Spatial API Architecture
Frames, entities, geometry, time, uncertainty, queries, streaming, and durable state.
Explore this path →Independent developer field guide
Architecture and implementation guidance for spatial APIs across AI, LLM tools, AR, VR, maps, GPS, 3D engines, mobile apps, glasses, and spatial computing devices.
Choose a path
Start with the layer closest to your product, then follow the links across devices, data, engines, and AI workflows.
Frames, entities, geometry, time, uncertainty, queries, streaming, and durable state.
Explore this path →Ground vision and language in scene entities, deterministic geometry, provenance, and constrained agent tools.
Explore this path →Design across WebXR, OpenXR, anchors, depth, hands, reference spaces, and capability fallbacks.
Explore this path →Build with GeoJSON, coordinate systems, proximity, tracking, versioning, accuracy, and privacy.
Explore this path →Connect durable spatial entities to GameObjects, Actors, commands, assets, and runtime adapters.
Explore this path →Plan for phones, headsets, glasses, sensors, performance tiers, input, and visible privacy state.
Explore this path →Architecture
A reliable spatial interface keeps observation, coordinate transformation, spatial computation, domain meaning, and presentation distinct. This makes it possible to replace a detector, device, engine, or renderer without losing the product’s durable entities.
Every spatial value should answer: what is it, relative to what, at what time, in which units, and with what confidence?
Read the complete modelHTTP, streaming, SDKs, tool calls, subscriptions
Entities, revisions, permissions, anchors, workflows
Distance, containment, visibility, routes, semantics
Maps, cameras, depth, GPS, engines, sensors
Portable contract
A browser object, OpenXR space, Unity GameObject, Unreal Actor, or AR anchor can disappear. Product identity must survive.
{
"entity": "pump-2048",
"revision": 17,
"frame": "plant:a:v3",
"position_m": [12.84, 1.05, -6.22],
"orientation_xyzw": [0, 0.7071, 0, 0.7071],
"observed_at": "2026-10-20T18:30:00Z",
"accuracy_m": 0.08,
"capabilities": ["select", "annotate"]
}Maps: resolve the entity into geographic or facility coordinates.
XR: transform the same entity into the current tracking space.
AI: expose it as a typed tool target with provenance and permissions.
Engines: present it through a GameObject or Actor without making the runtime object authoritative.
Platform layers
Distribution, performance, device access, privacy, and content scale determine the right runtime—not keyword popularity.
| Layer | Best for | Owns | Keep above it |
|---|---|---|---|
| WebXR | Link-based immersive web experiences | Browser session, views, poses, input | Durable entities, shared anchors, domain workflows |
| OpenXR | Native and engine-based multi-runtime apps | Runtime spaces, composition, input, extensions | Product identity, permissions, cloud state |
| Mobile AR | Handheld placement, scanning, geospatial AR | Camera tracking, device sensors, local anchors | Content records, moderation, cross-device state |
| Maps + GPS | Global coordinates, regions, routes, tracking | Geographic features and location observations | Experience logic, precision policy, asset delivery |
| Game engine | Interactive 3D, simulation, rendering | Scene objects, physics, assets, local input | Durable domain state and canonical coordinates |
Latest field notes
Long-form architecture and implementation guides with one authoritative editorial source per article.
Architecture patterns for global-scale AR: localization states, anchors, altitude, heading, fallback UX, content delivery, privacy, and testing in the real world.
Read the guide →
A platform-neutral architecture for visionOS spatial apps, covering presentation modes, RealityKit entities, anchors, scene state, input, shared data, and graceful immersion.
Read the guide →
How to connect a spatial backend to Unity XR without coupling network models to GameObjects, including adapters, interactors, anchors, async state, and testing.
Read the guide →
A portable architecture for Unreal XR projects that separates OpenXR runtime concerns, Unreal actors, spatial backend state, coordinate conversion, and extensions.
Read the guide →
How to deliver city-scale and world-scale 3D content using hierarchical tiles, glTF assets, metadata, level of detail, caching, and queryable spatial services.
Read the guide →
A threat-modeling guide for spatial systems that handle precise location, camera imagery, room maps, anchors, 3D assets, and device or agent credentials.
Read the guide →FAQ
Clear definitions for teams choosing data models, runtime layers, engines, and privacy boundaries.
A spatial API is an interface for entities, geometry, poses, relationships, and queries in a physical, geographic, or virtual space. A useful contract identifies the reference frame, units, time, and uncertainty rather than returning ambiguous coordinates.
No. SpatialAPI.xyz is an independent developer publication and architecture guide. It does not claim to operate a live spatial data service, standards body, app store, or device platform.
Models can resolve language and interpret images, while spatial services provide deterministic transforms, distance, containment, visibility, routes, and actions. The model orchestrates typed tools instead of inventing geometry.
WebXR is a browser-facing web API for immersive sessions. OpenXR is a native standard between an application or engine and an XR runtime. A product-specific spatial API usually sits above either one.
Yes, when durable entity IDs, coordinate frames, assets, permissions, and commands are platform-neutral. Each client uses an adapter to resolve that state into its own runtime and capability set.
Collect the minimum needed, process locally when practical, use scoped authorization, control precision and retention, expose deletion and sharing state, and validate every agent or client tool call.
Start at the boundary
Define identity, frame, time, units, uncertainty, and authority before choosing endpoints or SDKs.
Open the spatial API guide