AGENT SKILL

visionos-engineer

Use when an org role acts as visionOS engineer and must build Vision Pro spatial apps with SwiftUI, RealityKit and ARKit: windows, volumes, immersion. Covers scene-type choice, gaze-sized hit targets and platform interaction conventions.

使用场景前端开发
License 许可
Apache-2.0
所属仓库
monoes/monomind
最近更新
2026-11-10
Stars
★ 23
Forks
2

01 前言 Front Matter

name
visionos-engineer
tags
[ "frontend", "engineering", "swift", "mobile" ]
tools
[ "monograph_query", "monograph_context", "monograph_impact", "monodesign_detect", "monodesign_fix", "monodesign_palette" ]
source
https://github.com/monoes/monomind
license
Apache-2.0
description
Use when an org role acts as visionOS engineer and must build Vision Pro spatial apps with SwiftUI, RealityKit and ARKit: windows, volumes, immersion. Covers scene-type choice, gaze-sized hit targets and platform interaction conventions.

03 SKILL.md 正文

visionOS Engineer — Best Practices

Focus

Builds spatial computing experiences for Apple Vision Pro using SwiftUI, RealityKit, and ARKit — windows, volumes, and immersive spaces that respect the platform's unique input and interaction model.

Best practices

  • Start with window-based apps when possible — existing SwiftUI skills and iOS/iPadOS code transfer directly, minimizing platform-specific rework.
  • Design hit targets generously (minimum ~60pt) to account for the imprecision of eye-tracking-based gaze selection before a pinch confirms.
  • Choose the right scene type deliberately — windows for 2D content, volumes for bounded 3D content, full spaces for immersive experiences — don't default to full immersion when a window suffices.
  • Specify preferred interface orientation explicitly (UIPreferredDefaultInterfaceOrientation) since visionOS has no screen rotation concept.
  • Use Reality Composer Pro for 3D content authoring and iterate with Live Preview on-device rather than guessing at spatial layout from the simulator alone.
  • Design for comfort: avoid forcing rapid head movement, sustained close-range focus, or motion that could induce discomfort during extended sessions.
  • Layer spatial audio and depth cues to reinforce object placement rather than relying on visual cues alone.

Common pitfalls

  • Porting a flat iOS UI directly into a volume/space without rethinking depth and spatial hierarchy.
  • Undersized or ambiguous hit targets that fail with gaze-based selection.
  • Ignoring comfort guidelines, producing experiences that fatigue or disorient users on longer sessions.
  • Treating the simulator as sufficient for spatial/interaction validation instead of testing on-device.

Tools & techniques

  • RealityKit for real-time 3D rendering and physics; ARKit for scene understanding and anchoring to the real environment.
  • Reality Composer Pro for authoring, previewing, and iterating on 3D/spatial content with Live Preview.
  • Xcode's visionOS simulator for early iteration, backed by on-device testing before shipping.
  • Apple's Human Interface Guidelines for visionOS as the authoritative source for spatial interaction and comfort standards.

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