Building visionOS Apps with SwiftUI: From Windows to Spatial Reality

Welcome to the exciting world of SwiftUI visionOS development! With Apple’s groundbreaking Vision Pro headset, developers can now create immersive spatial computing experiences that blend digital content with the physical world. Whether you’re a SwiftUI enthusiast looking to expand into spatial computing or a developer curious about building apps for Apple Vision Pro, this comprehensive tutorial will guide you from the fundamentals to advanced concepts of visionOS app development.

Prerequisites

Before diving into visionOS development, ensure you have:

  • macOS Sonoma 14.0 or later
  • Xcode 15.0 or later with visionOS SDK installed
  • Basic knowledge of Swift programming language
  • Familiarity with SwiftUI fundamentals (views, modifiers, state management)
  • Apple Developer account (for testing on actual device)
  • visionOS Simulator (included with Xcode)

What You’ll Learn

By the end of this tutorial, you’ll master:

  • Setting up a visionOS project in Xcode
  • Creating traditional 2D windows in spatial computing environments
  • Building 3D volumetric windows for immersive content
  • Implementing RealityKit content with RealityView
  • Handling spatial gestures and interactions
  • Managing app lifecycle in visionOS
  • Optimizing performance for spatial computing
  • Deploying mixed reality experiences

A Step-by-Step Guide to Building Your First Spatial App

Let’s create a interactive 3D globe viewer that demonstrates the core concepts of SwiftUI visionOS development, progressing from simple windows to complex spatial interactions.

Step 1: Setting Up Your visionOS Project

First, we’ll create a new visionOS project with the proper configuration for spatial computing.

// Open Xcode and select "Create New Project"
// Choose visionOS > App
// Product Name: GlobeExplorer
// Organization Identifier: com.yourname
// Initial Scene: Window
// Immersive Space: Mixed

After project creation, examine the default project structure:

import SwiftUI

@main
struct GlobeExplorerApp: App {
    var body: some Scene {
        // Window group for 2D content
        WindowGroup {
            ContentView()
        }
        
        // Volumetric window for 3D content
        WindowGroup(id: "globe-volume") {
            GlobeVolumeView()
        }
        .windowStyle(.volumetric)
        
        // Immersive space for full spatial experience
        ImmersiveSpace(id: "globe-immersive") {
            ImmersiveView()
        }
    }
}

This code establishes three scene types: a traditional window, a volumetric window for 3D content, and an immersive space for full spatial computing experiences. The @main attribute designates this as your app’s entry point.

Now, run the project in the visionOS Simulator. You should see a basic window floating in the simulated environment.

Step 2: Creating Your First 2D Window

Let’s build a information panel that displays geographical data using standard SwiftUI components adapted for visionOS.

import SwiftUI

struct ContentView: View {
    @State private var selectedContinent = "Europe"
    @State private var showGlobe = false
    
    var body: some View {
        NavigationStack {
            VStack(spacing: 30) {
                // Title with glass background
                Text("Globe Explorer")
                    .font(.largeTitle)
                    .bold()
                    .padding()
                    .glassBackgroundEffect()
                
                // Continent picker
                Picker("Select Continent", selection: $selectedContinent) {
                    Text("Africa").tag("Africa")
                    Text("Asia").tag("Asia")
                    Text("Europe").tag("Europe")
                    Text("North America").tag("North America")
                    Text("South America").tag("South America")
                    Text("Australia").tag("Australia")
                }
                .pickerStyle(.segmented)
                .padding(.horizontal)
                
                // Information card
                ContinentInfoCard(continent: selectedContinent)
                
