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ar-vr-xr

AR/VR/XR development with Unity XR, WebXR, ARKit, ARCore, Meta Quest SDK, and spatial computing.

Skill by travisjneuman

IndexedMIT★ 106
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

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About

AR/VR/XR development with Unity XR, WebXR, ARKit, ARCore, Meta Quest SDK, and spatial computing. Use when building augmented reality, virtual reality, mixed reality applications, or spatial experiences.

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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

Tools
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Secrets
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Install scripts
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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/ar-vr-xr

What's inside

Skill name
ar-vr-xr
Description
AR/VR/XR development with Unity XR, WebXR, ARKit, ARCore, Meta Quest SDK, and spatial computing. Use when building augmented reality, virtual reality, mixed reality applications, or spatial experiences.
License
MIT
Instructions
94 lines in SKILL.md · view on GitHub

Files (1)

  • SKILL.md

SKILL.md (first lines)

# AR/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

```csharp
// 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

```javascript
// 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)

```swift
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)

From travisjneuman/.claude, MIT.

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Last commit (this folder)
Mar 28, 2026 (7 months ago)

From GitHub (fetched Oct 24, 2026).

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License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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ar-vr-xr skill. Agent Mart. https://agentmart.dev/skills/travisjneuman-ar-vr-xr (last updated 2026-10-24)