/widgets
visionOS widget patterns including mounting styles, glass/paper textures, proximity-aware layouts, and spatial widget families. Use when creating or adapting widgets for visionOS.
$ npx -y skills add rshankras/claude-code-apple-skills --skill widgets --agent claude-codeHow it fires
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visionOS widget patterns including mounting styles, glass/paper textures, proximity-aware layouts, and spatial widget families. Use when creating or adapting widgets for visionOS.
SKILL.md
widgets.SKILL.mdname: visionos-widgets
description: visionOS widget patterns including mounting styles, glass/paper textures, proximity-aware layouts, and spatial widget families. Use when creating or adapting widgets for visionOS.
allowed-tools: [Read, Glob, Grep]
last_verified: 2026-07-16
review_by: 2027-06-22
os_version: iOS 27 / macOS 27
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 lands
Read more
name: visionos-widgets description: visionOS widget patterns including mounting styles, glass/paper textures, proximity-aware layouts, and spatial widget families. Use when creating or adapting widgets for visionOS. allowed-tools: [Read, Glob, Grep] last_verified: 2026-07-16 review_by: 2027-06-22 os_version: iOS 27 / macOS 27
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 lands
A collection of Claude Code skills for iOS, macOS, watchOS, visionOS, and Apple platform development. These skills help you plan and build apps, maintain code quality, ensure HIG compliance, and guide you from idea to App Store.
Repo: rshankras/claude-code-apple-skills
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