AR/VR/XR Development
SkillAI & modelsAR/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.
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the AR/VR/XR Development skill
What this skill tells your AI
The instructions your AI receives, as published by travisjneuman/.claude in skills/ar-vr-xr/SKILL.md and read by ahel’s review.
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)
Signals
- GitHub stars
- 97
- Forks
- 22
- Last commit
- Sep 2026
Advanced
- Catalog kind
- skill
- Gateway key
ar-vr-xr-travisjneuman- Source
- github.com/travisjneuman/.claude