ar-vr-xr-engineering
v0.1.1AR/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.
By Matt CorbettLicense: MIT7 GitHub starsUpdated last week
Directory evidence
- Runtimes
- Claude Code
- Parsed components
- 4 skill or MCP entries
- Source updated
- Sep 15, 2026
- Manifest status
- Canonical path parsed
The directory validates manifest shape and source location. It does not execute the plugin or provide a security endorsement. Review the indexing methodology →
Install ar-vr-xr-engineering for Claude Code
claude plugin marketplace add IchenDEV/agent-plugin-mkt
claude plugin marketplace update agent-plugin-marketplace
claude plugin install ar-vr-xr-engineering@agent-plugin-marketplacePaste and run these commands in a terminal with Claude Code. They add and refresh the PluginsMP catalog, then install this plugin.
The installer fetches third-party code from the source repository shown on this page. This directory validates manifest structure and source location, but does not perform a security audit; review the manifest, components, and source before installing.
Get the source manually
git clone https://github.com/mcorbett51090/RavenClaudeClone the source repository, then follow its setup instructions to add the plugin to a compatible client. The plugin root is plugins/ar-vr-xr-engineering/.
Plugin files
├── .claude-plugin/plugin.json├── skills/comfort-safety-and-accessibility/SKILL.md├── skills/spatial-rendering-and-performance/SKILL.md├── skills/xr-interaction-and-locomotion/SKILL.md└── skills/xr-target-and-engine-selection/SKILL.md
Included Skills4
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, captions, adjustable text) as defaults. Comfort research verify-at-use.
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 clock, not peak. Device numbers verify-at-use.
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 specifics verify-at-use.
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/version specifics verify-at-use.
Plugin manifests1
{
"name": "ar-vr-xr-engineering",
"version": "0.1.1",
"description": "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.",
"author": {
"name": "Matt Corbett"
},
"homepage": "https://github.com/mcorbett51090/RavenClaude",
"license": "MIT",
"keywords": [
"ar-vr-xr",
"spatial-computing",
"openxr",
"unity-xr",
"unreal-vr",
"webxr",
"quest",
"visionos",
"steamvr",
"frame-budget",
"foveated-rendering",
"locomotion-comfort",
"hand-tracking",
"passthrough-ar",
"xr-performance"
],
"requires": {
"plugins": [
"ravenclaude-core@>=0.7.0"
]
}
}For maintainers
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[ar-vr-xr-engineering on Agent Plugins Marketplace](https://pluginsmp.com/plugins/ar-vr-xr-engineering)