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
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
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
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
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
ARKitScene Geometry +Visionframework 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
- ## § 3 · Risk Disclaimer
- ## § 4 · Core Philosophy
- ## § 6 · Professional Toolkit
- ## § 7 · Standards & Reference
- ## § 8 · Standard Workflow
- ## § 9 · Scenario Examples
- ## § 20 · Case Studies
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:
- Algorithm improvement
- Caching strategy
- 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