claude

ar-vr-xr-engineering

AR/VR/XR spatial-computing engineering team — agents (xr-architect-lead, xr-interaction-engineer, spatial-rendering-engineer) for the three engines of an XR build: system architecture (target selection across standalone / PC-VR / WebXR / mobile-AR, engine choice across Unity / Unreal / native / WebXR, OpenXR-first strategy, perf-budget and comfort/safety architecture), interaction (hand / controller / gaze input, sim-sickness-aware locomotion, 3D UI, grab/physics, accessibility), and spatial rendering & performance (frame budget, reprojection, foveated rendering, occlusion/anchors/passthrough for AR, draw-call batching, thermal). Ships skills, a decision-tree knowledge bank (Mermaid trees + a dated 2026 reference), best-practices, templates, commands. Engineering judgment, not legal/safety-certification advice; the device/runtime/engine landscape is volatile — every version, headset spec, and per-eye perf number carries a retrieval date + [verify-at-use]; no PII. Requires ravenclaude-core@>=0.7.0.

9 on GitHubby Matt Corbettv0.1.1MITupdated today
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Plugin ar-vr-xr-engineering from marketplace ravenclaude in mcorbett51090/RavenClaude. Commands read from the repo's manifest — today.

What it installs

Skills (4)

  • comfort-safety-and-accessibility

    Treat XR comfort, physical safety, and accessibility as requirements: hold a sustained framerate, choose comfortable locomotion, design for the tracking volume / guardian / play-space and passthrough so users don't hit walls, and ship accessibility options (seated mode, one-handed paths, snap turn,

  • spatial-rendering-and-performance

    Hold the XR frame budget: derive the per-eye ms target from the device refresh rate, profile on device to find the CPU-vs-GPU-vs-thermal bound, cut draw calls / overdraw / fill rate in order, and use foveated rendering and reprojection as headroom not a crutch — budgeting for the thermal-sustained c

  • xr-interaction-and-locomotion

    Design and implement XR interaction: hand / controller / gaze input on an OpenXR action abstraction, locomotion chosen for comfort (teleport / dash / snap-turn vs smooth + vignette), reachable and readable 3D UI, and intentional grab/physics — with accessibility built in as a requirement. Input-API

  • xr-target-and-engine-selection

    Choose the XR target platform (standalone headset vs PC-VR vs WebXR vs mobile-AR) and engine (Unity / Unreal / native-OpenXR / WebXR) on the use-case, audience device, and distribution channel — then commit to an OpenXR-first architecture and derive the per-eye perf budget the target implies. Device

Slash commands (2)

  • /ar-vr-xr-engineering:choose-xr-stack

    Choose the XR target platform (standalone / PC-VR / WebXR / mobile-AR) and engine (Unity / Unreal / native-OpenXR / WebXR) on the use-case and audience device, with an OpenXR-first architecture and the perf/comfort envelope named (device specifics verify-at-use).

  • /ar-vr-xr-engineering:plan-xr-perf-budget

    Derive the per-eye XR frame budget for a target device, triage the CPU-vs-GPU-vs-thermal bound from an on-device profile, and produce an ordered optimization plan that holds the budget at the thermal-sustained clock (device numbers verify-at-use).

Subagents (3)

  • spatial-rendering-engineer

    Use for XR rendering and performance: frame budget, reprojection/ASW, foveated rendering, occlusion/anchors/passthrough (AR), draw-call batching, and thermal budget. NOT for interaction/input -> xr-interaction-engineer; NOT for target/engine architecture -> xr-architect-lead.

  • xr-architect-lead

    Use for XR system architecture: target selection (standalone/PC-VR/WebXR/mobile-AR), engine choice (Unity/Unreal/native/WebXR), OpenXR, perf-budget architecture, comfort/safety. NOT interaction code -> xr-interaction-engineer; NOT rendering/frame tuning -> spatial-rendering-engineer.

  • xr-interaction-engineer

    Use for XR interaction design/implementation: hand, controller, and gaze input, locomotion, 3D UI, grabbing/physics, and accessibility. NOT for architecture/target/engine choice -> xr-architect-lead; NOT for rendering/frame-budget performance -> spatial-rendering-engineer.

View source on GitHub mcorbett51090.github.io

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