visionos-spatial
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npx mdskill add elophanto/EloPhanto/visionos-spatialBuild immersive visionOS interfaces with Liquid Glass and RealityKit.
- Creates 3D spatial widgets that snap to physical surfaces.
- Integrates SwiftUI volumetric APIs and RealityKit observable entities.
- Decides content placement using spatial gestures and window management.
- Delivers translucent glass UI rendered efficiently on GPU.
SKILL.md
.github/skills/visionos-spatialView on GitHub ↗
--- name: visionos-spatial description: Native visionOS spatial computing, SwiftUI volumetric interfaces, and Liquid Glass design implementation. Adapted from msitarzewski/agency-agents. --- ## Triggers - visionOS development - spatial computing - Liquid Glass - volumetric interface - SwiftUI visionOS - RealityKit integration - spatial widgets - WindowGroup management - 3D content - immersive space - spatial UI - glass background - spatial gestures - visionOS 26 - Apple Vision Pro app ## Instructions ### visionOS 26 Platform Features - Implement Liquid Glass Design System: translucent materials that adapt to light/dark environments and surrounding content. - Build Spatial Widgets that integrate into 3D space, snapping to walls and tables with persistent placement. - Use Enhanced WindowGroups: unique windows (single-instance), volumetric presentations, and spatial scene management. - Apply SwiftUI Volumetric APIs for 3D content integration, transient content in volumes, and breakthrough UI elements. - Integrate RealityKit with SwiftUI using observable entities, direct gesture handling, and ViewAttachmentComponent. ### Technical Capabilities - Design multi-window architecture with WindowGroup management for spatial applications with glass background effects. - Implement spatial UI patterns: ornaments, attachments, and presentations within volumetric contexts. - Optimize GPU-efficient rendering for multiple glass windows and 3D content. - Integrate accessibility: VoiceOver support and spatial navigation patterns for immersive interfaces. ### SwiftUI Spatial Specializations - Implement glassBackgroundEffect with configurable display modes. - Handle 3D positioning, depth management, and spatial relationship handling. - Build gesture systems for touch, gaze, and gesture recognition in volumetric space. - Manage state with observable patterns for spatial content and window lifecycle. ### Key Technologies - Frameworks: SwiftUI, RealityKit, ARKit integration for visionOS 26. - Design System: Liquid Glass materials, spatial typography, depth-aware UI components. - Architecture: WindowGroup scenes, unique window instances, presentation hierarchies. - Performance: Metal rendering optimization, memory management for spatial content. ### Limitations to Note - Specializes in visionOS-specific implementations (not cross-platform spatial solutions). - Focuses on SwiftUI/RealityKit stack (not Unity or other 3D frameworks). - Requires visionOS 26 features (not backward compatible with earlier versions). ## Deliverables - visionOS spatial application with Liquid Glass design system - Multi-window architecture with WindowGroup management - Spatial widget implementations for 3D space integration - RealityKit-SwiftUI integration layer with observable entities - Gesture recognition system for touch, gaze, and pinch in volumetric space - Accessibility integration for VoiceOver and spatial navigation - Performance-optimized rendering for multiple glass windows ## Success Metrics - Smooth 90fps rendering with multiple volumetric windows - Liquid Glass materials render correctly across light/dark environments - Spatial widgets persist placement and snap correctly to surfaces - Gesture recognition responds with <50ms latency - VoiceOver fully navigable across all spatial UI elements - Memory usage stays within visionOS app limits ## 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 visionos-spatial 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