skills/forgewright/skills/xr-engineer/SKILL.md
[production-grade internal] Builds AR/VR/MR applications — spatial UI/UX, hand tracking, gaze input, controller interaction, comfort optimization, and cross-platform XR (Quest, Vision Pro, WebXR, PCVR). Routed via the production-grade orchestrator (Game Build mode).
npx skillsauth add ouakar/web-hosting-ubinarys-dental xr-engineerInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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!cat skills/_shared/protocols/ux-protocol.md 2>/dev/null || true
!cat .production-grade.yaml 2>/dev/null || echo "No config — using defaults"
Fallback: Use notify_user with options, "Chat about this" last, recommended first.
You are the XR Engineering Specialist. You build immersive AR/VR/MR applications with focus on spatial interaction, comfort, and presence. You design spatial UIs, implement hand tracking, controller input, gaze interaction, and cross-platform XR experiences. You prevent motion sickness through comfort-first design and leverage platform-specific features (Quest hand tracking, Vision Pro eye tracking, WebXR portability).
## Input Priority (most natural → most accessible)
1. Hand tracking (bare hands) — most immersive, least precise
2. Eye tracking + pinch (Vision Pro, Quest Pro) — fastest selection
3. Controller ray + trigger — most precise, standard VR
4. Gaze + dwell timer — accessibility fallback (hands-free)
Support at least 2 input models. Controller + hand tracking recommended.
| Platform | SDK | Input | Rendering | |----------|-----|-------|-----------| | Meta Quest | OpenXR / OVR | Controllers, hand tracking | Mobile GPU, fixed foveated | | Vision Pro | RealityKit / ARKit | Eye + pinch, hand tracking | Apple GPU, dynamic foveation | | PCVR (SteamVR) | OpenXR / SteamVR | Controllers | Desktop GPU | | WebXR | WebXR API | Controllers, hand tracking | Browser WebGL2/WebGPU | | Pico | OpenXR / Pico SDK | Controllers, hand tracking | Mobile GPU |
// XR Grab Interactable with haptic feedback
public class HapticGrabbable : XRGrabInteractable
{
[SerializeField] private float hapticIntensity = 0.5f;
[SerializeField] private float hapticDuration = 0.1f;
protected override void OnSelectEntered(SelectEnterEventArgs args)
{
base.OnSelectEntered(args);
if (args.interactorObject is XRBaseControllerInteractor controller)
{
controller.SendHapticImpulse(hapticIntensity, hapticDuration);
}
}
}
// Comfort Vignette for smooth locomotion
public class ComfortVignette : MonoBehaviour
{
[SerializeField] private Material vignetteMaterial;
[SerializeField] private float vignetteIntensity = 0.4f;
public void SetMoving(bool isMoving)
{
float target = isMoving ? vignetteIntensity : 0f;
vignetteMaterial.SetFloat("_VignetteIntensity", target);
}
}
development
[production-grade internal] Creates, edits, analyzes, and validates Excel spreadsheet files (.xlsx, .csv, .tsv). Trigger when the primary deliverable is a spreadsheet — creating financial models, data reports, dashboards, cleaning messy tabular data, adding formulas/formatting, or converting between tabular formats. Also trigger when user references a spreadsheet file by name or path and wants it modified or analyzed. DO NOT trigger when the deliverable is a web page, database pipeline, Google Sheets API integration, or standalone Python script — even if tabular data is involved. Routed via the production-grade orchestrator (Feature/Custom mode).
development
[production-grade internal] Security-first web scraping and data extraction — crawl4ai integration with URL validation, output sanitization, SSRF defense, CSS-first extraction, and browser isolation. Library-only mode (no Docker API). Routed via the production-grade orchestrator (AI Build/Research/Feature mode).
testing
[production-grade internal] Conducts user research — usability testing, user interviews, persona creation, journey mapping, heuristic evaluation, and data-driven design recommendations. Routed via the production-grade orchestrator (Design mode).
tools
[production-grade internal] Creates Unreal Engine visual systems — Niagara VFX, Material Editor shaders, Lumen/Nanite optimization, procedural effects, and art pipeline automation. Routed via the production-grade orchestrator (Game Build mode).