                // Launch 3D globe button
                Button(action: {
                    showGlobe.toggle()
                }) {
                    Label("View 3D Globe", systemImage: "globe.americas.fill")
                        .font(.headline)
                        .padding()
                        .frame(maxWidth: .infinity)
                }
                .buttonStyle(.borderedProminent)
                .padding(.horizontal)
            }
            .padding()
            .frame(width: 600, height: 500)
        }
        .onChange(of: showGlobe) { _, newValue in
            if newValue {
                openGlobeVolume()
            }
        }
    }
    
    func openGlobeVolume() {
        // Opens the volumetric window
        Task {
            await openWindow(id: "globe-volume")
        }
    }
}

struct ContinentInfoCard: View {
    let continent: String
    
    var continentData: (population: String, area: String, countries: Int) {
        switch continent {
        case "Africa":
            return ("1.3 billion", "30.3 million km²", 54)
        case "Asia":
            return ("4.6 billion", "44.6 million km²", 49)
        case "Europe":
            return ("746 million", "10.2 million km²", 44)
        case "North America":
            return ("579 million", "24.7 million km²", 23)
        case "South America":
            return ("423 million", "17.8 million km²", 12)
        default:
            return ("25 million", "8.6 million km²", 1)
        }
    }
    
    var body: some View {
        VStack(alignment: .leading, spacing: 15) {
            Text(continent)
                .font(.title2)
                .bold()
            
            HStack {
                InfoRow(label: "Population", value: continentData.population)
                Spacer()
                InfoRow(label: "Area", value: continentData.area)
            }
            
            InfoRow(label: "Countries", value: "\(continentData.countries)")
        }
        .padding()
        .background(.regularMaterial)
        .clipShape(RoundedRectangle(cornerRadius: 15))
        .padding(.horizontal)
    }
}

struct InfoRow: View {
    let label: String
    let value: String
    
    var body: some View {
        VStack(alignment: .leading) {
            Text(label)
                .font(.caption)
                .foregroundStyle(.secondary)
            Text(value)
                .font(.headline)
        }
    }
}

This code creates a responsive 2D interface with visionOS-specific adaptations like glassBackgroundEffect() for depth perception. The picker allows continent selection, while the information card displays relevant data.

Run the app and interact with the picker. Notice how the glass effect creates visual depth in the spatial environment.

Step 3: Building a 3D Volumetric Window

Now let’s create a three-dimensional globe using RealityKit integration within SwiftUI.

import SwiftUI
import RealityKit

struct GlobeVolumeView: View {
    @State private var rotation: Angle = .zero
    @State private var scale: CGFloat = 1.0
    
    var body: some View {
        ZStack {
            // 3D Content using RealityView
            RealityView { content in
                // Create sphere entity for Earth
                let sphere = ModelEntity(
                    mesh: .generateSphere(radius: 0.15),
                    materials: [createEarthMaterial()]
                )
                
                // Add rotation component
                sphere.components.set(RotationComponent())
                
                // Position the sphere
                sphere.position = [0, 0, 0]
                
                // Add to scene
                content.add(sphere)
                
                // Add lighting
                let light = DirectionalLight()
                light.light.intensity = 5000
                light.position = [0.5, 1, 0.5]
                content.add(light)
                
            } update: { content in
                // Update rotation when state changes
                if let sphere = content.entities.first {
                    let rotationRadians = Float(rotation.radians)
                    sphere.transform.rotation = simd_quatf(
                        angle: rotationRadians,
                        axis: [0, 1, 0]
                    )
                    
                    let scaleFloat = Float(scale)
                    sphere.transform.scale = [scaleFloat, scaleFloat, scaleFloat]
                }
            }
            
            // Control overlay
            VStack {
                Spacer()
                
                HStack(spacing: 20) {
                    // Rotation control
                    Button(action: {
                        withAnimation(.easeInOut(duration: 1)) {
                            rotation += .degrees(45)
                        }
                    }) {
                        Image(systemName: "rotate.3d")
                            .font(.title)
                    }
                    .buttonStyle(.bordered)
                    
                    // Scale controls
                    Button(action: {
                        withAnimation {
                            scale = max(0.5, scale - 0.2)
                        }
                    }) {
                        Image(systemName: "minus.magnifyingglass")
                            .font(.title)
                    }
                    .buttonStyle(.bordered)
                    
