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.
- 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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