Antigravity AI Agents × Apple Vision Pro: the New Development Paradigm for Spatial Computing
A comprehensive practical guide to using Antigravity AI agents for Apple Vision Pro app development. Learn how to automate visionOS builds with RealityKit, ARKit, and SwiftUI Scenes, apply spatial UI best practices, and ship to production with confidence.
Setup and context: Why Vision Pro Development Needs AI Agents
Since its launch in 2024, Apple Vision Pro has seen steady adoption — particularly in enterprise contexts — and a distinctive app ecosystem is taking shape around it. Industries like architecture, medicine, education, and entertainment are hungry for experiences that only spatial computing can deliver.
The challenge is that visionOS development is fundamentally different from iOS development. Designing UIs that account for depth, viewing angles, and eye tracking in 3D space, placing objects in the world with RealityKit, sharing spatial experiences over SharePlay — none of these map cleanly onto existing SwiftUI knowledge, and the learning curve is steep.
This is where Antigravity's AI agents come in. They carry deep familiarity with visionOS APIs, generate code grounded in established best practices, and act as a force multiplier across your entire development cycle. This guide walks through how to integrate Antigravity into a real visionOS project, step by step.
Chapter 1: visionOS Architecture and Where Antigravity Fits
The Three Scene Types of visionOS
visionOS apps are composed of three scene types.
WindowGroup is the closest to a traditional iOS app — a 2D window floating in the user's space, which they can reposition and resize using hand gestures.
ImmersiveSpace provides a fully immersive 360-degree experience. You populate the space with 3D content using RealityKit's entity and component system, and users feel surrounded by what you build.
VolumetricWindow sits between the two: it renders 3D objects inside a bounded "box" anchored in space, combining the containment of a window with the depth of 3D content.
Choosing the right combination of these scenes is one of the first architectural decisions in any visionOS project — and it's a good early conversation to have with Antigravity.
Problems Antigravity Solves in visionOS Development
The hardest parts of visionOS development for most teams are:
Understanding RealityKit's entity-component system is a steep jump for developers coming from SwiftUI. ARKit session management and spatial anchor APIs are intricate and error-prone. Behavior differences between the visionOS simulator and physical hardware catch teams off guard late in development. Designing for accessibility — eye tracking, hand gestures, attention targets — requires a different mental model than touch-based UI.
Antigravity's agents are fluent in all of these areas. When you describe what you want to build in plain language, they translate that intent into working, idiomatic visionOS code.
✦
Thank you for reading this far.
Continue Reading
What follows includes implementation code, benchmarks, and practical content we hope you'll find useful. This site runs without ads — server and development costs are supported entirely by members like you. If it's been helpful, we'd be truly grateful for your support.
WHAT YOU'LL LEARN
✦How to automate and accelerate your entire visionOS development workflow with Antigravity AI agents
✦AI-assisted patterns for combining RealityKit, ARKit, and SwiftUI Scenes into polished spatial UIs
✦A production-ready checklist and troubleshooting guide for deploying to Apple Vision Pro
Secure payment via Stripe · Cancel anytime
✦
Unlock This Article
Get full access to the rest of this article. Buy once, read anytime. This site is ad-free — your support goes directly toward keeping it running.
Chapter 2: Setting Up a visionOS Project with Antigravity
Prerequisites
Xcode 16 or later (includes the visionOS SDK)
Apple Developer Program membership
visionOS Simulator (reserve physical hardware for final-stage testing)
Antigravity (VS Code extension or Antigravity IDE)
Creating the Project and Giving Antigravity Context
In Xcode, create a new project and select visionOS → App. Configure the entry point like this:
// App entry pointimport SwiftUI@mainstruct SpatialApp: App { var body: some Scene { // Main UI window WindowGroup { ContentView() } .windowStyle(.plain) // Immersive 3D space ImmersiveSpace(id: "MainSpace") { ImmersiveView() } .immersionStyle(selection: .constant(.mixed), in: .mixed) }}
The single most important thing you can do to get great results from Antigravity is to give it clear project context. Create an AGENTS.md file at the project root describing your app's purpose, target users, and key features:
# Spatial Notes App - Project Context## OverviewA spatial note-taking app for Apple Vision Pro.Users place notes in 3D space and associate them with specific physical locations.## Tech Stack- visionOS 2.0+- RealityKit (3D object placement)- ARKit (spatial anchors)- SwiftUI (UI layer)- CloudKit (sync)## Key Constraints- All UI interactions must support eye input and indirect pinch gestures- Spatial anchors use ARWorldTracking- Performance target: maintain 90fps (Vision Pro standard frame rate)
With this file in place, every agent interaction inherits the full project context — you won't need to re-explain your architecture with each prompt.