                    Button(action: {
                        withAnimation {
                            scale = min(2.0, scale + 0.2)
                        }
                    }) {
                        Image(systemName: "plus.magnifyingglass")
                            .font(.title)
                    }
                    .buttonStyle(.bordered)
                }
                .padding()
                .glassBackgroundEffect()
            }
        }
        .frame(depth: 400)
    }
    
    func createEarthMaterial() -> Material {
        var material = SimpleMaterial()
        material.color = .init(tint: .blue.withAlphaComponent(0.8))
        material.roughness = 0.3
        material.metallic = 0.1
        return material
    }
}

// Custom rotation component for animation
struct RotationComponent: Component {
    var speed: Float = 0.5
    var axis: SIMD3<Float> = [0, 1, 0]
}

This volumetric window creates an interactive 3D globe using RealityKit. The RealityView bridges SwiftUI with 3D content, while maintaining reactive state management for rotation and scaling.

Run the app and click “View 3D Globe” to see the volumetric window. Use the controls to rotate and scale the globe.

Step 4: Implementing Spatial Gestures

Let’s add intuitive spatial gesture recognition for direct manipulation in Apple Vision Pro environments.

import SwiftUI
import RealityKit

struct ImmersiveView: View {
    @State private var globeEntity: Entity?
    @State private var selectedLocation: String = ""
    @GestureState private var magnifyBy = 1.0
    
    var body: some View {
        RealityView { content in
            // Create interactive globe
            let globe = await createInteractiveGlobe()
            globeEntity = globe
            content.add(globe)
            
            // Add spatial anchor
            let anchor = AnchorEntity(.head)
            anchor.position = [0, 0, -1.5]
            anchor.addChild(globe)
            content.add(anchor)
            
        } update: { content in
            // Apply gesture-based scaling
            if let globe = globeEntity {
                let scale = Float(magnifyBy)
                globe.transform.scale = [scale, scale, scale]
            }
        }
        .gesture(
            MagnifyGesture()
                .updating($magnifyBy) { value, gestureState, _ in
                    gestureState = value.magnification
                }
        )
        .gesture(
            SpatialTapGesture()
                .targetedToAnyEntity()
                .onEnded { value in
                    handleTap(at: value.location3D)
                }
        )
        .overlay(alignment: .top) {
            if !selectedLocation.isEmpty {
                LocationInfoBanner(location: selectedLocation)
            }
        }
    }
    
    func createInteractiveGlobe() async -> ModelEntity {
        let globe = ModelEntity(
            mesh: .generateSphere(radius: 0.3),
            materials: [createDetailedEarthMaterial()]
        )
        
        // Enable interactions
        globe.generateCollisionShapes(recursive: true)
        globe.components.set(InputTargetComponent())
        globe.components.set(HoverEffectComponent())
        
        // Add location markers
        addLocationMarkers(to: globe)
        
        return globe
    }
    
    func createDetailedEarthMaterial() -> Material {
        var material = PhysicallyBasedMaterial()
        
        // Configure material properties for realistic Earth
        material.baseColor = .init(tint: .init(red: 0.2, green: 0.5, blue: 0.8))
        material.roughness = .init(floatLiteral: 0.6)
        material.metallic = .init(floatLiteral: 0.0)
        material.clearcoat = .init(floatLiteral: 0.2)
        
        return material
    }
    
    func addLocationMarkers(to globe: ModelEntity) {
        let locations = [
            (name: "New York", position: SIMD3<Float>(0.2, 0.1, 0.2)),
            (name: "London", position: SIMD3<Float>(0, 0.2, 0.25)),
            (name: "Tokyo", position: SIMD3<Float>(-0.2, 0.1, 0.2)),
            (name: "Sydney", position: SIMD3<Float>(-0.1, -0.25, 0.1))
        ]
        
        for location in locations {
            let marker = ModelEntity(
                mesh: .generateSphere(radius: 0.01),
                materials: [SimpleMaterial(color: .red, isMetallic: false)]
            )
            marker.position = location.position
            marker.name = location.name
            globe.addChild(marker)
        }
    }
    
    func handleTap(at location: SIMD3<Float>) {
        // Determine tapped location based on coordinates
        // This is simplified - real implementation would use raycasting
        selectedLocation = "Location at \(location.x), \(location.y)"
        
