xr-interaction-and-locomotionlisted
Install: claude install-skill mcorbett51090/RavenClaude
# XR Interaction & Locomotion
How the user reaches into the experience and moves through it. This is where XR feels natural or feels wrong, and where comfort is won or lost.
> **Engineering judgment.** Input APIs, interaction profiles, and comfort research evolve; specifics carry a retrieval date + `[verify-at-use]`. Comfort and accessibility are acceptance criteria, not preferences. No PII.
## Workflow
1. **Abstract the input source.** Target OpenXR actions/interaction profiles so a single interaction binds across hands, controllers, and gaze and degrades gracefully when a modality is missing.
2. **Choose locomotion for comfort.** Match the scheme to the audience and session: teleport/dash + snap turning for broad/seated audiences; smooth locomotion only with comfort mitigations (vignette/tunneling, static reference frame, seated mode) shipped as defaults.
3. **Lay out 3D UI for reach and readability.** Comfortable depth and angular size, world/head/hand anchoring by task, hit targets sized for ray vs poke, text sized and contrasted for headset optics.
4. **Make grab/physics intentional.** Decide kinematic vs physics grab, attach transforms, two-hand manipulation, and haptics — don't inherit "floaty" and "clippy" by default.
5. **Bake in accessibility.** Seated/standing modes, one-handed and dominant-hand paths, snap-turn options, captions, adjustable text — designed in, not retrofitted.
## Metrics table
| Metric | What it watches | Flag |
|---|---|---|
| Sim-sickness