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Apple Vision Pro Dev Kit: Building Spatial Computing Apps

December 5, 2024
12 min read
Apple Vision ProvisionOSSwiftUIRealityKitAR/VRSpatial Computing

Apple Vision Pro Dev Kit: Building Spatial Computing Apps

The Apple Vision Pro has opened an entirely new dimension for app development. Spatial computing isn't just about putting flat screens in 3D space—it's about reimagining how humans interact with digital content. This comprehensive guide will help you master visionOS development.

Understanding Spatial Computing

Spatial computing represents the convergence of the physical and digital worlds:

Core Concepts

  • Spatial awareness: Apps understand and interact with physical space
  • Immersive experiences: Content that surrounds and engages users
  • Natural interaction: Eye tracking, hand gestures, and voice control
  • Shared spaces: Multiple apps coexisting in your environment

Setting Up Your Development Environment

// Requirements - macOS 14.0 or later - Xcode 15.2 or later - visionOS SDK - Reality Composer Pro - At least 16GB RAM (32GB recommended) - Apple Silicon Mac (M1 or later)

Creating Your First visionOS App

import SwiftUI import RealityKit import RealityKitContent @main struct VisionProApp: App { var body: some Scene { // Window Group for 2D content WindowGroup { ContentView() } .windowStyle(.plain) .windowResizability(.contentSize) // Immersive Space for 3D content ImmersiveSpace(id: "ImmersiveSpace") { ImmersiveView() } .immersionStyle(selection: .constant(.mixed), in: .mixed) } } struct ContentView: View { @Environment(\.openImmersiveSpace) var openImmersiveSpace @Environment(\.dismissImmersiveSpace) var dismissImmersiveSpace @State private var showImmersive = false var body: some View { VStack(spacing: 30) { Text("Welcome to Spatial Computing") .font(.extraLargeTitle) Toggle("Show Immersive Space", isOn: $showImmersive) .toggleStyle(.button) .font(.title) .onChange(of: showImmersive) { _, newValue in Task { if newValue { await openImmersiveSpace(id: "ImmersiveSpace") } else { await dismissImmersiveSpace() } } } } .padding(50) .glassBackgroundEffect() } }

Building Immersive Experiences

3D Content with RealityKit

struct ImmersiveView: View { @State private var entities: [ModelEntity] = [] var body: some View { RealityView { content, attachments in // Create a 3D scene let model = ModelEntity( mesh: .generateSphere(radius: 0.1), materials: [SimpleMaterial(color: .purple, isMetallic: true)] ) // Add physics model.components.set(PhysicsBodyComponent()) model.components.set(CollisionComponent(shapes: [.generateSphere(radius: 0.1)])) // Position in space model.position = SIMD3(x: 0, y: 1.5, z: -1) // Add to scene content.add(model) // Add lighting let light = DirectionalLight() light.light.intensity = 1000 light.orientation = simd_quatf(angle: -.pi/4, axis: [1, 0, 0]) content.add(light) // Add attachment if let attachment = attachments.entity(for: "info") { attachment.position = SIMD3(x: 0.2, y: 0, z: 0) model.addChild(attachment) } } attachments: { Attachment(id: "info") { VStack { Text("Interactive Object") .font(.headline) Text("Tap to interact") .font(.caption) } .padding() .glassBackgroundEffect() } } } }

Eye Tracking and Hand Gestures

Implementing Eye Tracking

struct EyeTrackingView: View { @State private var lookAtPoint: CGPoint = .zero @State private var highlightedItem: String? var body: some View { GeometryReader { geometry in ForEach(items) { item in ItemView(item: item) .hoverEffect() .onLookAtChanged { isLooking in highlightedItem = isLooking ? item.id : nil } .scaleEffect(highlightedItem == item.id ? 1.1 : 1.0) .animation(.spring(), value: highlightedItem) } } } } // Custom view modifier for eye tracking extension View { func onLookAtChanged(perform action: @escaping (Bool) -> Void) -> some View { self.modifier(LookAtModifier(action: action)) } } struct LookAtModifier: ViewModifier { let action: (Bool) -> Void @State private var isBeingLookedAt = false func body(content: Content) -> some View { content .accessibilityHidden(false) .onReceive(NotificationCenter.default.publisher( for: .ARKitSession.lookAtStateChanged )) { notification in if let userInfo = notification.userInfo, let isLooking = userInfo["isLooking"] as? Bool { isBeingLookedAt = isLooking action(isLooking) } } } }

Hand Gesture Recognition

import ARKit struct HandGestureView: View { @StateObject private var handTracker = HandTracker() var body: some View { RealityView { content in // Setup hand tracking let session = ARKitSession() let handTracking = HandTrackingProvider() do { try await session.run([handTracking]) for await update in handTracking.anchorUpdates { switch update.event { case .added, .updated: if let handAnchor = update.anchor as? HandAnchor { processHandGesture(handAnchor) } case .removed: break } } } catch { print("Hand tracking failed: \(error)") } } } func processHandGesture(_ hand: HandAnchor) { // Detect pinch gesture let thumb = hand.jointPositions[.thumbTip] let index = hand.jointPositions[.indexFingerTip] if let thumbPos = thumb, let indexPos = index { let distance = simd_distance(thumbPos, indexPos) if distance < 0.02 { // Pinch detected handlePinchGesture() } } // Detect open palm if isOpenPalm(hand) { handleOpenPalmGesture() } } }

