Agent skill

Godot Platform Vr

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert blueprint for VR platforms (Meta Quest, PSVR, SteamVR, Pico) covering XR toolkit (OpenXR), comfort settings (vignetting, snap turning, teleport), motion controls, hand tracking, and 90+ FPS…

LGPL-3.0Auto-check passedGame Development

Install Godot Platform Vr

skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-platform-vr -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-platform-vr --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-platform-vr .claude/skills/godot-platform-vr && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
godot-platform-vr
GitHub stars
821
Token cost
~3k tokens
SKILL.md length
956 words
Files
18 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert blueprint for VR platforms (Meta Quest, PSVR, SteamVR, Pico) covering XR toolkit (OpenXR), comfort settings (vignetting, snap turning, teleport), motion controls, hand tracking, and 90+ FPS…

  • Works in 4 steps: Can the player opt out of continuous… → Turning: snap turn default → load… → Play area / focus: load… → …
  • Targeting VR headsets
  • SKILL.md covers NEVER Do (Expert VR Rules), Comfort Decision Tree (start…, Available Scripts and Teleport Accessibility Path, plus 3 more sections
  • Implementing immersive 3D experiences

What it does

Godot Platform Vr is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for VR platforms (Meta Quest, PSVR, SteamVR, Pico) covering XR toolkit (OpenXR), comfort settings (vignetting, snap turning, teleport), motion controls, hand tracking, and 90+ FPS requirements. Use when targeting VR headsets or implementing immersive 3D experiences. Keywords VR, XR, OpenXR, Meta Quest, motion sickness, comfort, locomotion, XRController3D, foveated rendering.

Its SKILL.md is about 3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 19 other files, including scripts and reference files (for example `references/migration-notes.md` and `references/xr-comfort-patterns.md`).

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: The official "Long-Term Memory" for Godot 4.7+ AI Agents. A high-density library of 99 expert skills and 27 genre blueprints, providing audited, strictly typed GDScript patterns… The licence is LGPL-3.0.

When your agent uses it

  • Targeting VR headsets
  • Implementing immersive 3D experiences

Example prompts

  • “/godot-platform-vr”

Workflow steps

4 steps, taken from the first numbered list in SKILL.md.

  1. Can the player opt out of continuous locomotion? → If no, stop and add teleport + seated mode before any smooth locomotion code.
  2. Turning: snap turn default → load vr_locomotion_handler.gd. Smooth turn only with vignette + comfort toggle.
  3. Play area / focus: load vr_safety_guardian_warner.gd + vr_headset_focus_guard.gd before shipping any locomotion.
  4. Session bootstrap / actions / FPS: then load vr_openxr_initializer.gd, vr_input_action_mapper.gd, vr_performance_config.gd.

What it can do on your machine

Read from SKILL.md and the folder at commit 4c4d0ff. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 15 files in scripts/, which the agent can run.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Links to these hosts (documentation or services it may open):

    • docs.godotengine.org

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Godot Platform Vr loads about 3k tokens when it runs, and up to ~4.2k if it reads all its reference files. Until then it costs about 103 tokens; SKILL.md has 956 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~103
When it runs · the whole SKILL.md, loaded when a task matches
~3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~4.2k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 956 words, ~2,980 tokens.

Download SKILL.mdSave it as .claude/skills/godot-platform-vr/SKILL.md (or your agent's skills folder). This skill also uses 17 other files; get the full folder from GitHub.
name
godot-platform-vr
description
Expert blueprint for VR platforms (Meta Quest, PSVR, SteamVR, Pico) covering XR toolkit (OpenXR), comfort settings (vignetting, snap turning, teleport), motion controls, hand tracking, and 90+ FPS requirements. Use when targeting VR headsets or implementing immersive 3D experiences. Keywords VR, XR, OpenXR, Meta Quest, motion sickness, comfort, locomotion, XRController3D, foveated rendering.

Platform: VR

90+ FPS, comfort-first design, and motion control accuracy define VR development.

NEVER Do (Expert VR Rules)

Rendering & Comfort
  • NEVER drop below 90 FPS — In VR, 72 FPS or less causes instant nausea. You MUST maintain at least 90 FPS (Meta Quest 2/3 typical) and minimize rendering jank.
  • NEVER use smooth rotation without a vignette (comfort mask) — Smooth rotation causes motion sickness. Always provide snap turning OR dynamic vignetting.
  • NEVER force 3D MSAA if Foveated Rendering is enabled — Foveation can conflict with MSAA natively in the OpenXR pipeline on some hardware.
Locomotion & Interaction
  • NEVER skip a teleport locomotion option — Smooth movement is intolerable for many. Always offer teleportation as an accessibility alternative.
  • NEVER use billboarding for VR UI — BILLBOARD_ENABLED breaks stereoscopic depth cues. Use static MeshInstance3D planes with SubViewports.
  • NEVER place UI too close or too far — 0.5m causes eye strain; 10m is unreadable. Optimal distance is 1-3 meters from the player.
Safety & System
  • NEVER forget to respect physical play area boundaries — Stepping into real-world objects is a safety risk. Use XRServer to fetch guardian bounds.
  • NEVER ignore focus_lost or session_ended signals — Gracefully handle disconnections or system menu overlays by pausing the simulation.
  • NEVER hardcode XRControllerTracker names — Use the OpenXR Action Map system to decouple gameplay from specific hardware labels.

