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---
id: ios-visionos-basics
title: visionOS — 공간 컴퓨팅 / RealityKit / Window
category: Coding
status: draft
source_trust_level: B
verification_status: conceptual
created_at: 2026-05-09
updated_at: 2026-05-09
tags: [ios, visionos, vision-pro, realitykit, vibe-coding]
tech_stack: { language: "Swift / SwiftUI / RealityKit", applicable_to: ["visionOS"] }
applied_in: []
aliases: [visionOS, Vision Pro, immersive space, window group, RealityKit]
---
# visionOS
> Apple Vision Pro. **3가지 mode: Window (2D 패널) / Volume (3D 박스) / Immersive (전체)**. SwiftUI 같은 코드로 시작 가능. RealityKit 으로 3D.
## 📖 핵심 개념
- Window: 일반 SwiftUI window — visionOS 가 자동 floating panel.
- Volume: 작은 3D 공간 (박스).
- Immersive: 전체 환경 (mixed / full).
- Eye + pinch: 보고 + 손가락 핀치 = 탭.
## 💻 코드 패턴
### Window
```swift
@main
struct VisionApp: App {
var body: some Scene {
WindowGroup(id: "main") {
ContentView()
}
// SwiftUI 3D floating window
}
}
```
### Volume (3D 컨테이너)
```swift
WindowGroup(id: "globe") {
GlobeView()
}
.windowStyle(.volumetric)
.defaultSize(width: 0.5, height: 0.5, depth: 0.5, in: .meters)
```
```swift
struct GlobeView: View {
var body: some View {
Model3D(named: "Earth") { model in
model.resizable().scaledToFit()
} placeholder: {
ProgressView()
}
}
}
```
### Immersive Space
```swift
@main
struct VisionApp: App {
var body: some Scene {
WindowGroup { ContentView() }
ImmersiveSpace(id: "world") {
ImmersiveView()
}
.immersionStyle(selection: .constant(.mixed), in: .mixed, .full)
}
}
struct ContentView: View {
@Environment(\.openImmersiveSpace) var open
var body: some View {
Button("Enter") { Task { await open(id: "world") } }
}
}
```
### RealityKit (3D scene)
```swift
struct ImmersiveView: View {
var body: some View {
RealityView { content in
let earth = ModelEntity(mesh: .generateSphere(radius: 0.2))
earth.model?.materials = [SimpleMaterial(color: .blue, isMetallic: false)]
earth.position = [0, 1.5, -1]
content.add(earth)
} update: { content in
// frame
}
}
}
```
### Gesture (RealityKit)
```swift
RealityView { content in ... }
.gesture(
DragGesture()
.targetedToAnyEntity()
.onChanged { value in
value.entity.position = value.convert(value.location3D, from: .local, to: value.entity.parent!)
}
)
```
### Hover 효과
```swift
Image(systemName: "heart")
.hoverEffect(.lift) // lift
```
```swift
.hoverEffect(.highlight) //
```
### 안경 / 환경 감지
```swift
import ARKit
let session = ARKitSession()
let handTracking = HandTrackingProvider()
try await session.run([handTracking])
for await update in handTracking.anchorUpdates {
// hand pose
}
```
### Anchor
```swift
let anchor = AnchorEntity(.hand(.left, location: .palm))
content.add(anchor)
//
```
### Spatial audio
```swift
let audioRes = try await AudioFileResource.load(named: "ambient.wav")
let player = entity.prepareAudio(audioRes)
player.gain = -10
player.play()
```
### Eye tracking 권한
- Privacy 강함. Direct gaze 위치는 OS 처리, 앱은 hover 만.
### Sharing window between iOS / visionOS
```swift
#if os(visionOS)
.windowStyle(.volumetric)
#endif
```
## 🤔 의사결정 기준
| 콘텐츠 | mode |
|---|---|
| 기존 iPad app | Window (Compatible) |
| 일반 productivity | Window |
| 3D 모델 viewer | Volume |
| 게임 / 몰입 | ImmersiveSpace |
| AR 위 가상 객체 | Mixed immersion |
| 완전 가상 | Full immersion |
## ❌ 안티패턴
- **iOS UI 그대로**: visionOS hover / spatial 활용 X.
- **Eye tracking 데이터 수집 가정**: 가능 X. privacy.
- **Modal 거대 화면 가운데**: Window depth 고려 + glass material 사용.
- **Audio 평면 stereo**: spatial 권장.
- **Hand tracking 없는 immersive**: 사용자 손 보임 — 방해.
- **RealityKit ECS 무시 + Entity 만**: 큰 scene 성능.
- **Glass material 안 사용**: visionOS UI 와 어색.
## 🤖 LLM 활용 힌트
- 시작 = Window (iOS app 그대로).
- 3D = Volume + Model3D / RealityView.
- 몰입 = ImmersiveSpace + RealityKit.
## 🔗 관련 문서
- [[iOS_SwiftUI_State_Property_Wrappers]]
- [[iOS_Live_Activities]]
- [[iOS_TipKit_Patterns]]