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visionOS skills — spatial design (layout ergonomics, eyes-and-hands input, motion comfort, immersion, environments) and widget patterns (mounting styles, glass/paper textures, proximity-aware layouts). Use when designing, building, or reviewing anything for visionOS.

Use this Skill: https://skilld.dev/gh/rshankras/claude-code-apple-skills/visionos

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spatial-designimmersive-environments.md

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Immersive Environments — Production & Budgets

Building custom environments that hold 90fps on device. Design rules live in SKILL.md; this file is the production pipeline and the hard numbers (from Apple's WWDC24–26 environment sessions and the Moon-environment optimization case study).

The budgets (WWDC25 optimization session)

Budget Target
Total triangles < 200,000 (the Moon example came from 100M+ source polygons)
Visible per frame < 100,000 after frustum culling
Entities < 200 total assets
Draw calls < 100 per frame — merge and bake into consistent mesh partitions
Texture memory < 250 MB (gigabytes of PBR maps re-baked onto optimized UV atlases)
Billboard threshold beyond ~1 km perceived distance — depth cues flatten from 1–3 km, so distant content becomes billboards (millions of polygons → thousands)

Design around the viewing area

  • Environments are built at real-world scale — drop human-figure references in the scene and verify scale in-headset repeatedly (monitor perception lies about both scale and light).
  • Define the Immersive Boundary (the few-meters traversable zone) and drive every optimization decision from it: don't model geometry invisible from it, decimate distant assets, preserve silhouettes only from positions people can actually occupy.
  • Never place assets in front of an in-environment viewing screen (depth conflict with media).
  • Support day/night lighting setups driven by HDRIs.

The pipeline

  1. Reference like a photographer (WWDC26): tripod at 1m (optionally a second at 2m for occluded areas), deep depth of field, bracketed exposures for the sun-to-shadow range, Macbeth charts + chrome/gray spheres for lighting integration. 360° panorama target: 14,400 × 7,200 px (~40 px/degree); viewers see ~81° of it when fully immersed — compose key content inside that.
  2. Model in Maya/Houdini/Blender → export USDC → Reality Composer Pro. Clean naming (names drive per-piece material edits); disable post-process tone mapping so looks match.
  3. Bake lighting + surface detail into textures, set materials unlit; repack UVs into few groups (the studio example: 6 UV maps / 6 textures). Dual-texture strategy: one atlas for the boundary zone (surface-area scaled), one for everything beyond (screen-space scaled).
  4. Cull: backfaces via dot-product against the boundary, hidden geometry via raycast occlusion (~50% of remaining triangles in the case study). Apple's Immersive Optimization Toolkit for Houdini ships 14 HDAs (Adaptive Reduce, Vista Billboard, Mesh Partition, Boundary/Frustum Partition…).
  5. Fake the expensive parts: UV flow maps and precomputed data textures for soft shadows and motion; hierarchical vertex animation + layered sine waves for natural movement — carry motion in textures, not geometry.
  6. Ground the scene: virtual objects cast shadows; light-emitters spill color; soft edges where the environment blends into passthrough; spatial audio emitters at scene locations.

✅ / ❌

  • ✅ A/B every optimized asset against the source panorama — fidelity is the point of baking.
  • ✅ Justify everything added or removed; curate rather than replicate reality.
  • ❌ Real-time lighting where baked would do; geometry for areas nobody can see; assets detailed uniformly regardless of viewing distance.
  • ❌ Testing only on the monitor — scale, light, and comfort all read differently in-headset.

References

Source: SKILL.md on GitHub

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    This skill provides comprehensive design and development guidance for visionOS, covering spatial layout, ergonomics, input patterns, and widget implementation. It contains technical reference material, code examples, and review checklists derived from official developer resources. No security risks or malicious patterns were detected.

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Signed by skilld at 32566aa. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

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