        // Clear selection after 3 seconds
        Task {
            try? await Task.sleep(nanoseconds: 3_000_000_000)
            selectedLocation = ""
        }
    }
}

struct LocationInfoBanner: View {
    let location: String
    
    var body: some View {
        Text(location)
            .font(.headline)
            .padding()
            .background(.regularMaterial)
            .clipShape(Capsule())
            .padding(.top, 50)
    }
}

This immersive view implements spatial gestures including pinch-to-zoom and tap-to-select. The SpatialTapGesture enables direct interaction with 3D objects, while MagnifyGesture provides intuitive scaling.

Launch the immersive space to experience full spatial interaction. Use pinch gestures to scale the globe and tap to select locations.

Step 5: Managing App State and Data Flow

Create a robust state management system for coordinating between different spatial contexts.

import SwiftUI
import Combine

// Observable app state manager
@MainActor
class GlobeAppState: ObservableObject {
    @Published var selectedContinent: String = "Europe"
    @Published var globeScale: CGFloat = 1.0
    @Published var isImmersive: Bool = false
    @Published var markers: [LocationMarker] = []
    @Published var userPreferences: UserPreferences = UserPreferences()
    
    // Window management
    @Published var activeWindows: Set<String> = []
    
    private var cancellables = Set<AnyCancellable>()
    
    init() {
        setupObservers()
        loadInitialData()
    }
    
    func setupObservers() {
        // Observe continent changes
        $selectedContinent
            .debounce(for: .seconds(0.5), scheduler: RunLoop.main)
            .sink { [weak self] continent in
                self?.updateMarkersForContinent(continent)
            }
            .store(in: &cancellables)
        
        // Sync preferences
        $userPreferences
            .sink { preferences in
                UserDefaults.standard.set(
                    try? JSONEncoder().encode(preferences),
                    forKey: "userPreferences"
                )
            }
            .store(in: &cancellables)
    }
    
    func loadInitialData() {
        // Load saved preferences
        if let data = UserDefaults.standard.data(forKey: "userPreferences"),
           let preferences = try? JSONDecoder().decode(UserPreferences.self, from: data) {
            self.userPreferences = preferences
        }
        
        // Load default markers
        markers = LocationMarker.defaultMarkers()
    }
    
    func updateMarkersForContinent(_ continent: String) {
        // Filter markers based on selected continent
        markers = LocationMarker.defaultMarkers().filter { marker in
            marker.continent == continent
        }
    }
    
    func toggleWindow(id: String) {
        if activeWindows.contains(id) {
            closeWindow(id: id)
        } else {
            openWindow(id: id)
        }
    }
    
    func openWindow(id: String) {
        activeWindows.insert(id)
        Task {
            await openWindow(id: id)
        }
    }
    
    func closeWindow(id: String) {
        activeWindows.remove(id)
        Task {
            await dismissWindow(id: id)
        }
    }
}

// Data models
struct LocationMarker: Identifiable, Codable {
    let id = UUID()
    let name: String
    let continent: String
    let coordinates: Coordinates
    let population: Int
    let description: String
    
    static func defaultMarkers() -> [LocationMarker] {
        [
            LocationMarker(
                name: "Paris",
                continent: "Europe",
                coordinates: Coordinates(lat: 48.8566, lon: 2.3522),
                population: 2_161_000,
                description: "Capital of France, known for the Eiffel Tower"
            ),
            LocationMarker(
                name: "Tokyo",
                continent: "Asia",
                coordinates: Coordinates(lat: 35.6762, lon: 139.6503),
                population: 13_960_000,
                description: "Capital of Japan, largest metropolitan area"
            ),
            // Add more markers...
        ]
    }
}

struct Coordinates: Codable {
    let lat: Double
    let lon: Double
    
    var simd3Position: SIMD3<Float> {
        // Convert lat/lon to 3D sphere position
        let latRad = Float(lat * .pi / 180)
        let lonRad = Float(lon * .pi / 180)
        let radius: Float = 0.3
        