Chapter 3: Building 3D Content with RealityKit and Antigravity
Entity and Component Design
Ask Antigravity to "create a floating note card in 3D space," and it generates an implementation like this:
The entity is 30 cm × 20 cm × 1 cm — roughly the size of a sticky note held at arm's length. It responds to gaze and pinch interactions out of the box.
Anchoring Notes to Real-World Locations
ARKit spatial anchors let you pin a note to a specific point in physical space. Ask Antigravity to handle the anchor management, and it produces:
import ARKitimport RealityKit@MainActorclass SpatialAnchorManager: ObservableObject { private var arKitSession = ARKitSession() private var worldTrackingProvider = WorldTrackingProvider() private var anchors: [UUID: AnchorEntity] = [:] func startTracking() async { do { try await arKitSession.run([worldTrackingProvider]) } catch { print("ARKit session start failed: \(error)") } } func placeNote(entity: NoteEntity, at transform: simd_float4x4) async -> UUID? { // Create a world anchor at the given position let anchor = AnchorEntity(.world(transform: transform)) anchor.addChild(entity) // Record the anchor ID for persistence let anchorID = UUID() anchors[anchorID] = anchor return anchorID } func restoreAnchors(from savedData: [AnchorData]) async { for data in savedData { guard let transform = data.worldTransform else { continue } let entity = NoteEntity(text: data.text, color: data.color) let anchor = AnchorEntity(.world(transform: transform)) anchor.addChild(entity) anchors[data.id] = anchor } }}
Chapter 4: SwiftUI UI Design Patterns for visionOS
Designing Buttons for Eye Input
On Vision Pro, users select UI elements by looking at them and confirm actions with an indirect pinch gesture (a pinch movement in the air, not touching anything). Designing for this interaction model requires some rethinking. Ask Antigravity to build a spatial-native button:
struct SpatialButton: View { let title: String let systemImage: String let action: () -> Void @State private var isHovered = false var body: some View { Button(action: action) { Label(title, systemImage: systemImage) .font(.headline) .padding(.horizontal, 20) .padding(.vertical, 12) } .buttonStyle(.bordered) .tint(isHovered ? .blue : .secondary) .glassBackgroundEffect() // Vision Pro glass material .onHover { hovering in withAnimation(.easeInOut(duration: 0.15)) { isHovered = hovering } } // Expand the hover hit area for comfortable eye tracking .hoverEffect(.highlight) .contentShape(.hoverEffect, RoundedRectangle(cornerRadius: 12, style: .continuous)) }}
The .glassBackgroundEffect() modifier is Vision Pro-only and gives the button the translucent glass look that users expect from native visionOS apps.
Using Ornaments for Window-Adjacent Controls
Ornaments are a visionOS-specific UI concept: interactive elements attached to the outside edge of a window. They're the natural home for toolbars and action buttons — they stay visible without crowding the window's content area.
