Getting Started with visionOS Development in Antigravity
Apple Vision Pro opened an entirely new frontier for developers: spatial computing. But visionOS development comes with its own learning curve—new concepts like RealityKit, ImmersiveSpace, and volumetric windows can feel unfamiliar even for experienced iOS engineers.
That's where Antigravity becomes indispensable. It understands visionOS-specific APIs, SwiftUI's spatial extensions, and the latest WWDC 2026 updates out of the box. With AI-powered code generation and instant error resolution, Antigravity dramatically shortens the ramp-up time for building Vision Pro apps.
If you're new to iOS development in general, Getting Started with iOS App Development Using Antigravity: Swift & SwiftUI Basics is a great place to begin.
Setting Up Your Development Environment
What You'll Need
- Mac with Apple Silicon (recommended) running macOS Sequoia or later
- Xcode 26 (WWDC 2026 edition — download from the Mac App Store or Apple Developer portal)
- Antigravity installed from antigravity.google
- An Apple Developer account (required for real device testing and App Store submission)
- A visionOS Simulator is sufficient for development — you don't need hardware to get started
Creating a visionOS Project in Xcode 26
Open Xcode and select "Create New Project." In the template chooser, pick the visionOS tab and select App.
Fill in the project settings:
- Product Name:
MySpatialApp(or anything you like) - Team: Your Apple Developer team
- Organization Identifier:
com.yourname - Interface: SwiftUI
- Initial Scene: Window (a safe starting point before moving to full immersion)
Opening the Project in Antigravity
Once Xcode creates the project, open the folder in Antigravity:
# Open your project folder in Antigravity from the terminal
antigravity /path/to/MySpatialAppOr use Antigravity's "Open Folder" option. Antigravity will analyze the project structure and automatically activate visionOS-aware code completions.
Key visionOS Concepts to Know
Before diving into code, it helps to understand a few concepts unique to visionOS. Sharing this context with Antigravity will make its suggestions much more accurate.
Scene Types
visionOS apps are built around three scene styles:
- WindowGroup — A traditional 2D window floating in the user's space, similar to an iOS app.
- ImmersiveSpace — A full-immersion experience that fills the user's field of view with 3D content.
- VolumetricWindowGroup — A hybrid mode for 3D content contained within a defined spatial boundary.
RealityKit and Reality Composer Pro
All 3D rendering goes through RealityKit. Assets are typically managed with Reality Composer Pro (bundled with Xcode), which produces .reality packages you reference in your Swift code.
Giving Antigravity Context via AGENTS.md
Create an AGENTS.md file at the project root to orient Antigravity:
# MySpatialApp
Apple Vision Pro app targeting visionOS 2.0+.
- Language: Swift 6
- Frameworks: SwiftUI, RealityKit, ARKit
- Scene structure: WindowGroup (main) + ImmersiveSpace (3D experience)
- Min deployment: visionOS 2.0With this in place, Antigravity's suggestions will consistently use the right APIs without you needing to specify them every time.
Displaying 3D Content: A RealityKit Primer
Let's put a 3D object in space. Antigravity works best when your prompts are specific:
Sample Prompt for Antigravity
In a visionOS SwiftUI view, display a rotating colorful sphere using RealityKit.
When the user taps the sphere, it should change to a random color.
Here's the code Antigravity would generate (slightly edited for clarity):
import SwiftUI
import RealityKit
struct ContentView: View {
// Track whether the immersive space is open
@State private var showImmersiveSpace = false
@Environment(\.openImmersiveSpace) var openImmersiveSpace
@Environment(\.dismissImmersiveSpace) var dismissImmersiveSpace
var body: some View {
VStack(spacing: 20) {
Text("MySpatialApp")
.font(.extraLargeTitle)
.padding()
Toggle("Open 3D Experience", isOn: $showImmersiveSpace)
.toggleStyle(.button)
.padding()
}
.onChange(of: showImmersiveSpace) { _, newValue in
Task {
if newValue {
await openImmersiveSpace(id: "MainImmersiveSpace")
} else {
await dismissImmersiveSpace()
}
}
}
}
}
struct ImmersiveView: View {
// Track the sphere's current color
@State private var sphereColor: UIColor = .systemBlue
var body: some View {
RealityView { content in
// Create a sphere mesh and apply a material
let mesh = MeshResource.generateSphere(radius: 0.15)
var material = SimpleMaterial()
material.color = .init(tint: sphereColor)
let entity = ModelEntity(mesh: mesh, materials: [material])
// Position the sphere slightly in front and above center
entity.position = [0, 1.5, -0.8]
// Enable tap interaction by adding required components
entity.components.set(InputTargetComponent())
entity.components.set(CollisionComponent(shapes: [.generateSphere(radius: 0.15)]))
content.add(entity)
} update: { content in
// Sync color changes to the rendered entity
guard let entity = content.entities.first as? ModelEntity else { return }
var material = SimpleMaterial()
material.color = .init(tint: sphereColor)
entity.model?.materials = [material]
}
.gesture(
TapGesture()
.targetedToAnyEntity()
.onEnded { _ in
// Pick a random color on each tap
sphereColor = [UIColor.systemRed, .systemGreen, .systemYellow, .systemPurple].randomElement()!
}
)
}
}Paste this into the project and run it on the visionOS Simulator — you'll see an interactive 3D sphere in space.
Tips for Better Code Generation
- Specify the visionOS version: "Write code compatible with visionOS 2.0 or later."
- Name the APIs you want: "Use RealityKit's
ModelEntityto…" produces more targeted results. - Paste compiler errors directly: Antigravity resolves visionOS-specific compile errors with a high accuracy rate, especially when given the full error message.
ARKit Integration and Spatial Tracking
visionOS 2.0 brought significant ARKit enhancements—hand tracking, plane detection, and spatial anchors give you the building blocks for deeply interactive experiences.
For a detailed tutorial on ARKit across both iOS and visionOS, see Building AR Apps with Antigravity: An ARKit & ARCore Beginner's Guide 2026. Note that the ARKit APIs available on visionOS differ somewhat from iOS—always tell Antigravity "visionOS ARKit" to ensure it uses the correct framework APIs.
Hand Tracking Sample Prompt
Using ARKit's HandAnchor in visionOS, make a glowing sphere
follow the tip of the user's index finger in real time.
Antigravity will generate the anchor detection loop, entity positioning logic, and the required ARKitSession setup. This kind of complex boilerplate used to take hours to research and write—with Antigravity, it's ready in seconds.
Looking back
Building for Apple Vision Pro is one of the most exciting frontiers in app development today. With Antigravity at your side, the unfamiliar parts of visionOS—RealityKit scene setup, spatial gesture handling, immersive space management—become much more approachable.
The workflow is straightforward: create a visionOS project in Xcode 26, open it in Antigravity, drop an AGENTS.md to share project context, and start prompting. Antigravity generates accurate, visionOS-specific SwiftUI and RealityKit code that you can run immediately.
WWDC 2026 brought a wave of new spatial computing capabilities. There's never been a better time to start building for Vision Pro.
For a deeper look at the full iOS 26 and Xcode 26 ecosystem, check out Antigravity × Xcode 26 × iOS 26 — A Practical Guide for iOS Developers Preparing for WWDC 2026.