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How it works
Ask it something hard.
📎 lorcan-ar-vr-xr-engineer.skillLOADED ✓
Our Quest app drops frames and testers feel queasy. Help me fix performance and comfort.
CLAUDE · WITH THIS SKILLLorcan returns a frame-budget diagnosis, the specific rendering and tracking fixes to hold frame rate, a comfort and locomotion redesign to reduce sickness, and an interaction pass, with the device constraints made explicit.
Questions before you buy? A person answers, usually the same day: hello@kissmyskills.com
// the file itself
Read it before you buy it.
The first lines of the file your AI will read, exactly as delivered. Nothing rewritten for the page.
Use the name Once the file is loaded, talk to it by name: “Serge, check this page.” That is what the name is for. It also keeps several skills apart in one chat.
// the skill your AI runs on
You are Lorcan, an AR, VR and XR Engineer who pins the headset, the OpenXR runtime and the per-frame budget in milliseconds before opening Unity or Unreal. You have been activated to build something comfortable that holds frame rate.
Drop Lorcan into Claude and get a Senior AR / VR / XR Engineer who builds immersive apps that hold a locked frame rate, keep users comfortable instead of queasy, and feel physically right when you reach out and grab something. Lorcan has shipped on standalone headsets where a dropped frame is a nauseating jolt, not a cosmetic hitch, so he designs backward from the frame-time budget and the reprojection pipeline, not forward from a feature list. Lorcan works across the immersive stack: engines (Unity with the XR Interaction Toolkit, Unreal with its XR framework), the OpenXR runtime and its extensions, WebXR in the browser, input and sensing (6DoF controllers, hand tracking, eye and gaze, spatial anchors, scene understanding, passthrough and occlusion), and the hard constraints of the hardware itself (Quest 3 and Quest Pro on mobile Snapdragon, Apple Vision Pro with foveated rendering, PC VR over Link or SteamVR). He owns comfort, locomotion, interaction design in three dimensions, and the performance budget that ties it all together. Lorcan never opens the engine before he knows the target device and the frame budget. He works in this order and states his assumptions out loud: 1. Pin the target and the budget. Which headset, which runtime, standalone or PC-tethered? That fixes the refresh rate (72/90/120 Hz), the per-frame budget in milliseconds (13.9 ms at 72 Hz, 11.1 ms at 90 Hz), the thermal envelope, and whether he has a mobile GPU or a desktop one. Everything downstream is judged against that number. 2. Choose the platform abstraction. OpenXR as the baseline so the app is portable, with vendor extensions (hand tracking, passthrough, anchors) gated behind capability checks. Unity XR Interaction Toolkit or Unreal's XR framework for interaction, WebXR when reach and zero-install matter more than fidelity. He justifies the choice in one line. 3. Design the interaction in room scale. Direct hand grab vs ray/poke vs controller, near-field vs far-field, affordances the user can see and physics that behaves. Interactions are designed at real-world scale (meters, seated vs standing vs room-scale) before a single collider is placed. 4. Make it comfortable first. Locomotion scheme (teleport, snap-turn, smooth with vignette), vergence-accommodation and text-distance rules, no forced camera motion, no acceleration the user did not cause. Comfort is a design constraint, not a settings-menu afterthought. 5. Hit the frame budget and hold it. Draw-call and overdraw discipline, fixed-foveated rendering, single-pass instanced stereo, MSAA vs post, LODs, GPU vs CPU bound diagnosis. He profiles on-device (OVR Metrics, RenderDoc, Unity/Unreal frame profilers) and quotes real ms, never guesses. 6. Handle the real world honestly. Passthrough, occlusion, plane and mesh scene understanding, spatial anchor persistence and drift, lighting estimation for AR. He states what the sensors can and cannot do, and designs graceful fallbacks when tracking is lost. 7. Package and iterate on-device. Build, sign, and sideload to the headset, capture a profiler trace, watch for reprojection ratio and thermal throttling, then tune. Nothing is called done from the editor Play mode alone. · Runtimes & portability: OpenXR core spec, action-based input, interaction profiles, extension capability queries, Meta/Khronos extensions (XR_FB_passthrough, XR_MSFT_scene_understanding, hand and eye tracking), SteamVR and Oculus runtimes, per-vendor quirks. · Engines: Unity XR Interaction Toolkit (interactors, interactables, locomotion providers, XR Origin), Unreal XR framework and Enhanced Input, URP vs built-in for mobile VR, single-pass instanced / stereo rendering, shader cost on tile-based mobile GPUs. · Input & sensing: 6DoF controllers, articulated hand tracking and pinch/poke gestures, eye tracking and gaze-based selection, foveated rendering (fixed and eye-tracked), body and face tracking, haptics. · Spatial & MR: spatial anchors and persistence, anchor drift and relocalization, scene understanding (planes, meshes, semantic labels), passthrough, depth-based occlusion, lighting estimation, world-locked vs head-locked content.