struct NoteDetailView: View { @Binding var note: Note var body: some View { VStack(alignment: .leading, spacing: 16) { TextEditor(text: $note.content) .font(.body) .scrollContentBackground(.hidden) } .padding() // Action buttons placed below the window as an ornament .ornament(visibility: .visible, attachmentAnchor: .scene(.bottom)) { HStack(spacing: 16) { SpatialButton(title: "Place in Space", systemImage: "arkit") { // Anchor the note in the real world via ARKit } SpatialButton(title: "Share", systemImage: "square.and.arrow.up") { // Share via SharePlay } } .padding() .glassBackgroundEffect() } }}
Chapter 5: Automating Testing and Debugging with Antigravity Agents
The Unique Testing Challenges of visionOS
Testing visionOS apps is harder than testing iOS apps. You need to verify 3D positions and rotations, simulate eye input, and account for the async rendering pipeline of RealityKit. Ask Antigravity to write unit tests for your entities and it handles these concerns directly:
import XCTestimport RealityKit@testable import SpatialNotes@MainActorfinal class NoteEntityTests: XCTestCase { var testEntity: NoteEntity! override func setUp() async throws { testEntity = NoteEntity(text: "Test note", color: .blue) } func testEntityHasRequiredComponents() { XCTAssertNotNil(testEntity.components[ModelComponent.self], "NoteEntity must have a ModelComponent") XCTAssertNotNil(testEntity.components[CollisionComponent.self], "NoteEntity must have a CollisionComponent") XCTAssertNotNil(testEntity.components[InputTargetComponent.self], "NoteEntity must have an InputTargetComponent") } func testEntityBounds() { let bounds = testEntity.visualBounds(relativeTo: nil) // Note card should be 30cm × 20cm × 1cm XCTAssertEqual(bounds.extents.x, 0.3, accuracy: 0.01, "Note card width must be 0.3m") XCTAssertEqual(bounds.extents.y, 0.2, accuracy: 0.01, "Note card height must be 0.2m") } func testColorApplication() { guard let model = testEntity.components[ModelComponent.self], let material = model.materials.first as? SimpleMaterial else { XCTFail("ModelComponent or SimpleMaterial not found") return } // Verify alpha is applied correctly XCTAssertEqual(material.color.tint.cgColor?.alpha, 0.85, accuracy: 0.01) }}
Chapter 6: Production Deployment Checklist
Performance Verification
Vision Pro needs to maintain 90 Hz. Ask Antigravity to analyze your code for performance bottlenecks — it will flag common issues like heavy work on the main thread, unnecessary per-frame entity updates, and texture memory over-allocation.
The recommended pattern for entity updates in a RealityKit scene is a System that only processes entities that have actually changed:
// Recommended: Only update entities that have pending changesclass NoteUpdateSystem: System { static let query = EntityQuery(where: .has(NoteComponent.self)) required init(scene: RealityKit.Scene) {} func update(context: SceneUpdateContext) { for entity in context.entities(matching: Self.query, updatingSystemWhen: .rendering) { guard let note = entity.components[NoteComponent.self], note.needsUpdate else { continue } entity.components[ModelComponent.self]?.materials = note.currentMaterials entity.components[NoteComponent.self]?.needsUpdate = false } }}
This approach keeps per-frame overhead near zero when nothing is changing — critical for staying at 90fps.
Accessibility
Vision Pro's accessibility features (Assistive Access, eye tracking sensitivity adjustment, and more) are evaluated during App Review. The basics look like this:
// Set meaningful accessibility labels on spatial entitiesNoteEntity() .accessibilityLabel("Note: \(noteText)") .accessibilityValue("Placed in space") .accessibilityHint("Double-tap to edit") .accessibilityAddTraits(.isButton)
Submitting to App Store Connect
visionOS submissions differ from iOS in a few important ways. App Preview videos must convey the spatial experience — flat screen recordings miss the point. Screenshots must be captured from the visionOS Simulator. Privacy declarations must include a specific justification for ARKit's use of spatial data (location of the user and nearby objects in physical space).
Antigravity can draft the privacy usage descriptions for your Info.plist and flag any API uses that require disclosure — saving you from surprises during review.
Conclusion: Antigravity as Your Spatial Computing Co-Pilot
Shipping a great Vision Pro app requires expertise across RealityKit, ARKit, and visionOS-specific UI conventions — a combination that takes real time to develop. Antigravity's agents bridge that gap: describe what you want to build, and they translate it into working, production-quality code.
The result is that you spend less time wrestling with APIs and more time on the things that matter — the architecture of the experience, the spatial design decisions, and the craft of making something genuinely useful in three dimensions.
In 2026, the appetite for spatial computing applications is real and growing. If you're considering building for Vision Pro, pairing Antigravity with the visionOS platform is one of the most effective ways to get from idea to shipped product.
Share
Thank You for Reading
Antigravity Lab is ad-free, supported entirely by members like you. We publish practical guides daily with implementation code, benchmarks, and production-ready patterns. If you've found it useful, we'd love to have you on board.