About spatial-swiftui-developer
A skill for developers building spatial SwiftUI experiences, covering scene and rendering choices, RealityKit integration, and interaction patterns. It directs architecture and build issues to related skills and keeps guidance focused on the relevant references.
Key features
- 01Rendering path selection
- 02Model3D and RealityView guidance
- 03RealityKit mutation patterns
- 04Spatial interaction and layout guidance
- 05Scene lifecycle and windowing guidance
Use cases
- 01Displaying a 3D asset with Model3D
- 02Building custom RealityKit entity graphs
- 03Adding spatial gestures and controls
- 04Managing windows and immersive scenes
Install
Copy the command and run it in a terminal.
$
npx skills add https:/ / github.com/ tomkrikorian/ visionosagents --skill spatial-swiftui-developerAfter installing, type/spatial-swiftui-developerin Claude Code to confirm it loaded.
Bundled files
References and scripts installed along with SKILL.md.
agents/openai.yamlreferences/buttons-and-controls.mdinteraction.mdmodel3d.mdrealityview.mdspatial-layout.mdswiftui-scene-lifecycle.mdswiftui-spatial-overview.mdwindowing-immersion.mdDetails
From the project READMESpatial SwiftUI Developer
Quick Start
- If the task is really about surface choice, scene ownership, or file
structure, switch to
spatial-app-architecturefirst. - If the task is about
Chart3D,SurfacePlot, 3D chart marks, orChart3DPose, switch to$swiftui-chart3d-developer. - Pick the rendering track:
Model3Dfor simple asset display,RealityViewfor custom entity graphs and attachments. - Load only the matching reference files.
- Keep loading async and keep RealityKit mutations inside its intended entry points.
- Route build, launch, simulator, and test problems to
build-run-debug.
Load References When
| Reference | When to Use |
|---|---|
swiftui-spatial-overview.md | When you need the general feature map, examples, and routing guidance for this skill. |
model3d.md | When using Model3D for async model loading, assets, animation, or manipulation. |
realityview.md | When setting up RealityView, attachments, or RealityKit integration patterns. |
interaction.md | When implementing gestures or manipulation patterns for spatial input. |
buttons-and-controls.md | When implementing visible SwiftUI buttons, links styled as buttons, toolbars, forms, or control surfaces. |
swiftui-scene-lifecycle.md | When checking official Window, WindowGroup, ImmersiveSpace, open/dismiss, restoration, and launch contracts. |
windowing-immersion.md | When managing windows, volumetric surfaces, or immersive space transitions. |
spatial-layout.md | When using SwiftUI spatial layout APIs, sizing, or debug tools. |
Workflow
- Confirm the architecture and scene ownership are already settled.
- Choose the rendering surface:
Model3D,RealityView, window, volume, or immersive scene. - Load only the matching reference files.
- Implement the smallest viable scene and keep mutations in the right layer.
- Summarize the chosen SwiftUI-to-RealityKit integration path.
Guardrails
- Every visible button gets an explicit
.buttonBorderShape(...)(.capsulefor labeled actions,.circlefor icon-only,.roundedRectangle(radius:)matching the background for card-like buttons - on visionOS this is also what shapes the button's hover highlight). Non-button hover surfaces pair.hoverEffect()with a matching.contentShape(.hoverEffect, ...). Loadbuttons-and-controls.mdbefore writing any control code - this applies even when buttons are incidental to a larger task. - Keep RealityKit loads async; do not block the main actor with asset or entity loading.
- Mutate RealityKit content in
RealityViewmake or update closures or in a system, not in SwiftUI body code. - Use
Model3Donly when you need simple display and layout, not a custom ECS graph. - Treat
ImmersiveSpaceas a separate scene with its own lifecycle and environment actions. - Use
defaultSizeas an initial hint only; the system can clamp or restore geometry. - Use
$swiftui-chart3d-developerfor Chart3D and spatial data visualization. - Switch to
build-run-debugwhen the question is about launch, build, simulator, codesign, or debugging workflow. - Use
spatial-app-architecturewhen the question is about scene boundaries, ownership, or feature decomposition rather than API usage. - visionOS 27 SwiftUI adds no new scene, volume, or immersion APIs; the
guidance here is current for visionOS 27. New in 27: gesture
inputKinds:filtering (seeinteraction.md) plus cross-platform toolbar and navigation refinements that also apply on visionOS.
Output Expectations
Provide:
- the chosen rendering and scene path
- which references were used
- the API surface involved (
Model3D,RealityView, windowing, interaction, or layout) - the main implementation constraint or pitfall
- routing back to architecture, Chart3D, or build/debug if needed
Comments
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