Installable skillMIT

visionOS 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.

BY rshankrasUPDATED Oct 27, 2026
INTENDED FOR◈OpenClawInstall in a listed agent.

instructions.md

---
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:

```swift
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.

```swift
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 landscape -- dashboards |
| `.systemExtraLargePortrait` | Extra-large portrait -- visionOS only; wall-art "statement" widgets |

Guard the visionOS-only family in multiplatform targets:

```swift
.supportedFamilies({
    var families: [WidgetFamily] = [.systemSmall, .systemMedium, .systemLarge]
    #if os(visionOS)
    families.append(.systemExtraLargePortrait)
    #endif
    return families
}())
```

## Container Backgrounds and Rendering Modes

In accented rendering mode, the system removes backgrounds and applies a tint color. Mark removable backgrounds so the widget renders correctly in both modes.

```swift
struct MyWidgetView: View {
    let entry: Provider.Entry
    @Environment(\.showsWidgetContainerBackground) var showsBackground

    var body: some View {
        VStack {
            Image(systemName: "star.fill").font(.largeTitle)
            Text(entry.title)
                .font(.headline)
                .foregroundStyle(showsBackground ? .white : .primary)
        }
        .padding()
        .containerBackground(for: .widget) {
            LinearGradient(
                colors: [.blue, .purple],
                startPoint: .topLeading,
                endPoint: .bottomTrailing
            )
        }
    }
}
```

- **Full color** (default): All colors render intact.
- **Accented**: Container background is removed; system applies a monochrome tint.

## Previewing visionOS Widgets

```swift
#Preview("Close Up", as: .systemSmall) {
    MyWidget()
} timelineProvider: {
    Provider()
}

#Preview("Extra Large Portrait", as: .systemExtraLargePortrait) {
    MyWidget()
} timelineProvider: {
    Provider()
}
```

## Top 5 Mistakes

| # | Mistake | Fix |
|---|---------|-----|
| 1 | Missing `.containerBackground(for: .widget)` -- accented mode renders blank | Always wrap backgrounds in `.containerBackground(for: .widget) { }` |
| 2 | Ignoring `levelOfDetail` -- detailed views unreadable from across the room | Provide a `.simplified` layout with larger text, fewer elements |
| 3 | Using `.systemExtraLargePortrait` on iOS -- build error or runtime crash | Guard with `#if os(visionOS)` or visionOS-only targets |
| 4 | Hardcoding colors that clash with glass texture | Use `.foregroundStyle(.primary / .secondary)` and system colors |
| 5 | No `@unknown default` in `levelOfDetail` switch | Always include for forward compatibility |

### Anti-Patterns

```swift
// ❌ No container background — accented mode shows nothing
struct BadWidgetView: View {
    var body: some View {
        ZStack {
            Color.blue  // Not marked as removable
            Text("Hello")
        }
    }
}

// ✅ Background marked as removable
struct GoodWidgetView: View {
    var body: some View {
        Text("Hello")
            .containerBackground(for: .widget) { Color.blue }
    }
}
```

```swift
// ❌ Same complex layout at all distances
struct BadProximityView: View {
    var body: some View {
        VStack {
            Text(entry.title).font(.caption2)  // Unreadable far away
            DetailChart(data: entry.data)
        }
    }
}

// ✅ Simplified layout when far away
struct GoodProximityView: View {
    @Environment(\.levelOfDetail) private var levelOfDetail
    var body: some View {
        switch levelOfDetail {
        case .default: DetailedLayout(entry: entry)
        case .simplified: SimplifiedLayout(entry: entry)
        @unknown default: SimplifiedLayout(entry: entry)
        }
    }
}
```

## Review Checklist

### Mounting and Texture
- [ ] Mounting style explicitly set if widget should appear recessed or support both
- [ ] Texture set to `.paper` for widgets with rich imagery
- [ ] Widget tested in both elevated and recessed placements (if both supported)
- [ ] Layout survives user resizing from 75% to 125% of the template size

### Proximity Awareness
- [ ] `@Environment(\.levelOfDetail)` provides simplified layout for distant viewers
- [ ] `.simplified` layout uses larger text, fewer elements, high-contrast visuals
- [ ] `@unknown default` case present in `levelOfDetail` switch

### Families and Layout
- [ ] `.systemExtraLargePortrait` guarded with `#if os(visionOS)` in multiplatform targets
- [ ] Widget content adapts to each supported family size
- [ ] Layout tested in all declared family sizes via Xcode previews

### Backgrounds and Rendering
- [ ] `.containerBackground(for: .widget) { }` used to mark removable backgrounds
- [ ] Widget renders correctly in both full color and accented modes
- [ ] `showsWidgetContainerBackground` checked if foreground colors depend on background
- [ ] System semantic colors used for glass texture compatibility
- [ ] Foreground legible under all 7 light and 7 dark frame-tint palettes

## References

- [Widgets for visionOS (WWDC)](https://developer.apple.com/documentation/widgetkit/widgets-for-visionos)
- [WidgetKit](https://developer.apple.com/documentation/widgetkit)
- [visionOS Human Interface Guidelines - Widgets](https://developer.apple.com/design/human-interface-guidelines/widgets)
COMPATIBILITY & REFERENCES

Platform guidance

Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.