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Ar vr interface

Skill Dragoon0x/everything-design-taste/skills/ar-vr-interface

AR/VR interface design, spatial UI, 3D interaction patterns, and immersive UX.From its SKILL.md

Install
npx -y skills add Dragoon0x/everything-design-taste --skill ar-vr-interface

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

One thing to look at

  • 9 stars9 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.

SKILL.md

1.3 KB, 289 tokens by cl100k_base, as published. Nobody here has run it

AR/VR Interface Design

Spatial UI Principles

  1. Ergonomic placement: UI at comfortable viewing distance (1-2m in VR)
  2. Follow the user: UI can be world-locked or head-locked
  3. Depth cues: Use shadows and layering for 3D hierarchy
  4. Avoid UI in peripheral vision (hard to read, causes nausea)

VR-Specific

  • Field of view: Place primary UI in center 60 degrees
  • Text size: Minimum 1 degree of arc (roughly 1.7cm per meter of distance)
  • Interaction: Ray casting (point and click), grab, or gaze + dwell
  • Motion sickness: Avoid moving the user's viewpoint without their control

AR-Specific

  • Anchor to real world: UI elements attached to surfaces or objects
  • Contrast: Ensure readability against variable real-world backgrounds
  • Occlusion: Handle when real objects block virtual UI
  • Lighting: Match virtual element lighting to environment

Common Patterns

  • Panel: Floating 2D surface in 3D space (settings, menus)
  • Tooltip: Anchored to object, shows info on gaze/proximity
  • Radial menu: Circular menu around controller/hand
  • Spatial layout: Items arranged in 3D space for browsing

What ships with it

Read from the repository

Just SKILL.md. No reference files, no scripts.

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