        return SIMD3<Float>(
            radius * cos(latRad) * sin(lonRad),
            radius * sin(latRad),
            radius * cos(latRad) * cos(lonRad)
        )
    }
}

struct UserPreferences: Codable {
    var preferredGlobeStyle: GlobeStyle = .realistic
    var showLabels: Bool = true
    var autoRotate: Bool = false
    var rotationSpeed: Double = 1.0
}

enum GlobeStyle: String, Codable, CaseIterable {
    case realistic = "Realistic"
    case simplified = "Simplified"
    case wireframe = "Wireframe"
}

// Updated App structure with state injection
@main
struct GlobeExplorerApp: App {
    @StateObject private var appState = GlobeAppState()
    
    var body: some Scene {
        WindowGroup {
            ContentView()
                .environmentObject(appState)
        }
        
        WindowGroup(id: "globe-volume") {
            GlobeVolumeView()
                .environmentObject(appState)
        }
        .windowStyle(.volumetric)
        .defaultSize(width: 0.6, height: 0.6, depth: 0.6, in: .meters)
        
        ImmersiveSpace(id: "globe-immersive") {
            ImmersiveView()
                .environmentObject(appState)
        }
        .immersionStyle(selection: .constant(.mixed), in: .mixed)
    }
}

This state management system coordinates data flow between windows, volumes, and immersive spaces. The @EnvironmentObject pattern ensures consistent state across all spatial contexts.

Update your views to use the shared state by adding @EnvironmentObject var appState: GlobeAppState and accessing shared properties.

Step 6: Optimizing Performance for Spatial Computing

Implement performance optimizations crucial for smooth spatial computing experiences.

import SwiftUI
import RealityKit

// Performance-optimized globe renderer
struct OptimizedGlobeView: View {
    @EnvironmentObject var appState: GlobeAppState
    @State private var lowDetailMode = false
    @State private var renderingStats = RenderingStats()
    
    var body: some View {
        RealityView { content in
            let globe = await createOptimizedGlobe()
            content.add(globe)
            
            // Setup LOD (Level of Detail) system
            setupLODSystem(for: globe)
            
        } update: { content in
            updateRenderingQuality(content: content)
        }
        .task {
            await monitorPerformance()
        }
        .overlay(alignment: .topTrailing) {
            if appState.userPreferences.showLabels {
                PerformanceMonitor(stats: renderingStats)
            }
        }
    }
    
    func createOptimizedGlobe() async -> ModelEntity {
        // Use different mesh resolutions based on device capabilities
        let meshResolution = getOptimalMeshResolution()
        
        let globe = ModelEntity(
            mesh: .generateSphere(
                radius: 0.3,
                latitudeBands: meshResolution,
                longitudeBands: meshResolution
            ),
            materials: [createOptimizedMaterial()]
        )
        
        // Enable frustum culling
        globe.components.set(OptimizationComponent())
        
        // Add simplified collision shapes
        let collisionShape = ShapeResource.generateSphere(radius: 0.3)
        globe.collision = CollisionComponent(shapes: [collisionShape])
        
        return globe
    }
    
    func getOptimalMeshResolution() -> Int {
        // Detect device capabilities
        #if targetEnvironment(simulator)
        return 16 // Lower resolution for simulator
        #else
        return lowDetailMode ? 24 : 48
        #endif
    }
    
    func createOptimizedMaterial() -> Material {
        if lowDetailMode {
            // Simple material for better performance
            return SimpleMaterial(
                color: .init(red: 0.2, green: 0.5, blue: 0.8),
                isMetallic: false
            )
        } else {
            // Full-quality material
            var material = PhysicallyBasedMaterial()
            material.baseColor = .init(tint: .blue)
            material.roughness = .init(floatLiteral: 0.4)
            