Comfort Decision Tree (start here)

  1. Can the player opt out of continuous locomotion? → If no, stop and add teleport + seated mode before any smooth locomotion code.
  2. Turning: snap turn default → load vr_locomotion_handler.gd. Smooth turn only with vignette + comfort toggle.
  3. Play area / focus: load vr_safety_guardian_warner.gd + vr_headset_focus_guard.gd before shipping any locomotion.
  4. Session bootstrap / actions / FPS: then load vr_openxr_initializer.gd, vr_input_action_mapper.gd, vr_performance_config.gd.

Available Scripts

MANDATORY: After the comfort decision tree, read the matching script before implementing that pattern. Do not invent a bare use_xr = true / XRController3D.is_button_pressed demo — start from the scripts below.

vr_openxr_initializer.gd

Expert OpenXR initialization with driver support and feature verification.

vr_hand_gesture_detector.gd

Pinch and Grab recognition using XRHandModifier3D for hand tracking.

vr_locomotion_handler.gd

Snap turn, comfort vignette, and accessibility teleport_to() with guardian/focus failure modes.

vr_passthrough_manager.gd

Alpha blending and underlay setup for Mixed Reality (AR/VR) transitions.

vr_performance_config.gd

Expert Foveated Rendering and Variable Rate Shading (VRS) setup.

vr_haptic_sequencer.gd

Complex haptic pulse sequencing using XRController3D triggers.

vr_physics_hand_controller.gd

Non-clipping, physics-following hands that respect environmental solid.

vr_safety_guardian_warner.gd

Guardian/Chaperone boundary distance warning logic using XRServer.

vr_headset_focus_guard.gd

Headset-aware pause logic for focus loss (System Menu / Headset Off).

vr_input_action_mapper.gd

OpenXR Action Map abstraction to decouple logic from hardware buttons.


Teleport Accessibility Path

Always ship teleport (or room-scale only) as an alternative to smooth locomotion.

  1. MANDATORY read vr_locomotion_handler.gd — teleport_to(target_global).
  2. Raycast from controller aim to floor/navmesh; pass the hit point into teleport_to.
  3. Failure modes (must handle):
  4. Pair teleport with snap turn + vignette from the same locomotion handler.

Comfort Gates (NEVER-adjacent)

These are hard comfort gates, not soft preferences:

  1. 90+ FPS before any optional VFX — nausea risk outweighs polish.
  2. Teleport or snap-turn path always available — never ship smooth-only locomotion.
  3. Guardian + focus handlers live before first public playtest.
  4. UI at 1–3 m on composition layers / static quads — never billboarded close-range HUD.
Expert patterns (script pointers)
  1. Mixed-Reality passthrough (Quest 3) — environment_blend_mode = ALPHA_BLEND + transparent_bg exposes the camera feed through scene alpha → mixed_reality_manager.gd / vr_passthrough_manager.gd.
  2. Composition-layer UI — OpenXRCompositionLayerQuad + SubViewport bypasses lens blur → xr_performance_overlay.gd.
  3. Universal grab — OpenXR action map + central reparent manager → universal_grab_manager.gd + vr_input_action_mapper.gd.
Show full SKILL.md (382 more words)Show less

Deep dives (on demand)

