XR / visionOS Developer
XR and visionOS Developers build spatial computing applications that blend digital content with physical space. Their daily English covers discussing spatial UX patterns with designers, writing architecture documents for mixed reality experiences, explaining input model constraints to product teams, and presenting performance profiling results for spatial rendering. This path covers the vocabulary of spatial computing, Apple Vision Pro development, and the language for communicating about XR design and technical decisions.
Topics covered
- visionOS & Apple Vision Pro
- RealityKit & Reality Composer Pro
- Spatial UI design
- Mixed reality & passthrough
- XR input models
- Spatial audio & haptics
Vocabulary spotlight
4 terms every XR / visionOS Developer should know in English:
A computing paradigm where digital content exists and can be interacted with in three-dimensional space alongside the physical world — the foundational concept behind AR, VR, and mixed reality
"Spatial computing requires thinking about content placement in 3D space, not just 2D screen layout."
Camera-based video rendering of the physical environment displayed inside a headset — enabling mixed reality where digital content overlays the real world
"In passthrough mode, the user sees their real desk with our 3D data visualisation floating above it."
Apple's 3D rendering and simulation framework for building AR and visionOS experiences — providing entity-component architecture, physics simulation, and spatial audio
"We used RealityKit's ImmersiveSpace API to render the full-room spatial experience for the product demo."
A visionOS execution mode where multiple apps coexist and render windows simultaneously alongside the user's physical environment — the default windowed mode
"Our productivity app runs in shared space so users can see it alongside other visionOS apps and their real desk."
📚 Vocabulary Reference
Key terms organised by category for XR / visionOS Developers:
Spatial Concepts
visionOS & API
Input & Interaction
Rendering & Performance
Recommended exercises
Real-world scenarios you'll practise
- Explaining spatial UI constraints to a 2D designer: why traditional screen-based layout rules do not apply in spatial computing and what ergonomic guidelines replace them
- Writing a technical design document for a mixed reality feature: specifying rendering mode, placement anchors, interaction model, and performance budget
- Presenting spatial rendering performance results to a product team: explaining draw call budgets, polygon counts, and why they matter for comfort and battery life
- Communicating Apple Vision Pro input model to a team used to touch UI: eyes, hands, and voice as primary inputs and what that means for interaction design