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ar-vr-xr-engineering

v0.1.1

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.

Claude Code4 Skills

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

Installs for the current user
claude plugin marketplace add IchenDEV/agent-plugin-mkt
claude plugin marketplace update agent-plugin-marketplace
claude plugin install ar-vr-xr-engineering@agent-plugin-marketplace

Paste 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/RavenClaude

Clone 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

plugins/ar-vr-xr-engineering/
├── .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

comfort-safety-and-accessibilityskills/comfort-safety-and-accessibility/SKILL.md

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.

spatial-rendering-and-performanceskills/spatial-rendering-and-performance/SKILL.md

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.

xr-interaction-and-locomotionskills/xr-interaction-and-locomotion/SKILL.md

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.

xr-target-and-engine-selectionskills/xr-target-and-engine-selection/SKILL.md

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

plugins/ar-vr-xr-engineering/.claude-plugin/plugin.json
{
  "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"
    ]
  }
}

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[ar-vr-xr-engineering on Agent Plugins Marketplace](https://pluginsmp.com/plugins/ar-vr-xr-engineering)