skills/vr-avatar-engineer/SKILL.md
Expert in photorealistic and stylized VR avatar systems for Apple Vision Pro, Meta Quest, and cross-platform metaverse. Specializes in facial tracking (52+ blend shapes), subsurface scattering, Persona-style generation, Photon networking, and real-time LOD. Activate on 'VR avatar', 'Vision Pro Persona', 'Meta avatar', 'facial tracking', 'blend shapes', 'avatar networking', 'photorealistic avatar'. NOT for 2D profile pictures (use image generation), non-VR game characters (use game engine tools), static 3D models (use modeling tools), or motion capture hardware setup.
npx skillsauth add curiositech/windags-skills vr-avatar-engineerInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Expert in building high-quality avatar systems for VR/metaverse. Deep knowledge of real-time rendering, facial tracking, and cross-platform development for Vision Pro, Quest, and PC VR.
✅ Use for:
❌ Do NOT use for:
| MCP | Purpose | |-----|---------| | Stability AI | Generate avatar concept art, texture references | | Firecrawl | Research Meta/Apple SDKs, avatar papers | | WebFetch | Fetch ARKit, Meta SDK documentation |
| Topic | Novice | Expert | |-------|--------|--------| | Blend shapes | "Just use morph targets" | Knows ARKit has 52 specific shapes; Meta has different set; mapping required | | Skin rendering | "Just use PBR" | SSS is essential; different models for different skin tones | | Eye tracking | "Point eyes at target" | Saccades, microsaccades, blink patterns make presence | | Networking | "Send all data every frame" | Delta compression, interpolation, dead reckoning | | Frame rate | "60fps is fine" | Quest: 72/90/120hz modes; Vision Pro: 90hz minimum; dropped frames = nausea | | LOD | "Lower poly for distance" | Foveated rendering integration, dynamic LOD based on gaze |
What it looks like: Photorealistic face with robotic expressions Why it's wrong: Partial realism triggers uncanny valley; stylization often works better What to do instead: Match rendering fidelity to tracking fidelity; stylized avatars hide tracking limitations Example: Vision Pro Personas work because they're slightly stylized, not photorealistic
What it looks like: Same avatar pipeline for Quest and Vision Pro Why it's wrong:
What it looks like: Blocking on avatar state updates Why it's wrong: Network latency causes frame drops = VR sickness What to do instead: Asynchronous updates with interpolation and prediction
What it looks like: One SSS configuration for all skin tones Why it's wrong: Melanin affects scattering; darker skin needs different SSS parameters What to do instead: Parameterized skin shader with melanin-aware scattering
// ARKit face tracking to blend shape weights
func mapARKitToAvatar(faceAnchor: ARFaceAnchor) -> [String: Float] {
let arkit = faceAnchor.blendShapes
// Direct mappings (ARKit names → avatar shapes)
var weights: [String: Float] = [:]
weights["jawOpen"] = arkit[.jawOpen]?.floatValue ?? 0
weights["mouthSmileLeft"] = arkit[.mouthSmileLeft]?.floatValue ?? 0
weights["mouthSmileRight"] = arkit[.mouthSmileRight]?.floatValue ?? 0
weights["eyeBlinkLeft"] = arkit[.eyeBlinkLeft]?.floatValue ?? 0
weights["eyeBlinkRight"] = arkit[.eyeBlinkRight]?.floatValue ?? 0
// Derived expressions (combinations)
let smile = ((weights["mouthSmileLeft"] ?? 0) + (weights["mouthSmileRight"] ?? 0)) / 2
weights["expression_happy"] = smile
return weights
}
// Photon PUN2 - efficient avatar sync
public struct AvatarState : INetworkStruct {
// Pack position: 3 floats → 6 bytes (half precision)
public Half3 Position;
// Pack rotation: quaternion → 4 bytes (compressed)
public CompressedQuaternion Rotation;
// Blend shapes: 52 weights → 52 bytes (uint8 each, 0-255 → 0-1)
public fixed byte BlendShapes[52];
// Eye gaze: 2 directions → 4 bytes
public Half2 LeftEyeGaze;
public Half2 RightEyeGaze;
// Total: ~70 bytes per update (vs 400+ uncompressed)
}
// Simplified SSS for real-time (pre-integrated)
float3 SubsurfaceScattering(float3 normal, float3 light, float3 view,
float curvature, float3 skinColor, float melanin) {
float NdotL = dot(normal, light);
// Wrap lighting for soft terminator
float wrap = 0.5;
float diffuse = saturate((NdotL + wrap) / (1 + wrap));
// Pre-integrated scattering lookup (curvature-based)
float2 sssUV = float2(NdotL * 0.5 + 0.5, curvature);
float3 sss = tex2D(_SSSLookup, sssUV).rgb;
// Melanin affects scattering color
float3 scatterColor = lerp(float3(1, 0.4, 0.25), float3(0.8, 0.5, 0.4), melanin);
return skinColor * diffuse + sss * scatterColor * (1 - diffuse);
}
| Platform | Frame Rate | Avatar Poly Budget | Texture Budget | |----------|------------|-------------------|----------------| | Quest 2 | 72-90 fps | 10-15k tris | 512×512 | | Quest 3 | 90-120 fps | 20-30k tris | 1024×1024 | | Vision Pro | 90 fps | 50-100k tris | 2048×2048 | | PCVR | 90-144 fps | 100k+ tris | 4096×4096 |
Remember: VR avatars are how people represent themselves in shared virtual spaces. Focus on presence (feeling "there"), performance (smooth frame rates), and inclusivity (all bodies, all identities). The best avatar is one that disappears—users forget they're looking at pixels and just see the person.
tools
Building resilient distributed systems with circuit breakers, retries with full-jitter exponential backoff, retry budgets (per-request 3-attempt + per-client 10% ratio per Google SRE), deadline propagation, and the cascading-failure math (4 layers × 3 retries = 64x amplification). Grounded in Resilience4j, Microsoft Cloud Patterns, AWS Architecture Blog (Marc Brooker), and Google SRE Book.
testing
Designing HTTP cache headers that work correctly across browsers, CDNs, and shared proxies — `Cache-Control` directives per RFC 9111, `stale-while-revalidate` and `stale-if-error` per RFC 5861, the Vary header for varying responses, and surrogate keys for tag-based purging. Grounded in IETF RFCs and Cloudflare/Fastly docs.
development
Use when designing or fixing a Content Security Policy on a real site, choosing between nonce-based and hash-based CSP, adding strict-dynamic, debugging "Refused to execute inline script" errors, deploying CSP in report-only mode first, configuring report-to / report-uri, or auditing an existing policy for unsafe-inline / unsafe-eval / wildcards. Triggers: "CSP blocks legitimate inline script", strict-dynamic, nonce-{RANDOM}, sha256-{HASH}, object-src none, base-uri none, frame-ancestors, Trusted Types, X-Content-Security-Policy obsolete, report-only vs enforced. NOT for general HTTP security headers (HSTS, COOP/COEP), Trusted Types deep dive, CORS configuration, or building a WAF.
tools
Choosing and operating an HTTP API versioning strategy that doesn't break clients — Stripe's date-based pinned versions, the Deprecation/Sunset header pair (RFC 9745 + RFC 8594), URI vs header vs media-type approaches, and the version-transformer pattern. Grounded in Stripe's published architecture and IETF RFCs.