vr-ar — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited vr-ar (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
Designing for headsets means a player sits inside the scene, so comfort and a rock-steady frame rate are not features — they are prerequisites.
Pick the platform from where the experience will live.
Virtual reality
| Platform | Fits |
|---|---|
| Quest | Untethered, standalone play |
| PCVR | Maximum visual fidelity |
| PSVR | The console audience |
| WebXR | Delivery through the browser |
Augmented reality
| Platform | Fits |
|---|---|
| ARKit | Apple devices |
| ARCore | Android devices |
| WebXR | AR inside the browser |
| HoloLens | Enterprise deployments |
Motion sickness comes from specific triggers. Neutralize each one.
| Trigger | Mitigation |
|---|---|
| Moving the player | Offer teleport or snap turning |
| Sagging frame rate | Hold a steady 90 FPS |
| Shaking the camera | Avoid it, or keep it minimal |
| Sudden acceleration | Ramp movement gradually |
Expose comfort options so players can tune to their own tolerance:
Each headset has its own frame and per-eye resolution bar to clear.
| Headset | Frame rate | Per-eye resolution |
|---|---|---|
| Quest 2 | 72-90 | 1832x1920 |
| Quest 3 | 90-120 | 2064x2208 |
| PCVR | 90 | 2160x2160+ |
| PSVR2 | 90-120 | 2000x2040 |
On the frame budget:
Match the interaction style to the task.
| Style | Use for |
|---|---|
| Point and click | UI and far-off objects |
| Grab | Picking up and moving things |
| Gesture | Spells and special actions |
| Physical motion | Throwing, swinging, swordplay |
On hand tracking:
World scale is the foundation — treat 1 unit as 1 meter and never drift from it. Objects have to read at their true size, so verify against real-world measurements.
Layer depth cues by how much they contribute:
| Cue | Role |
|---|---|
| Stereo disparity | The primary sense of depth |
| Motion parallax | A strong secondary cue |
| Shadows | Anchor objects to surfaces |
| Occlusion | Establish front-to-back order |
| Avoid this | Prefer this |
|---|---|
| Moving the camera independently | Leaving the camera under player control |
| Dipping under 90 FPS | Holding the frame rate steady |
| Cramped, tiny text | Large, legible text |
| Ignoring how far arms reach | Scaling to the player's reach |
Comfort is non-negotiable. The moment a player feels queasy, they take off the headset and they are done.
~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.