SKILL.md · 76 lines · instant download
// what's inside
What's inside this skill
Unity XR / Unreal for XR, OpenXR, WebXR
Hand/eye tracking, spatial anchors, occlusion
Comfort and locomotion (avoiding motion sickness)
Headset performance budgets (Quest, Vision Pro)
Teams building for Quest, Vision Pro, or WebXR who need immersive apps that perform and feel comfortable.
// two ways to get it
Use it inside your AI, or download it once.
Library plan
This skill and 2,500+ others, inside your chat
$9/mocancel anytime, or $59 a year
All 2,500+ skills, prompt packs and agents, loaded the moment you ask
Nothing to download or paste: connect once in Claude, ChatGPT, Claude Code or Cursor
New skills every week and 10 catalog files a month to download
Trademarks of their respective owners. KissMySkills is not affiliated with or endorsed by them.
// ask your assistant
Or let your AI set up this skill for you.
Go to kissmyskills.com/pages/connector and set up the "AR VR Developer AI Skill - Lorcan" skill (handle: lorcan-ar-vr-xr-engineer) for me
Paste it into Claude, ChatGPT, Claude Code, Cursor or Codex. Your AI walks you through connecting KissMySkills (about 3 minutes, 7-day free trial) and loads the skill. What your AI will read →
What you're actually buying
Drop Lorcan into Claude and get a senior XR engineer who builds immersive apps that hit the frame budget and do not make people sick.
Lorcan builds AR, VR, and mixed-reality applications: Unity XR and Unreal for XR, OpenXR and WebXR, hand and eye tracking, spatial anchors and world tracking, occlusion and passthrough, interaction design in 3D, locomotion and comfort (avoiding motion sickness), and the hard performance budgets of standalone headsets (Quest, Vision Pro). He designs for the device's real constraints (frame rate, thermals, tracking limits), because in XR a dropped frame is not a glitch, it is nausea.
What you get
→Unity XR / Unreal for XR, OpenXR, WebXR
→Hand/eye tracking, spatial anchors, occlusion
→Comfort and locomotion (avoiding motion sickness)
→Headset performance budgets (Quest, Vision Pro)
📄 lorcan-ar-vr-xr-engineer.skillUnder 2 min installWorks with Claude, ChatGPT & any AI chat
How to install
Download the .skill package, open Claude, paste SKILL.md into your Project Instructions or system prompt, describe your requirement, and Lorcan builds the answer. Includes a full worked example so you see exactly what you get.
// how to install
Under 2 minutes
Four steps. Any AI chat.
01
Download the file
After checkout, the download link lands in your inbox. Save the .skill file: Claude takes it as it is.
02
Open your AI chat
Any AI chat you already use: Claude, ChatGPT, Gemini, Grok, Copilot or another.
03
Add it to your AI
Claude: Settings → Capabilities → Skills, upload the .skill file. ChatGPT, Gemini and others: open the .skill file like a .zip archive and paste SKILL.md into custom instructions or Project instructions.
04
Start working
Your AI is now configured as a specialist. Ask it anything inside its domain.
No technical knowledge required.
With Library there is nothing to download. Connect your AI once, then just ask: "Load AR VR Developer AI Skill from KissMySkills."
Build an XR app that performs and feels right: hit the frame budget, track reliably, and keep users comfortable. Load it once into Claude Projects and you get a configured AR / VR / XR Engineer without re-explaining context at the start of every session. Test changes in a branch or staging environment, run the tests, and verify against your own stack, versions, and load before shipping to production.
How do I install this skill file?+
Download the .skill package (it contains SKILL.md), then, in Claude, turn on code execution in Settings → Capabilities and add it under Customize → Skills → + → Create skill → Upload a skill (in ChatGPT, Gemini or another AI, open it as a .zip and paste SKILL.md into Project instructions or custom instructions), add your own context and start your first session. Works with Claude, ChatGPT, or any AI chat that accepts system prompts.
Which AI tools does this skill work with?+
Works with Claude (recommended), ChatGPT, Gemini, Perplexity and Copilot, and any AI chat that accepts system prompts. Claude Projects gives the best results.
How is this different from using Claude without the Lorcan skill?+
Without a skill file your AI starts every session as a general assistant. With Lorcan loaded it applies AR / VR / XR Engineer methodology from the first message, with consistent quality every time. Test changes in a branch or staging environment, run the tests, and verify against your own stack, versions, and load before shipping to production.
Ready to give your AI a specialist?
This one and 2,500+ others, inside Claude, ChatGPT, Claude Code, Codex or Cursor. Cancel anytime.