Get Started with building apps for spatial computing

Fundamentals

  • By default apps launch into shared space – kinda like multiple windows on a Mac. And people are connected to their environment with passthrough 
  • Volumes allow of bounded 3D Content in a space
  • Dedicated full space – only your app and content appears in an immersive view
  • You can choose to render in a PassThrough or Fully Immersive space
  • Interactions are via Eyes or Hands by defaults.  These interactions there are a bunch of gestures covered in another blog post of mine.
  • You can use ARKit skeletal hand tracking to create app specific hand features
  • Also supports Wireless devices, game controllers, keyboards, etc.
  • SharePlay and Group Activities allow for shared space
  • Check out designing and building spatial experience 
  • There is a lot of Privacy core principles
    • System curates data and interactions and delivers hoover effect or touch events
    • System asks the user for more information
  • Everything starts with Xcode – supports everything you need including Project Management support and Platform SDK
  • You will want to look at RealityKit metrics in Instruments
  • Reality Composer Pro supports Particle Emitters which were recently added to RealtyKit
    • You don’t have to build an app to test your content on the headset if you use Reality Composer Pro
  • Unity is also supported for people who are familiar with it

Where to Start

  • New App – You can use the new App Template for the platform where you can choice for Window or Volume, and then add an entry point for Immersive Space, if you choice Space it will add a second scene called Space to show you how to integrate.
  • There are code samples being published p
    • Destination Video show you how to build a shared immersive experience.  
    • Happy Bean is a game example in immersive space with custom hand gestures. 
    • Hello world shows how to position between different environments and modes
  • To start migrating an app, the iPad variant is preferred over iPhone variant.
    • They will retain light mode style, rotation is supported (Run your iPad and iPhone apps in Share Space) to learn more.
    • I f you add a new destination you can not target and recompile for xrOS – it will take on the new characteristics, spacing, sizing, etc. 

How to build

  • Start with Hello World app to see how it is done. Note basic windows have 3D content. Some views you end up with a volume, Another view provides a full immersion style.
    • This is a great app to see the spectrum of modalities
    • Windows serve as a starting point for your app.  They are written in SwiftUI and can include 2D and3D content.
      • Just add a windowGroup to your scene
      • Model3D(named: “” ) is very much like Image(named: “” )
      • Actions are familiar gesture recognizers and a few unique ones
  • You can add the gestures to Model3D to allow the user to manipulate a 3D object
  • Volume is a new style of window, designed for 3D content, really built for a shared space, so content must remain within the Volume
    • It is a .windowStyle(.volumetric) set with size dimensions.
    • Adopt RealityView to a scene, this allows for any number of entities to be managed by SwiftUI
    • You should learn more from various Spatial Computing with RealityKit sessions
  • Spaces is an element that hides all other apps, leaving only your app visible.  Your objects can interact with the surrounding.  Check out meet ARKit for Spatial Computing.  You use the Digital Grown to dial in the level of immersion
    • There are two styles of Immersion – .mixed (layers your content on top of passthrough) and .full (only shows your content.  There is also .progressive that allows to change the level of immersion
    • Good idea to add a button to allow a user to switch modes
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