home / skills / bbeierle12 / skill-mcp-claude / platform-building
This skill helps you implement cross-platform building controls for mobile, VR, and accessibility, improving input adaptation and inclusive design patterns.
npx playbooks add skill bbeierle12/skill-mcp-claude --skill platform-buildingReview the files below or copy the command above to add this skill to your agents.
---
name: platform-building
description: Platform-specific building systems for mobile, VR, and accessibility. Use when implementing touch controls for building games, VR spatial input, colorblind-friendly feedback, or cross-platform building mechanics. Covers input adaptation and inclusive design patterns.
---
# Platform Building
Touch controls, VR input, and accessibility patterns for building systems.
## Quick Start
```javascript
import { TouchBuildController } from './scripts/touch-build-controller.js';
import { VRBuildingAdapter } from './scripts/vr-building-adapter.js';
import { AccessibilityConfig } from './scripts/accessibility-config.js';
// Mobile touch building
const touch = new TouchBuildController(canvas, {
doubleTapToPlace: true,
pinchToRotate: true,
swipeToChangePiece: true
});
touch.onPlace = (position, rotation) => buildingSystem.place(position, rotation);
touch.onRotate = (angle) => ghost.rotate(angle);
// VR building with hand tracking
const vr = new VRBuildingAdapter(xrSession, {
dominantHand: 'right',
snapToGrid: true,
comfortMode: true // Reduces motion sickness
});
vr.onGrab = (piece) => selection.select(piece);
vr.onRelease = (position) => buildingSystem.place(position);
// Accessibility configuration
const a11y = new AccessibilityConfig({
colorblindMode: 'deuteranopia', // red-green
highContrast: true,
screenReaderHints: true
});
// Apply to ghost preview
ghost.setColors(a11y.getValidityColors());
```
## Reference
See `references/platform-considerations.md` for:
- Mobile gesture patterns (Fortnite Mobile, Minecraft PE)
- VR building research and comfort guidelines
- Colorblind palette recommendations
- Screen reader integration patterns
- Cross-platform input abstraction
## Scripts
| File | Lines | Purpose |
|------|-------|---------|
| `touch-build-controller.js` | ~450 | Mobile gestures: tap, drag, pinch, swipe |
| `vr-building-adapter.js` | ~400 | VR hand/controller input, comfort settings |
| `accessibility-config.js` | ~350 | Colorblind modes, contrast, screen reader |
## Platform Detection
```javascript
// Detect platform capabilities
const platform = {
isMobile: /Android|iPhone|iPad|iPod/i.test(navigator.userAgent),
isTouch: 'ontouchstart' in window,
isVR: navigator.xr !== undefined,
prefersReducedMotion: window.matchMedia('(prefers-reduced-motion: reduce)').matches,
prefersHighContrast: window.matchMedia('(prefers-contrast: more)').matches
};
// Initialize appropriate controllers
if (platform.isVR && xrSession) {
setupVRControls();
} else if (platform.isTouch) {
setupTouchControls();
} else {
setupMouseKeyboard();
}
```
## Mobile Considerations
Fortnite Mobile demonstrates effective touch building with customizable HUD, auto-material selection, and gesture-based piece rotation. Key patterns include dedicated build mode toggle, large touch targets (minimum 44px), and visual feedback for all actions.
## VR Considerations
VR building requires attention to comfort. Snap rotation reduces motion sickness, and arm-length building distances prevent fatigue. Hand tracking enables intuitive grab-and-place, while controller building benefits from laser-pointer selection for distant pieces.
## Accessibility Patterns
Valheim uses blue/yellow instead of green/red for stability indicators, supporting deuteranopia (the most common colorblind condition). High contrast modes should use 7:1 ratio for critical indicators, and all visual feedback should have audio/haptic alternatives.
This skill provides platform-specific building systems for mobile, VR, and accessibility-aware games. It bundles input adapters and configuration patterns to implement touch gestures, VR spatial input, and inclusive feedback. Use it to unify building mechanics across devices while preserving comfort and accessibility.
The skill exposes controllers and adapters for touch, VR, and accessibility settings that map raw input to building actions like place, rotate, and select. It detects platform capabilities and initializes the appropriate input pipeline (touch, XR, or mouse/keyboard), and supplies color/contrast and audio/haptic alternatives for UI feedback. Developers plug callbacks (onPlace, onRotate, onGrab, onRelease) into their existing building system to drive placement and previews.
How do I choose between snap and free rotation in VR?
Use snap rotation for comfort-sensitive scenarios and optional free rotation for precision tasks; allow the player to toggle.
What size should touch targets be?
Aim for a minimum of 44px touch targets and generous spacing to reduce mis-taps on mobile.