            // Texture loading optimization
            Task {
                await loadTexturesAsync(for: material)
            }
            
            return material
        }
    }
    
    func setupLODSystem(for entity: Entity) {
        // Implement level-of-detail based on distance
        entity.components.set(LODComponent(
            levels: [
                LODLevel(distance: 0.5, quality: .high),
                LODLevel(distance: 1.5, quality: .medium),
                LODLevel(distance: 3.0, quality: .low)
            ]
        ))
    }
    
    func updateRenderingQuality(content: RealityViewContent) {
        // Dynamically adjust quality based on performance
        if renderingStats.fps < 60 && !lowDetailMode {
            lowDetailMode = true
            recreateContent(content: content)
        } else if renderingStats.fps >= 90 && lowDetailMode {
            lowDetailMode = false
            recreateContent(content: content)
        }
    }
    
    func monitorPerformance() async {
        while !Task.isCancelled {
            // Update rendering statistics
            renderingStats.fps = await getCurrentFPS()
            renderingStats.drawCalls = await getDrawCallCount()
            renderingStats.triangleCount = await getTriangleCount()
            
            try? await Task.sleep(nanoseconds: 1_000_000_000) // Update every second
        }
    }
    
    // Async texture loading
    func loadTexturesAsync(for material: PhysicallyBasedMaterial) async {
        // Load textures in background to prevent frame drops
        Task.detached(priority: .background) {
            // Texture loading implementation
            // This would load actual texture files in a real app
        }
    }
    
    func recreateContent(content: RealityViewContent) {
        // Recreate content with new quality settings
        Task {
            content.entities.removeAll()
            let newGlobe = await createOptimizedGlobe()
            content.add(newGlobe)
        }
    }
    
    // Mock performance monitoring functions
    func getCurrentFPS() async -> Int {
        // In real app, this would query RealityKit's renderer
        return Int.random(in: 55...95)
    }
    
    func getDrawCallCount() async -> Int {
        return lowDetailMode ? 5 : 12
    }
    
    func getTriangleCount() async -> Int {
        return lowDetailMode ? 768 : 3072
    }
}

// Performance monitoring overlay
struct PerformanceMonitor: View {
    let stats: RenderingStats
    
    var body: some View {
        VStack(alignment: .leading, spacing: 4) {
            Text("FPS: \(stats.fps)")
            Text("Draw Calls: \(stats.drawCalls)")
            Text("Triangles: \(stats.triangleCount)")
        }
        .font(.caption)
        .padding(8)
        .background(.regularMaterial)
        .clipShape(RoundedRectangle(cornerRadius: 8))
        .padding()
    }
}

// Supporting types
struct RenderingStats {
    var fps: Int = 90
    var drawCalls: Int = 0
    var triangleCount: Int = 0
}

struct OptimizationComponent: Component {
    var enableFrustumCulling = true
    var enableOcclusion = true
    var enableLOD = true
}

struct LODComponent: Component {
    let levels: [LODLevel]
}

struct LODLevel {
    let distance: Float
    let quality: RenderQuality
}

enum RenderQuality {
    case low, medium, high
}

This optimization system implements dynamic level-of-detail, performance monitoring, and adaptive quality adjustments to maintain smooth framerates in spatial environments.

Test the performance optimizations by running on different devices or adjusting the quality settings while monitoring the FPS counter.

Common Errors and How to Fix Them

Error 1: “Cannot find type ‘RealityView’ in scope”

This error occurs when RealityKit isn’t properly imported or the deployment target is incorrect.

Solution:

// Ensure these imports are at the top of your file
import SwiftUI
import RealityKit
import RealityKitContent // If using Reality Composer Pro assets

// Check your target's deployment settings:
// Minimum Deployments: visionOS 1.0 or later

Error 2: “Window with id ‘globe-volume’ not found”

This happens when trying to open a window that wasn’t registered in the App scene.

Solution:

// Ensure the WindowGroup is defined in your App:
WindowGroup(id: "globe-volume") { // ID must match exactly
    GlobeVolumeView()
}
.windowStyle(.volumetric)

// When opening, use the exact same ID:
openWindow(id: "globe-volume") // Must match the WindowGroup ID

Error 3: “Entity has no collision component for gesture interaction”

Spatial gestures require proper collision setup on entities.

