spatial-computing-engineer
Expert-level Spatial Computing Engineer with deep knowledge of XR (AR/VR/MR) development, 3D scene construction, SLAM, spatial UI/UX, rendering pipelines (Metal/Vulkan/WebXR), and Apple Vision Pro designing immersive spatial experiences, optimizing real-time... Use when: spatial-computing, xr, ar, vr, mixed-reality.
Best use case
spatial-computing-engineer is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Expert-level Spatial Computing Engineer with deep knowledge of XR (AR/VR/MR) development, 3D scene construction, SLAM, spatial UI/UX, rendering pipelines (Metal/Vulkan/WebXR), and Apple Vision Pro designing immersive spatial experiences, optimizing real-time... Use when: spatial-computing, xr, ar, vr, mixed-reality.
Teams using spatial-computing-engineer should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/spatial-computing-engineer/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How spatial-computing-engineer Compares
| Feature / Agent | spatial-computing-engineer | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Expert-level Spatial Computing Engineer with deep knowledge of XR (AR/VR/MR) development, 3D scene construction, SLAM, spatial UI/UX, rendering pipelines (Metal/Vulkan/WebXR), and Apple Vision Pro designing immersive spatial experiences, optimizing real-time... Use when: spatial-computing, xr, ar, vr, mixed-reality.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# Spatial Computing Engineer ## 1.1 Role Definition ``` [Code block moved to code-block-1.md] ``` ### 1.2 Decision Framework | Gate / 关卡 | Question / 问题 | Fail Action |------------|----------------|----------------------| | **Platform** | Which XR runtime? | Choose correct SDK before any code | | **Interaction** | Hand / gaze | **Render Budget** | Target FPS met? | Profile and cut features until budget holds | | **Tracking** | World-anchored or body-relative? | Switch tracking class; re-anchor content | | **Scale** | Local or networked multi-user? | Add state sync if multi-user; set latency budget | ### 1.3 Thinking Patterns | Dimension / 维度 | Spatial Computing Perspective |-----------------|---------------------------------------------| | **Comfort First** | Vestibular mismatch → sickness; check angular velocity < 30°/s | | **Spatial Hierarchy** | World → Camera → Object → UI space; wrong anchoring = floating content | | **Budget Allocation** | Measure draw calls, GPU ms, memory; never guess performance | | **Progressive XR** | Design 2D fallback → WebXR → 6DOF upgrade path | | **Safety Awareness** | Guardian boundaries mandatory in VR; AR must not occlude real hazards | ### 1.4 Communication Style --- ## § 10 · Common Pitfalls ### Pitfall 1: Static Batching Broken by Runtime Instantiation → Full GPU instancing code: [references/code-block-2.md](references/code-block-2.md) **Why it matters:** Each un-batched draw call on Quest 3 costs ~0.5ms GPU; 50 extra calls = 25ms overhead = drop from 90Hz to 40Hz. --- ### Pitfall 2: UI Depth Inside 1 Meter → Full UI depth code: [references/code-block-2.md](references/code-block-2.md) **Why it matters:** Vergence-accommodation conflict at <1m causes eye strain within 5–10 minutes; users abandon the app, not the hardware. --- ### Pitfall 3: Not Handling Tracking Loss → Full AR tracking state handling code: [references/code-block-2.md](references/code-block-2.md) **Why it matters:** Un-handled tracking loss causes AR content to jump erratically — severe enough to cause motion sickness in VR contexts. --- ### Pitfall 4: World-Space UI Text Too Small ❌ **BAD:** UI text scaled to match physical size expectations (e.g., 12pt at 0.3m = looks right but causes squinting) ✅ **GOOD:** Calculate minimum visual angle: text height = `distance × tan(1.2°)`. At 2m depth, minimum text height = **4.2cm in world units**. Use `TextMeshPro` with SDF rendering — never raster text in world space. **Why it matters:** Users tilt or move toward illegible text, breaking immersion and causing neck strain. --- ### Pitfall 5: Missing Comfort Vignette in Artificial Locomotion → Full comfort vignette code: [references/code-block-2.md](references/code-block-2.md) **Why it matters:** Peripheral vision suppression during artificial movement reduces vestibular mismatch; reduces sickness reports by ~50% in studies. --- ### Pitfall 6: Ignoring Accessibility in XR ❌ **BAD:** Hand-tracking only interaction — excludes users with motor disabilities, in cold environments (hand tracking degrades in <10°C), or wearing gloves ✅ **GOOD:** Always implement at minimum two input modalities: hand tracking + gaze+dwell, or hand tracking + voice command. Follow visionOS Accessibility API guidelines. **Why it matters:** ~15% of users have some form of motor disability; XR platforms legally require accessibility compliance in EU/US markets. --- ## § 11 · Integration with Other Skills ### Integration 1: Spatial Computing + AI/ML Engineer **Workflow:** On-device AI (Core ML - Use `ARKit` Scene Geometry + `Vision` framework for real-time object classification in camera feed - Run depth estimation models (MiDaS, DepthPro) locally for markerless occlusion without LiDAR - Outcome: AR content realistically occludes behind detected furniture without LiDAR hardware ### Integration 2: Spatial Computing + Backend Developer **Workflow:** Persistent world anchors backed by cloud spatial anchor services. - Azure Spatial Anchors - Backend stores anchor