Xr by the numbers

  • 88 all-time installs (skills.sh)
  • +5 installs in the week ending Aug 5, 2026 (Skillselion tracking)
  • Ranked #4,935 of 16,546 AI & Agent Building skills by installs in the Skillselion catalog
  • Data as of Aug 5, 2026 (Skillselion catalog sync)
npx skills add https://github.com/travisjneuman/.claude --skill ar-vr-xr

Add your badge

Show developers this skill is listed on Skillselion. Paste this into your README.

Listed on Skillselion
Installs88
repo stars86
Last updatedJuly 17, 2026
Repositorytravisjneuman/.claude

What it does

Helps with ai & agent building tasks during AI-assisted development.

Files

SKILL.mdMarkdownGitHub ↗

AR/VR/XR Development

Platform Overview

PlatformSDKTarget Devices
Unity XRXR Interaction ToolkitQuest, Vision Pro, PCVR, mobile
WebXRThree.js, A-Frame, Babylon.jsAny WebXR browser
ARKitRealityKit, ARKitiPhone, iPad, Vision Pro
ARCoreSceneform, ARCoreAndroid devices
Meta QuestMeta XR SDKQuest 2/3/Pro
Apple Vision ProvisionOS, RealityKitVision 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)

Related skills

This week in AI coding

Five minutes, every Monday - the tools, releases and tactics for developers.

unsubscribe anytime.