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visionOS widget patterns including mounting styles, glass/paper textures, proximity-aware layouts, and spatial widget families.
Passed 24 of 25 test cases with the skill, and 9 of 25 without it.
and 21 more in the full report
16 fixed8 passed either way0 still failing1 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 16 test cases the skill fixed. Same model, same prompt, with and without the skill.
If a developer omits calling .supportedMountingStyles() on a visionOS Widget configuration, what is the default mounting style applied by the system?
| Checked | Without skill | With skill |
|---|---|---|
| Identifies .elevated as the implicit default mounting style. | Missed | Passed |
The instructions your model reads when the skill loads.
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.
Use this skill when the user:
.systemExtraLargePortraitWhat 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:)
test cases passed, vs 9 / 25 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.