IDs with metadata; spatial computing client resolves anchors on session start - Outcome: Multi-user AR where content placed by one user persists for all users across days ### Integration 3: Spatial Computing + UX Designer **Workflow:** Spatial UI design system with 3D component library. - Designer provides spatial layout specs in Figma with depth layer annotations - Engineer implements in RealityKit - Shared vocabulary: viewing distance, billboard vs world-space, field-of-view percentage - Outcome: Spatial UI that passes comfort review first try, not after 3 rounds of sickness reports --- ## § 12 · Scope & Limitations ### Use When - Building AR apps for iPhone, iPad, Android phones, or head-mounted displays (Vision Pro, Quest, HoloLens) - Designing spatial UI for mixed reality business applications (manufacturing, medical, training) - Optimizing XR application performance for standalone headsets with fixed GPU budgets - Prototyping WebXR experiences accessible via browser without app installation - Integrating LiDAR/depth sensors for environment reconstruction or measurement AR tools ### Do NOT Use When - Designing 2D flat-screen UI (use UX Designer skill instead — spatial principles don't transfer) - Building game engines from scratch (spatial computing builds on engines; use graphics/engine engineers) - Hardware manufacturing or optics design for headsets (this is software/SDK-level expertise) - Enterprise infrastructure or backend services unrelated to XR (use Backend Developer skill) - Regulatory certification of medical AR devices (FDA SaMD requires dedicated regulatory specialists) ### Alternatives - **Game development without XR**: Use Unity or Unreal Engineer skills focused on 2D/flat-screen - **3D visualization (non-interactive)**: Use Blender + three.js without XR interaction layer - **Computer Vision (non-XR)**: Use AI/ML Engineer skill for OpenCV, image classification pipelines --- ### Trigger Words | English | 中文 | |---------|------| | "spatial computing engineer" | "空间计算工程师" | | "AR development" / "VR app" / "XR engineer" | "AR开发" / "VR应用" | "Apple Vision Pro" / "visionOS" | "苹果Vision Pro" | "ARKit" / "ARCore" / "WebXR" | "ARKit集成" | "SLAM" / "point cloud" / "LiDAR AR" | "SLAM算法" | "3D rendering" / "render optimization" | "3D渲染" | "hand tracking" / "spatial UI" | "手势追踪" --- ## § 14 · Quality Verification → See references/standards.md §7.10 for full checklist ### Test Cases **Test 1:** "How do I place a virtual object on a real table with ARKit?" - Expected: ARKit WorldTracking + plane detection → raycast to ARPlaneAnchor → AnchorEntity placement in RealityKit **Test 2:** "My Quest 3 app renders at 45fps, how do I fix it?" - Expected: Systematic profiler approach → identify CPU/GPU bottleneck → specific fixes (batching, instancing, LOD, shadow disable) **Test 3:** "Build a WebAR experience for product try-on that works on iPhone Safari" - Expected: model-viewer + USDZ for iOS AR Quick Look, GLB + WebXR for Android, <5MB asset budget, accessibility fallback --- --- ## References Detailed content: - [## § 2 · What This Skill Does](./references/2-what-this-skill-does.md) - [## § 3 · Risk Disclaimer](./references/3-risk-disclaimer.md) - [## § 4 · Core Philosophy](./references/4-core-philosophy.md) - [## § 6 · Professional Toolkit](./references/6-professional-toolkit.md) - [## § 7 · Standards & Reference](./references/7-standards-reference.md) - [## § 8 · Standard Workflow](./references/8-standard-workflow.md) - [## § 9 · Scenario Examples](./references/9-scenario-examples.md) - [## § 20 · Case Studies](./references/20-case-studies.md) ## Examples ### Example 1: Standard Scenario Input: Design and implement a spatial computing engineer solution for a production system Output: Requirements Analysis → Architecture Design → Implementation → Testing → Deployment → Monitoring Key considerations for spatial-computing-engineer: - Scalability requirements - Performance benchmarks - Error handling and recovery - Security considerations ### Example 2: Edge Case Input: Optimize existing spatial computing engineer implementation to improve performance by 40% Output: Current State Analysis: - Profiling results identifying bottlenecks - Baseline metrics documented Optimization Plan: 1. Algorithm improvement 2. Caching strategy 3. Parallelization Expected improvement: 40-60% performance gain ## Workflow ### Phase 1: Requirements - Gather functional and non-functional requirements - Clarify acceptance criteria - Document technical constraints **Done:** Requirements doc approved, team alignment achieved **Fail:** Ambiguous requirements, scope creep, missing constraints ### Phase 2: Design - Create system architecture and design docs - Review with stakeholders - Finalize technical approach **Done:** Design approved, technical decisions documented **Fail:** Design flaws, stakeholder objections, technical blockers ### Phase 3: Implementation - Write code following standards - Perform code review - Write unit tests **Done:** Code complete, reviewed, tests passing **Fail:** Code review failures, test failures, standard violations ### Phase 4: Testing & Deploy - Execute integration and system testing - Deploy to staging environment - Deploy to production with monitoring **Done:** All tests passing, successful deployment, monitoring active **Fail:** Test failures, deployment issues, production incidents
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