visionOS widget patterns including mounting styles, glass/paper textures, proximity-aware layouts, and spatial widget families. Use when creating or adapting widgets for visionOS.
Scanned 9/6/2026
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---
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)
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