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation
  • Setting up XR — OpenXR project enablement, XROrigin3D/XRCamera3D tree, and first headset session bootstrap.
  • A better XR start script — robust initialize → use_xr sequencing, focus signals, and failure paths before viewport XR mode.
  • The XR action map — hardware-agnostic actions so gameplay never hardcodes controller button strings.
  • Basic XR locomotion — teleport vs continuous movement and comfort-oriented turning patterns.
  • OpenXR hand tracking — XRHandModifier3D / joint tracking and controller fallback expectations.
  • OpenXR composition layers — crisp SubViewport UI via OpenXRCompositionLayerQuad instead of billboarded 3D quads.
  • AR / passthrough — environment blend modes and transparent viewport setup for mixed reality.
  • OpenXR settings — foveation, render target multiplier, and other headset performance knobs.
  • XR room-scale — play-area / guardian bounds via XRServer for physical safety.
  • Deploying XR on Android — Quest-class Android export, permissions, and OpenXR loader packaging.
  • Variable rate shading — VRS / foveated shading tradeoffs that pair with OpenXR foveation for 90+ FPS.
  • XRInterface — initialize, focus, passthrough, haptics, and blend-mode APIs shared by OpenXR/WebXR.
Prerequisites
  • godot-project-foundations — project settings, scene tree, and viewport basics required before enabling OpenXR and use_xr.
  • godot-input-handling — action/event mental model that the OpenXR Action Map extends for motion controllers.
  • godot-gdscript-mastery — typed XR scripts, await timers for snap-turn comfort, and signal wiring for focus/haptics.
Complements
  • godot-camera-systems — XRCamera3D is still a Camera3D; comfort UI distance and head-relative framing reuse camera placement rules.
  • godot-performance-optimization — draw-call and GPU budgets that decide whether 90/120 Hz holds under foveation and VRS.
  • godot-physics-3d — CharacterBody3D/RigidBody3D grab-and-throw hands that must not clip through static world geometry.
  • godot-audio-systems — mute/duck buses when headset focus is lost so system menus never leave game audio blasting.
  • godot-shaders-basics — comfort vignettes and spatial overlays during locomotion without fighting the XR compositor.
  • godot-ui-containers — layout inside SubViewports projected through composition layers at 1–3 m.
  • godot-export-builds — Android/desktop export presets and OpenXR loader packaging for Quest and PCVR.
  • godot-platform-mobile — standalone headset Android constraints (thermal, resolution scale, touchless UX) that overlap Quest shipping.
Downstream / consumers
  • godot-platform-web — WebXR session_started/ended flows that reuse the same XRServer interface patterns for browser VR.
  • godot-scene-management — pause trees and scene swaps when focus_lost or session_ended fires mid-experience.
Master
  • godot-master — library router and mirrored module entry for cross-skill discovery.

© thedivergentai, LGPL-3.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 17 other files (scripts, references) in skills/godot-platform-vr of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/migration-notes.md
  • references/xr-comfort-patterns.md
  • scripts/mixed_reality_manager.gd
  • scripts/platform_vr_patterns.gd
  • scripts/universal_grab_manager.gd
  • scripts/vr_hand_gesture_detector.gd
  • scripts/vr_haptic_sequencer.gd
  • scripts/vr_headset_focus_guard.gd
  • scripts/vr_input_action_mapper.gd
  • scripts/vr_locomotion_handler.gd
  • scripts/vr_openxr_initializer.gd
  • scripts/vr_passthrough_manager.gd
  • scripts/vr_performance_config.gd
  • scripts/vr_physics_hand.gd
  • scripts/vr_physics_hand_controller.gd
  • scripts/vr_safety_guardian_warner.gd
  • scripts/xr_performance_overlay.gd

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Platform Vr next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Godot Platform Vr compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Platform Vr this skillthedivergentai/GD-Agentic-Skills821—~3kAutomated safety check: PassLGPL-3.0
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Godot UI Integrationzimo-xiao-zheng/godot-ui-integration285—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT

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Works with

Questions about Godot Platform Vr

What does Godot Platform Vr do?

Expert blueprint for VR platforms (Meta Quest, PSVR, SteamVR, Pico) covering XR toolkit (OpenXR), comfort settings (vignetting, snap turning, teleport), motion controls, hand tracking, and 90+ FPS…. Godot Platform Vr is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for VR platforms (Meta Quest, PSVR, SteamVR, Pico) covering XR toolkit (OpenXR), comfort settings (vignetting, snap turning, teleport), motion controls, hand tracking, and 90+ FPS requirements.

When should I use Godot Platform Vr?

Godot Platform Vr fits situations like: targeting VR headsets; implementing immersive 3D experiences.

How do I install Godot Platform Vr in Claude Code?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-platform-vr -a claude-code`. Or copy the skill folder (skills/godot-platform-vr in thedivergentai/GD-Agentic-Skills) into .claude/skills/godot-platform-vr in your project. Claude Code loads it when a task matches its description.

How do I install Godot Platform Vr in Codex?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-platform-vr -a codex`. Or copy the skill folder (skills/godot-platform-vr in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-platform-vr in your project. Codex loads it when a task matches its description.

Can I use Godot Platform Vr in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-platform-vr -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/godot-platform-vr, .gemini/skills/godot-platform-vr, .github/skills/godot-platform-vr and .opencode/skills/godot-platform-vr in your project.

What does Godot Platform Vr need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot Platform Vr is instructions for the agent only.

Does Godot Platform Vr access the network?

SKILL.md names 1 domain. As links in the text: docs.godotengine.org. This is read from the text; nothing was executed.

Is Godot Platform Vr safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Godot Platform Vr use?

Godot Platform Vr is published under the LGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot Platform Vr use?

About 3k tokens (SKILL.md is roughly 12k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.2k tokens, read only when the agent opens those files.

What are the alternatives to Godot Platform Vr?

Skills that share tags, products or a category with Godot Platform Vr: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 285 stars) and Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Platform Vr?

thedivergentai (a GitHub user) maintains it in thedivergentai/GD-Agentic-Skills, which has 821 GitHub stars. The repository holds 98 skills in this directory. The repository was last updated on September 9, 2026.

Source: thedivergentai/GD-Agentic-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.