Service · Immersive

visionOS Development Services

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

What a visionOS development engagement delivers.

01Delivered

A native visionOS app

An app built with the visionOS SDK, published on the App Store for Apple Vision Pro under your developer account.

02Delivered

Scene structure

A clear arrangement of windows, volumes and an optional immersive space, each with defined open and dismiss behaviour.

03Delivered

RealityKit content

3D scenes assembled in Reality Composer Pro with materials, lighting and spatial audio, loaded efficiently at runtime.

04Delivered

Accessible spatial input

Interactions driven by look-and-pinch, direct touch and system gestures, with hover effects and support for visionOS accessibility features.

05Delivered

Shared code with iPhone and iPad

Where you have an existing iOS app, shared Swift packages for models and networking so the spatial app does not duplicate them.

Early decisions

Technical decisions we settle early in visionOS development.

01Decided

Compatible iPad app or native build

An iPad app can run on Vision Pro unchanged; we decide whether that is enough or a native visionOS target is justified.

02Decided

Shared space or full space

Most apps should live alongside others in the Shared Space; we agree when, if ever, the app takes over with a Full Space.

03Decided

Immersion level

Mixed, progressive or full immersion each suit different moments, and the choice affects comfort and how users exit.

04Decided

Content pipeline

Which assets come from existing 3D tools, how they are converted to USD, and how Reality Composer Pro scenes are versioned.

05Decided

Privacy-respecting interaction

Apps do not receive raw gaze data, so we design hover and selection around the system’s privacy model from the outset.

Engagement

How a visionOS development engagement runs.

  1. 01Phase 1

    Spatial concept review

    We work out what the product gains from depth and space, and which features stay as flat windows.

  2. 02Phase 2

    Simulator and device prototyping

    Early layouts are tried in the visionOS simulator, then on hardware to judge scale, distance and comfort.

  3. 03Phase 3

    Scene and interaction build

    Windows, volumes and immersive content are built in parallel with SwiftUI views and RealityKit entities.

  4. 04Phase 4

    Review and release

    We prepare spatial screenshots and previews, submit to App Review and support the launch on the visionOS App Store.

Fit

When a visionOS app is the right choice.

01Good fit

Content that benefits from depth

Product configurators, anatomy, engineering models or data that is easier to understand when seen in three dimensions.

02Good fit

Extending an Apple-centred product

Companies with an established iPhone or iPad app that want a spatial version sharing the same Swift foundations.

03Good fit

Focused or premium experiences

Entertainment, design review or collaboration where an immersive moment adds clear value for a high-end audience.

Windows, volumes and spaces

visionOS 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.

Designing for eyes and hands

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.

Comfort in the Shared Space

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.

Reusing what you have on iOS

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

Questions to resolve before the build.

01Do we need an Apple Vision Pro to build the app?

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.

02Will our iPad app run on Vision Pro already?

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.

03Can apps track where users look?

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.

04Can you reuse our 3D models?

Usually. Models are converted to USD formats, optimised for real-time rendering and arranged in Reality Composer Pro with materials suited to visionOS lighting.

Primary sources

References behind this page

Dated official documentation, standards, and research that support the factual claims on this page.

  1. 01
    Apple Developer: visionOS

    Apple’s hub for building spatial apps with SwiftUI, RealityKit and ARKit on Vision Pro.

  2. 02
    Apple Developer Documentation: visionOS

    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

Turn the brief into an accepted product scope.

Define outcomes, constraints, evidence, rights and handover before delivery begins.

Commercial rights, repositories, environments, documentation, acceptance and handover remain contract-defined.