A native visionOS app
An app built with the visionOS SDK, published on the App Store for Apple Vision Pro under your developer account.
Service · Immersive
Commission a spatial app for Apple Vision Pro, built natively for visionOS with SwiftUI, RealityKit and Reality Composer Pro. We decide which parts belong in windows, volumes or a full immersive space, design for gaze and pinch, and take the app through App Store review.
SwiftUI and RealityKit, native
Windows, volumes and spaces planned
Eye and hand input designed in
Deliverables
An app built with the visionOS SDK, published on the App Store for Apple Vision Pro under your developer account.
A clear arrangement of windows, volumes and an optional immersive space, each with defined open and dismiss behaviour.
3D scenes assembled in Reality Composer Pro with materials, lighting and spatial audio, loaded efficiently at runtime.
Interactions driven by look-and-pinch, direct touch and system gestures, with hover effects and support for visionOS accessibility features.
Where you have an existing iOS app, shared Swift packages for models and networking so the spatial app does not duplicate them.
Early decisions
An iPad app can run on Vision Pro unchanged; we decide whether that is enough or a native visionOS target is justified.
Most apps should live alongside others in the Shared Space; we agree when, if ever, the app takes over with a Full Space.
Mixed, progressive or full immersion each suit different moments, and the choice affects comfort and how users exit.
Which assets come from existing 3D tools, how they are converted to USD, and how Reality Composer Pro scenes are versioned.
Apps do not receive raw gaze data, so we design hover and selection around the system’s privacy model from the outset.
Engagement
We work out what the product gains from depth and space, and which features stay as flat windows.
Early layouts are tried in the visionOS simulator, then on hardware to judge scale, distance and comfort.
Windows, volumes and immersive content are built in parallel with SwiftUI views and RealityKit entities.
We prepare spatial screenshots and previews, submit to App Review and support the launch on the visionOS App Store.
Fit
Product configurators, anatomy, engineering models or data that is easier to understand when seen in three dimensions.
Companies with an established iPhone or iPad app that want a spatial version sharing the same Swift foundations.
Entertainment, design review or collaboration where an immersive moment adds clear value for a high-end audience.
Alternatives
If the goal is many users on lower-cost headsets, a Meta Quest or OpenXR app reaches a larger installed base.
Open registerHandheld AR on iPhone and Android reaches far more people today, and can share assets with a later spatial version.
Open registerIf depth adds little, a well-made iPad app runs on Vision Pro in compatibility mode with no separate build.
Open registervisionOS gives apps three building blocks. Windows hold familiar SwiftUI interfaces. Volumes hold bounded 3D content that users can walk around. Immersive spaces take over more of the view for focused experiences.
Good visionOS apps use them sparingly. We begin by deciding which content truly needs depth, keeping the rest in windows where users already know how to work.
People select by looking at an element and pinching their fingers. Targets need enough size and spacing for gaze to land reliably, and feedback comes through system hover effects. Direct touch works for content within reach. We design both paths and test them with people unfamiliar with the device.
By default your app sits alongside others in the user’s room. Respecting that space means sensible window sizes, no sudden movement of content and clear exits from immersion. Full Space is reserved for moments that justify it.
Swift packages for data, networking and business logic can be shared between an iPhone app and its visionOS sibling. That keeps the spatial build focused on what is new, rather than reimplementing accounts and sync.
FAQ
Development starts in the visionOS simulator in Xcode, but testing on real hardware is essential for judging scale, comfort and input. We test on devices before release.
Most iPad apps can run as compatible apps in a window. A native visionOS build adds depth, volumes, immersive spaces and native look-and-feel.
No. visionOS keeps gaze private and only tells the app when something is selected. Hover highlights are rendered by the system, which we account for in the design.
Usually. Models are converted to USD formats, optimised for real-time rendering and arranged in Reality Composer Pro with materials suited to visionOS lighting.
Related services
For game-like spatial apps that also target other headsets, Unity’s visionOS support can share one project.
Open registerLayout, typography and interaction design suited to windows floating in a room rather than a screen in the hand.
Open registerA WebGL viewer gives the same models an audience outside the headset, useful for sharing and marketing.
Open registerPrimary sources
Dated official documentation, standards, and research that support the factual claims on this page.
Apple’s hub for building spatial apps with SwiftUI, RealityKit and ARKit on Vision Pro.
Reference documentation for windows, volumes, immersive spaces and spatial input.
How to read this page
Scope, cost and timeline figures are planning guidance until confirmed in a written proposal. Diagrams and screens are illustrations, not client deliverables, and source-code rights and handover follow the signed agreement. See the delivery process and the full disclaimer.
Next decision
Define outcomes, constraints, evidence, rights and handover before delivery begins.
Commercial rights, repositories, environments, documentation, acceptance and handover remain contract-defined.