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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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widgetsSKILL.md

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visionOS Widgets

Patterns for building widgets that live in physical space on visionOS. Covers mounting styles, textures, proximity-aware detail levels, spatial widget families, and rendering modes.

When This Skill Activates

Use this skill when the user:

  • Asks to create or adapt a widget for visionOS
  • Mentions mounting styles (elevated, recessed)
  • Wants glass or paper texture on a widget
  • Asks about proximity awareness or level of detail in widgets
  • Mentions spatial widget families or .systemExtraLargePortrait
  • Wants to control container backgrounds or rendering modes (full color vs accented)
  • Is porting an existing iOS/iPadOS widget to visionOS

Decision Tree

What do you need for your visionOS widget?
|
+- Where should the widget appear?
|  +- On a surface (table, shelf) -> .elevated (default)
|  +- Embedded in a wall -> .recessed
|  +- Both -> .supportedMountingStyles([.elevated, .recessed])
|
+- What visual treatment?
|  +- Transparent, blends with environment -> .glass (default)
|  +- Opaque, poster-like appearance -> .paper
|
+- How should it respond to user distance?
|  +- Full detail when close -> @Environment(\.levelOfDetail) == .default
|  +- Simplified when far -> @Environment(\.levelOfDetail) == .simplified
|
+- What size families?
|  +- Standard -> .systemSmall, .systemMedium, .systemLarge, .systemExtraLarge
|  +- Tall portrait -> .systemExtraLargePortrait (visionOS only)
|
+- How should colors render?
|  +- Full color (default) -> No extra work
|  +- System-tinted monochrome -> Mark backgrounds with .containerBackground(for:)

API Availability

API Minimum Version Notes
WidgetKit on visionOS visionOS 1.0 Basic widget support
.containerBackground(for: .widget) visionOS 1.0 Removable background marking
@Environment(\.showsWidgetContainerBackground) visionOS 1.0 Background visibility check
.supportedMountingStyles() visionOS 2.0 Elevated and recessed placement
.widgetTexture(.glass / .paper) visionOS 2.0 Widget surface material
@Environment(\.levelOfDetail) visionOS 2.0 Proximity-aware layouts
.systemExtraLargePortrait visionOS 2.0 Tall portrait widget family

Complete Widget Example

This example demonstrates mounting styles, textures, families, and proximity awareness together:

struct MyWidget: Widget {
    var body: some WidgetConfiguration {
        StaticConfiguration(
            kind: "com.example.mywidget",
            provider: Provider()
        ) { entry in
            MyWidgetView(entry: entry)
        }
        .supportedFamilies([
            .systemSmall, .systemMedium, .systemLarge,
            .systemExtraLarge, .systemExtraLargePortrait
        ])
        .supportedMountingStyles([.elevated, .recessed])
        .widgetTexture(.glass)        // .glass is default, .paper for opaque
    }
}

Mounting styles: .elevated (default) sits on surfaces like tables. .recessed embeds into walls like a framed picture. Omit .supportedMountingStyles() to use elevated only. Recessed works only on vertical surfaces — placements on horizontal surfaces are always elevated. On horizontal surfaces the system also applies a gentle tilt toward the user; design for that angle rather than fighting it.

Textures: .glass (default) blends with the environment; .paper is opaque, best for rich imagery.

Spatial Behavior (WWDC25)

Widgets are permanent, physical-surface-only room fixtures — they persist across sessions, room changes, and power cycles, and multiple instances can coexist in a room.

  • User resizing: a corner affordance lets users scale a widget from 75% to 125% of its template size — layouts must survive the entire range.
  • Frames: users pick from five frame widths (thin to thick), independent of template size. The recessed style fixes the frame width.
  • Frame tinting: the widget frame always receives the user's color tint and cannot opt out. Even when the background opts out of tinting, foregrounds must hold up under all 7 light and 7 dark system palettes.
  • Assets: widgets render at real-world scale — ship high-resolution assets so imagery stays sharp at close range.

Proximity Awareness (Level of Detail)

The system transitions automatically, with animation, between .default (close) and .simplified (far) based on user distance — simplify by cutting density and enlarging key info.

struct MyWidgetView: View {
    let entry: Provider.Entry
    @Environment(\.levelOfDetail) private var levelOfDetail

    var body: some View {
        switch levelOfDetail {
        case .default:
            VStack(alignment: .leading, spacing: 8) {
                Text(entry.title).font(.headline)
                Text(entry.subtitle).font(.subheadline).foregroundStyle(.secondary)
                DetailChart(data: entry.chartData)
            }
            .padding()
        case .simplified:
            VStack(spacing: 4) {
                Image(systemName: entry.iconName).font(.largeTitle)
                Text(entry.title).font(.headline)
            }
            .padding()
        @unknown default:
            Text(entry.title).padding()
        }
    }
}

Always handle @unknown default for forward compatibility.

