Skill v1.0.5
currentAutomated scan100/100~2 modified
version: "1.0.5" name: realitykit description: "Build iOS augmented reality and 3D experiences with RealityKit and ARKit. Use when adding RealityView content, loading entities or USDZ models, anchoring objects to planes or world positions, distinguishing entity hit tests from ARKit real-world raycasts, handling AR camera availability, world tracking, scene updates, or RealityKit entity gestures and interactions."
RealityKit
Build AR experiences on iOS using RealityKit for rendering and ARKit for world tracking. Covers RealityView, entity management, raycasting, scene understanding, and gesture-based interactions. Targets Swift 6.3 / iOS 26+.
Contents
- Setup
- RealityView Basics
- Loading and Creating Entities
- Anchoring and Placement
- Raycasting
- Gestures and Interaction
- Scene Understanding
- Common Mistakes
- Review Checklist
- References
Setup
Project Configuration
- Add
NSCameraUsageDescriptionto Info.plist - On iOS,
RealityViewCameraContentdisplays an AR camera view by default (iOS 18+, macOS 15+); use.virtualcamera mode for explicit non-AR fallback - No entitlement is required for basic AR. If AR is core to the app, add the
arkitrequired-device capability; otherwise gate AR UI withisSupported.
Device Requirements
Check the exact AR configuration's isSupported value before presenting AR UI.
import ARKitguard ARWorldTrackingConfiguration.isSupported else {showUnsupportedDeviceMessage()return}
Key Types
| Type | Platform | Role | |
|---|---|---|---|
RealityView | iOS 18+, visionOS 1+ | SwiftUI view that hosts RealityKit content | |
RealityViewCameraContent | iOS 18+, macOS 15+ | Content displayed through an AR camera view on iOS, non-AR on macOS | |
Entity | All | Base class for all scene objects | |
ModelEntity | All | Entity with a visible 3D model | |
AnchorEntity | All | Tethers entities to a real-world anchor |
RealityView Basics
RealityView is the SwiftUI entry point for RealityKit. RealityViewCameraContent is the iOS/macOS content type. On iOS, it uses an AR camera view by default and can use content.camera = .virtual for non-AR mode when requested or when AR/camera access is unavailable.
import ARKitimport SwiftUIimport RealityKitstruct ARExperienceView: View {var body: some View {RealityView { (content: RealityViewCameraContent) inif !ARWorldTrackingConfiguration.isSupported {content.camera = .virtual}let sphere = ModelEntity(mesh: .generateSphere(radius: 0.05),materials: [SimpleMaterial(color: .blue,isMetallic: true)])sphere.position = [0, 0, -0.5] // 50cm in front of cameracontent.add(sphere)}}}
Make and Update Pattern
Use the update closure to respond to SwiftUI state changes:
struct PlacementView: View {@State private var modelColor: UIColor = .redvar body: some View {RealityView { content inlet box = ModelEntity(mesh: .generateBox(size: 0.1),materials: [SimpleMaterial(color: .red,isMetallic: false)])box.name = "colorBox"box.position = [0, 0, -0.5]content.add(box)} update: { content inif let box = content.entities.first(where: { $0.name == "colorBox" }) as? ModelEntity {box.model?.materials = [SimpleMaterial(color: modelColor,isMetallic: false)]}}Button("Change Color") {modelColor = modelColor == .red ? .green : .red}}}
Loading and Creating Entities
Loading from USDZ Files
Load 3D models asynchronously to avoid blocking the main thread:
RealityView { content inif let robot = try? await ModelEntity(named: "robot") {robot.position = [0, -0.2, -0.8]robot.scale = [0.01, 0.01, 0.01]content.add(robot)}}
Adding Components
Entities use an ECS (Entity Component System) architecture. Add components to give entities behavior:
let box = ModelEntity(mesh: .generateBox(size: 0.1),materials: [SimpleMaterial(color: .red, isMetallic: false)])// Make it respond to physicsbox.components.set(PhysicsBodyComponent(massProperties: .default,material: .default,mode: .dynamic))// Add collision shape for interactionbox.components.set(CollisionComponent(shapes: [.generateBox(size: [0.1, 0.1, 0.1])]))// Enable input targeting for gesturesbox.components.set(InputTargetComponent())
Anchoring and Placement
AnchorEntity
Use AnchorEntity to anchor content to detected surfaces or world positions:
RealityView { content in// Anchor to a horizontal surfacelet floorAnchor = AnchorEntity(.plane(.horizontal,classification: .floor,minimumBounds: [0.2, 0.2]))let model = ModelEntity(mesh: .generateBox(size: 0.1),materials: [SimpleMaterial(color: .orange, isMetallic: false)])floorAnchor.addChild(model)content.add(floorAnchor)}
Anchor Targets
| Target | Description | |
|---|---|---|
.plane(.horizontal, ...) | Horizontal surfaces (floors, tables) | |
.plane(.vertical, ...) | Vertical surfaces (walls) | |
.plane(.any, ...) | Any detected plane | |
.world(transform:) | Fixed world-space position |
Raycasting
Keep RealityKit scene queries separate from ARKit real-world raycasts:
RealityViewCameraContent.ray(through:in:to:)returns a camera ray in
RealityKit coordinate spaces. It projects a screen point into the virtual scene; it is not proof of a detected physical surface.