Spatial Audio

import AVFoundation import RealityKit class SpatialAudioManager { private var audioEngine = AVAudioEngine() private var environment = AVAudioEnvironmentNode() init() { setupAudioEngine() } func setupAudioEngine() { audioEngine.attach(environment) audioEngine.connect( environment, to: audioEngine.mainMixerNode, format: nil ) // Configure spatial rendering environment.renderingAlgorithm = .HRTFHQ environment.reverbBlend = 0.3 environment.distanceAttenuationParameters.maximumDistance = 10 } func playSound(at position: SIMD3<Float>) { let player = AVAudioPlayerNode() audioEngine.attach(player) // Position the sound in 3D space let x = position.x let y = position.y let z = -position.z // Convert to AVAudio3D coordinate system player.position = AVAudio3DPoint(x: x, y: y, z: z) player.renderingAlgorithm = .HRTFHQ // Load and play audio if let file = loadAudioFile("sound.mp3") { player.scheduleFile(file, at: nil) player.play() } } }

SharePlay and Collaboration

import GroupActivities struct SharedSpatialExperience: GroupActivity { static let activityIdentifier = "com.app.shared.spatial" var metadata: GroupActivityMetadata { var metadata = GroupActivityMetadata() metadata.title = "Shared Spatial Experience" metadata.type = .generic return metadata } } class CollaborationManager: ObservableObject { @Published var session: GroupSession<SharedSpatialExperience>? @Published var sharedObjects: [SharedObject] = [] func startSharing() async { let activity = SharedSpatialExperience() switch await activity.prepareForActivation() { case .activationPreferred: _ = try? await activity.activate() case .activationDisabled: print("SharePlay is disabled") default: break } } func configureGroupSession(_ session: GroupSession<SharedSpatialExperience>) { self.session = session session.$activeParticipants.sink { participants in // Update UI based on participants self.updateParticipantAvatars(participants) } session.messenger.messages(of: SharedObjectUpdate.self) .sink { message in // Sync object positions across devices self.updateSharedObject(message) } session.join() } }

Performance Optimization

Rendering Optimization

struct OptimizedRealityView: View { @State private var renderOptions = RenderOptions() var body: some View { RealityView { content in // Use instancing for repeated objects let mesh = MeshResource.generateBox(size: 0.1) let material = SimpleMaterial(color: .blue, isMetallic: false) // Create instance group var instances: [Transform] = [] for i in 0..<100 { var transform = Transform() transform.translation = SIMD3( x: Float.random(in: -2...2), y: Float.random(in: 0...3), z: Float.random(in: -2...2) ) instances.append(transform) } let instancedEntity = ModelEntity( mesh: mesh, materials: [material] ) instancedEntity.components.set( InstanceComponent(transforms: instances) ) content.add(instancedEntity) } .realityViewRenderOptions(renderOptions) } } struct RenderOptions: RealityViewRenderOptionsProtocol { let maximumFrameRate: Int = 90 let colorFormat: MTLPixelFormat = .bgra8Unorm_srgb let depthFormat: MTLPixelFormat = .depth32Float let usesLowLatencyRendering: Bool = true }

Testing and Debugging

import XCTest import RealityKit class VisionProTests: XCTestCase { func testSpatialInteraction() async throws { let view = ImmersiveView() let controller = UIHostingController(rootView: view) // Simulate eye tracking let eyeTrackingSimulator = EyeTrackingSimulator() eyeTrackingSimulator.lookAt(point: CGPoint(x: 100, y: 100)) // Simulate hand gesture let handSimulator = HandGestureSimulator() handSimulator.performPinch(at: SIMD3(x: 0, y: 1, z: -1)) // Verify interaction XCTAssertNotNil(controller.selectedObject) } func testPerformance() { measure { // Test rendering performance let entities = (0..<1000).map { _ in ModelEntity(mesh: .generateSphere(radius: 0.05)) } // Measure time to update all entities entities.forEach { entity in entity.transform.translation.x += 0.1 } } } }

App Store Guidelines

Design Principles

  • Comfort: Avoid sudden movements and maintain user comfort
  • Accessibility: Support all input methods (eyes, hands, voice)
  • Privacy: Clearly communicate data usage, especially for eye tracking
  • Performance: Maintain 90 FPS for optimal experience

Submission Checklist

- [ ] Test on actual Vision Pro hardware - [ ] Optimize for battery life - [ ] Implement proper privacy descriptions - [ ] Support dynamic type and accessibility - [ ] Handle space transitions gracefully - [ ] Provide 3D app icon - [ ] Include spatial screenshots

Real-World Use Cases

Medical Visualization

struct MedicalVisualization: View { @State private var organModel: ModelEntity? var body: some View { RealityView { content in // Load medical model if let model = try? await ModelEntity.load(named: "heart") { // Add interactive annotations let annotation = createAnnotation( text: "Left Ventricle", position: SIMD3(x: 0.1, y: 0, z: 0) ) model.addChild(annotation) content.add(model) } } } }

Architecture and Design

struct ArchitecturalViewer: View { var body: some View { RealityView { content in // Load building model at real-world scale let building = try? await Entity.load(named: "building") building?.scale = SIMD3(repeating: 1.0) // 1:1 scale // Allow walking through building?.components.set(CollisionComponent(mode: .trigger)) content.add(building) } } }

Future of Spatial Computing

The Vision Pro SDK is just the beginning:

  • Neural interfaces: Direct thought control integration
  • Haptic feedback: Touch and feel virtual objects
  • Persistent AR: Digital objects that stay in place
  • Cross-platform spatial: Shared experiences across devices

Conclusion

The Apple Vision Pro isn't just another device—it's a new computing paradigm. As developers, we have the opportunity to define how humanity interacts with technology for the next decade.

Start building today, and be part of the spatial computing revolution!

Apple Vision Pro Dev Kit: Building Spatial Computing Apps - TechTinkerers Blog