Widget Families

Family Description
.systemSmall Compact square -- glanceable info
.systemMedium Wide rectangle -- two-column or list preview
.systemLarge Large square -- charts, detailed content
.systemExtraLarge Extra-large landscape -- dashboards
.systemExtraLargePortrait Extra-large portrait -- visionOS only; wall-art "statement" widgets

Guard the visionOS-only family in multiplatform targets:

.supportedFamilies({
    var families: [WidgetFamily] = [.systemSmall, .systemMedium, .systemLarge]
    #if os(visionOS)
    families.append(.systemExtraLargePortrait)
    #endif
    return families
}())

Container Backgrounds and Rendering Modes

In accented rendering mode, the system removes backgrounds and applies a tint color. Mark removable backgrounds so the widget renders correctly in both modes.

struct MyWidgetView: View {
    let entry: Provider.Entry
    @Environment(\.showsWidgetContainerBackground) var showsBackground

    var body: some View {
        VStack {
            Image(systemName: "star.fill").font(.largeTitle)
            Text(entry.title)
                .font(.headline)
                .foregroundStyle(showsBackground ? .white : .primary)
        }
        .padding()
        .containerBackground(for: .widget) {
            LinearGradient(
                colors: [.blue, .purple],
                startPoint: .topLeading,
                endPoint: .bottomTrailing
            )
        }
    }
}
  • Full color (default): All colors render intact.
  • Accented: Container background is removed; system applies a monochrome tint.

Previewing visionOS Widgets

#Preview("Close Up", as: .systemSmall) {
    MyWidget()
} timelineProvider: {
    Provider()
}

#Preview("Extra Large Portrait", as: .systemExtraLargePortrait) {
    MyWidget()
} timelineProvider: {
    Provider()
}

Top 5 Mistakes

# Mistake Fix
1 Missing .containerBackground(for: .widget) -- accented mode renders blank Always wrap backgrounds in .containerBackground(for: .widget) { }
2 Ignoring levelOfDetail -- detailed views unreadable from across the room Provide a .simplified layout with larger text, fewer elements
3 Using .systemExtraLargePortrait on iOS -- build error or runtime crash Guard with #if os(visionOS) or visionOS-only targets
4 Hardcoding colors that clash with glass texture Use .foregroundStyle(.primary / .secondary) and system colors
5 No @unknown default in levelOfDetail switch Always include for forward compatibility

Anti-Patterns

// ❌ No container background — accented mode shows nothing
struct BadWidgetView: View {
    var body: some View {
        ZStack {
            Color.blue  // Not marked as removable
            Text("Hello")
        }
    }
}

// ✅ Background marked as removable
struct GoodWidgetView: View {
    var body: some View {
        Text("Hello")
            .containerBackground(for: .widget) { Color.blue }
    }
}
// ❌ Same complex layout at all distances
struct BadProximityView: View {
    var body: some View {
        VStack {
            Text(entry.title).font(.caption2)  // Unreadable far away
            DetailChart(data: entry.data)
        }
    }
}

// ✅ Simplified layout when far away
struct GoodProximityView: View {
    @Environment(\.levelOfDetail) private var levelOfDetail
    var body: some View {
        switch levelOfDetail {
        case .default: DetailedLayout(entry: entry)
        case .simplified: SimplifiedLayout(entry: entry)
        @unknown default: SimplifiedLayout(entry: entry)
        }
    }
}

Review Checklist

Mounting and Texture

  • Mounting style explicitly set if widget should appear recessed or support both
  • Texture set to .paper for widgets with rich imagery
  • Widget tested in both elevated and recessed placements (if both supported)
  • Layout survives user resizing from 75% to 125% of the template size

Proximity Awareness

  • @Environment(\.levelOfDetail) provides simplified layout for distant viewers
  • .simplified layout uses larger text, fewer elements, high-contrast visuals
  • @unknown default case present in levelOfDetail switch

Families and Layout

  • .systemExtraLargePortrait guarded with #if os(visionOS) in multiplatform targets
  • Widget content adapts to each supported family size
  • Layout tested in all declared family sizes via Xcode previews

Backgrounds and Rendering

  • .containerBackground(for: .widget) { } used to mark removable backgrounds
  • Widget renders correctly in both full color and accented modes
  • showsWidgetContainerBackground checked if foreground colors depend on background
  • System semantic colors used for glass texture compatibility
  • Foreground legible under all 7 light and 7 dark frame-tint palettes

References

Source: SKILL.md on GitHub

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  • Gen Agent Trust Hub2mo

    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.

  • Socket2mo

    No alerts

  • Snyk2mo

    Risk: LOW · No issues

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

Last checked against GitHub 2 months ago.

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