spatial-surface-architecture

Document surface-first hybrid architecture for placing widgets and stickers in VR/AR environments via WebXR.

Updated Jan 19, 2026
One-click install
npx skills add https://github.com/hkcm91/StickerNestV4 --skill spatial-surface-architecture
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: spatial-surface-architecture
Source: https://github.com/hkcm91/StickerNestV4/tree/main/.claude/skills/spatial-surface-architecture
Command: npx skills add https://github.com/hkcm91/StickerNestV4 --skill spatial-surface-architecture

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill provides a comprehensive guide for designing and implementing spatial UI placement systems in VR/AR environments, ensuring intuitive and comfortable user experiences.

Core Features & Use Cases

  • Surface-First Architecture: Prioritizes real and virtual surfaces for content placement, aligning with platform design guidelines.
  • Diegetic vs. Non-Diegetic UI: Clearly defines how different content types (widgets, stickers) should behave in spatial contexts.
  • Platform Guidelines: Incorporates best practices from Meta Horizon OS and Apple visionOS for ergonomic and effective UI.
  • Use Case: When designing a new VR application, use this Skill to decide whether to anchor interactive panels to walls or let them float freely, and how to handle placement when no surfaces are detected.

Quick Start

Use the spatial-surface-architecture skill to understand how to design widget placement in VR environments.

Frequently Asked Questions about spatial-surface-architecture

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
What is surface-first architecture in spatial UI design?

Surface-first architecture in spatial UI prioritizes placing widgets and stickers on real-world surfaces detected via WebXR over custom 3D environments or free space. It implements a room-as-canvas paradigm using a unified surface registry and snap point strategy.

How do I handle widget placement when no surfaces are detected in VR?

When no surfaces are detected in VR, widget placement must transition from surface-anchored diegetic UI to alternative non-diegetic strategies. This Skill documents how to handle fallback behaviors for interactive panels when environmental detection fails.

What is the difference between diegetic and non-diegetic UI in AR applications?

Diegetic UI in AR applications exists within the spatial environment and attaches to detected surfaces, while non-diegetic UI floats freely without surface anchoring. This distinction defines how widgets and stickers behave in spatial contexts.

Can I apply this spatial UI architecture to both Meta Horizon OS and visionOS?

Yes, this spatial UI architecture incorporates platform guidelines and best practices for both Meta Horizon OS and Apple visionOS. It addresses ergonomic design patterns for effective widget placement across both XR platforms.

What is the best way to anchor interactive panels in VR environments?

The best way to anchor interactive panels in VR is using a surface-first hybrid architecture that prioritizes real-world surfaces via WebXR. This approach aligns with platform design guidelines and implements a unified snap point strategy.

Why use a room-as-canvas paradigm for XR UX design instead of custom 3D environments?

A room-as-canvas paradigm for XR UX design grounds spatial UI in the user's physical environment rather than custom 3D environments, ensuring intuitive and comfortable user experiences. It leverages a unified surface registry for consistent widget placement.