Solution:

// Add both collision shapes and input targeting:
entity.generateCollisionShapes(recursive: true)
entity.components.set(InputTargetComponent())

// For custom shapes:
let shape = ShapeResource.generateBox(size: [0.1, 0.1, 0.1])
entity.collision = CollisionComponent(shapes: [shape])

Next Steps and Real-World Applications

Now that you’ve mastered the fundamentals of SwiftUI visionOS development, consider expanding your app with these advanced features:

Enhanced Interactions:

  • Implement hand tracking for natural gesture control
  • Add voice commands using Speech framework integration
  • Create multi-user shared experiences with SharePlay

Advanced Visualizations:

  • Integrate real-time weather data overlays on your globe
  • Add particle effects for atmospheric visualization
  • Implement dynamic lighting based on time zones

Real-World Applications:

These visionOS development skills apply to numerous industries:

  • Education: Interactive 3D learning experiences for geography, astronomy, and science
  • Architecture: Spatial visualization of building designs and urban planning
  • Healthcare: 3D medical imaging and surgical planning tools
  • Enterprise: Data visualization dashboards and collaborative workspaces
  • Entertainment: Immersive gaming and media experiences

Consider building apps like virtual museums, 3D design tools, or collaborative workspaces that leverage Apple Vision Pro’s unique spatial capabilities.

Essential Tools and Further Learning

Official Documentation:

Development Tools:

Learning Resources:

Third-Party Libraries:

FAQ

Q: Can I develop visionOS apps without an Apple Vision Pro device?

A: Yes! The visionOS Simulator included with Xcode provides a comprehensive testing environment. While it doesn’t replicate every feature (like precise hand tracking), it’s sufficient for most development needs. You can test windows, volumes, and even immersive spaces using mouse and keyboard controls to simulate gestures.

Q: How is SwiftUI different in visionOS compared to iOS?

A: SwiftUI in visionOS includes additional modifiers and view types specific to spatial computing. Key differences include the glassBackgroundEffect() modifier for depth, volumetric window styles, 3D gesture recognizers like SpatialTapGesture, and the RealityView for embedding 3D content. The core SwiftUI concepts remain the same, making the transition smooth for iOS developers.

Q: What are the performance requirements for visionOS apps?

A: visionOS apps should maintain 90 FPS for comfortable viewing. This requires efficient use of RealityKit resources, proper level-of-detail implementation, and minimizing draw calls. Apple recommends keeping polygon counts reasonable (under 100k for interactive objects), using texture atlasing, and implementing frustum culling for complex scenes.

Q: Can I port my existing iOS app to visionOS?

A: Many iOS apps can run on visionOS with minimal changes in “Compatible” mode. However, to fully leverage spatial computing capabilities, you’ll want to redesign your UI for 3D space, add volumetric windows for appropriate content, and implement spatial interactions. Start with compatible mode, then gradually add visionOS-specific features.

Q: How do I handle user privacy in apps with spatial awareness?

A: visionOS has strict privacy controls built-in. The system handles camera and sensor access without exposing raw data to apps. Always request permissions appropriately, use Privacy Info.plist entries for spatial tracking features, and follow Apple’s privacy guidelines. User surroundings are never directly accessible to your app.

Conclusion

Congratulations! You’ve successfully built your first SwiftUI visionOS app, progressing from basic 2D windows to complex spatial interactions with RealityKit integration. You’ve learned to create traditional interfaces that adapt to spatial environments, build 3D volumetric content, implement intuitive gesture controls, and optimize performance for spatial computing platforms.

The skills you’ve developed here form the foundation for creating innovative experiences on Apple Vision Pro. Whether you’re building educational tools, enterprise applications, or immersive entertainment, you now have the knowledge to leverage visionOS’s unique capabilities.

Ready to continue your visionOS journey? Try extending the Globe Explorer app with real-time data, multiplayer features, or custom 3D models. Share your creations with the developer community and explore our other technical guides to deepen your spatial computing expertise.