Haven't seen it explicitly called out, but if you wanna write a full-featured visionOS app with UIKit & Objective-C, it all still works natively and takes full advantage of the system. You need to use a few lines of Swift/SwiftUI if you want to present ornaments (floating toolbars), or if you want to do anything 3D like view transforms or integrating 3D content. And if you want to make a volumetric or immersive (VR) app, you need to move to the SwiftUI app lifecycle. But ObjC codebases are a go
@stroughtonsmith I’m curious if SwiftUI was explicitly designed for VisionOS considering both projects may have been brewing around the same time.
@rishio I don’t believe so. But I do believe it was used to speed up development on the system apps as they coalesced in the run up to announcement. Much of the core system is ObjC/++, and UIKit which powers the UI is still nearly all ObjC. SwiftUI was designed for the Watch, and co-opted for other platforms — which is why there is such a drop-off in quality as you build for Apple’s more complex OSes