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FAQ

Does WristUI run C# UI on a physical Apple Watch today?

Section titled “Does WristUI run C# UI on a physical Apple Watch today?”

No verified device path yet. C# UI on the watch simulator via Native AOT is the supported path today. Physical device execution is unverified — do not assume device parity.

Apple companion surfaces that fill Microsoft gaps for .NET — Home Screen / Mac widgets and moment-of-need App Clips. They are Story A (not the write-once WristUI.Sdk story). See WidgetKit and App Clips.

Yes. AvantiPoint.WristUI.Sdk and the WristUI package id ship as the coordinating SDK and multi-targeted shared watch UI library. Existing Apple and Wear platform SDKs remain independently usable.

Yes. AvantiPoint.WearOS.Sdk is ready — see Wear OS.

Pulse is the WristUI fitness companion demo — zone, move, and complication — same C# UI on Apple Watch Ultra and Galaxy Watch. See Pulse.

WristUI does not promise pixel-identical controls, automatic conversion of MAUI/Uno/Avalonia UI, a visual designer, or support for every platform API. Details: Scope.

Do I need to write Swift for consumer watch UI?

Section titled “Do I need to write Swift for consumer watch UI?”

No. Zero Swift in the consumer UI path — author UI in C# / .NET. Native platform SDKs supply Apple toolchain integration.

Platform SDKs: AvantiPoint.WatchOS.Sdk / WatchOS.Sdk, AvantiPoint.WearOS.Sdk, AvantiPoint.WidgetKit.Sdk, AvantiPoint.AppClips.Sdk, AvantiPoint.Apple.Extras.

Write-once: AvantiPoint.WristUI.Sdk (package id WristUI).

See Package map.

Community, Professional, and Enterprise tiers are documented on Licenses. Contact hello@avantipoint.com to get a license.