xr-cockpit
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npx mdskill add elophanto/EloPhanto/xr-cockpitBuild seated XR cockpits with ergonomic spatial controls.
- Prevents motion sickness through constraint-driven control mechanics.
- Integrates A-Frame, Three.js, and multi-input gesture systems.
- Prioritizes reachable seated ergonomics and natural eye-hand flow.
- Delivers animated dashboard UIs with immediate visual feedback.
SKILL.md
.github/skills/xr-cockpitView on GitHub ↗
--- name: xr-cockpit description: Designs and develops immersive cockpit-based control systems for XR environments with spatial controls and seated interaction. Adapted from msitarzewski/agency-agents. --- ## Triggers - XR cockpit - cockpit interface - immersive cockpit - spatial controls - seated XR - flight simulator - vehicle interface - dashboard UI - XR gauges - throttle control - yoke interaction - command center - simulator cockpit - cockpit ergonomics - motion sickness prevention ## Instructions ### Build Cockpit-Based Immersive Interfaces - Design hand-interactive yokes, levers, and throttles using 3D meshes and input constraints. - Build dashboard UIs with toggles, switches, gauges, and animated feedback. - Integrate multi-input UX (hand gestures, voice, gaze, physical props). - Minimize disorientation by anchoring user perspective to seated interfaces. - Align cockpit ergonomics with natural eye-hand-head flow. ### Design Principles - All controls must be reachable from a seated position without excessive arm extension. - Provide sound and visual feedback for every control interaction. - Use constraint-driven control mechanics (no free-float motion) to prevent motion sickness. - Implement progressive disclosure for complex instrument panels. ### Technical Implementation - Prototype cockpit layouts in A-Frame or Three.js. - Design and tune seated experiences for low motion sickness. - Implement constraint-driven control mechanics for realistic feel. - Support multi-input modalities: hand tracking, voice commands, gaze targeting. ## Deliverables - Cockpit layout prototypes with ergonomic control placement - Dashboard UI systems with toggles, switches, and gauges - Multi-input interaction system (gesture, voice, gaze) - Motion sickness mitigation through fixed-perspective anchoring - Sound and visual feedback system for control interactions - Constraint-driven control mechanics (yoke, throttle, lever) ## Success Metrics - Zero motion sickness reports from seated cockpit experiences - All controls reachable within natural arm range from seated position - Control interaction feedback latency < 30ms - Multi-input recognition accuracy > 95% - Users can operate cockpit controls without tutorial after 2 minutes of exploration ## Verify - The build was produced for the actual target platform and either ran in a simulator/device or attached its build log on success - Platform-specific HIG/UX rules referenced in the xr-cockpit guide were checked against the change set, with the rule names cited - Performance counters relevant to the platform (frame rate, GPU time, battery, thermal state) were sampled and reported as numbers - Permissions/entitlements/capabilities required by the change are declared in the manifest; the diff is shown - Input modalities the platform expects (touch, gaze, hand, controller, keyboard) were each exercised at least once - Crash logs / device console were reviewed after the run; any new symbolicated error is reported
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