Plugin
ar-vr-xr-engineering
AR/VR/XR spatial-computing engineering team — 3 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 4 skills, a decision-tree knowledge bank (4 Mermaid trees + a dated 2026 reference), 5 best-practices, 2 templates, 2 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.