RealityViewCameraContent.hitTest(point:in:query:mask:)hits virtual
entities made hittable by CollisionComponent shapes. Use those shapes for entity picking and targeted gestures, not ARKit plane detection.
- Use
AnchorEntity(.plane(...))for simple placement on detected planes. - Use ARKit
ARRaycastQueryplusARSession.raycast(_:)when the task needs
a one-shot intersection with real-world surfaces, then anchor with AnchorEntity(raycastResult:).
let results = session.raycast(query)if let result = results.first {let anchor = AnchorEntity(raycastResult: result)anchor.addChild(model)content.add(anchor)}
Do not treat entity hit tests as substitutes for ARKit surface raycasts.
Gestures and Interaction
For gesture-based entity interaction, add CollisionComponent for the hittable shape and InputTargetComponent for input targeting.
Drag Gesture on Entities
struct DraggableARView: View {var body: some View {RealityView { content inlet box = ModelEntity(mesh: .generateBox(size: 0.1),materials: [SimpleMaterial(color: .blue, isMetallic: true)])box.position = [0, 0, -0.5]box.components.set(CollisionComponent(shapes: [.generateBox(size: [0.1, 0.1, 0.1])]))box.components.set(InputTargetComponent())box.name = "draggable"content.add(box)}.gesture(DragGesture().targetedToAnyEntity().onChanged { value inlet entity = value.entityguard let parent = entity.parent else { return }entity.position = value.convert(value.location3D,from: .local,to: parent)})}}
Scene Understanding
Per-Frame Updates
Subscribe to SceneEvents.Update for continuous scene work rather than driving RealityKit with a SwiftUI timer. Keep the subscription alive and use event.deltaTime; see Entity Animations.
Platform Boundaries
On visionOS, ARKit provides a different API surface with ARKitSession, WorldTrackingProvider, and PlaneDetectionProvider. These visionOS-specific types are not available on iOS. On iOS, RealityKit handles world tracking automatically through RealityViewCameraContent.
For iOS architecture or migration notes, gate AR with ARWorldTrackingConfiguration.isSupported, host content with RealityViewCameraContent, and build scenes from Entity/ModelEntity placed with AnchorEntity.
Handoffs: CollisionComponent + InputTargetComponent handle RealityKit interaction; AccessibilityComponent handles entity accessibility metadata; detailed SwiftUI gestures and VoiceOver/Switch Control policy belong to siblings.
Treat existing SCNView/SCNNode work as either a separate SceneKit path or an explicit migration to RealityKit, not a mixed scene graph.
Common Mistakes
DON'T: Skip AR capability checks
Use the configuration-specific support check from Setup before presenting AR. Show non-AR content or an explicit unavailable state when it fails.
DON'T: Load heavy models synchronously
Loading large USDZ files on the main thread causes frame drops and hangs. The make closure of RealityView is async -- use it.
// WRONG -- synchronous load blocks the main threadRealityView { content inlet model = try! Entity.load(named: "large-scene")content.add(model)}// CORRECT -- async loadRealityView { content inif let model = try? await ModelEntity(named: "large-scene") {content.add(model)}}
DON'T: Forget collision and input target components for interactive entities
Interactive entities need both components shown in Gestures and Interaction; without them, taps and drags pass through.
DON'T: Create new entities in the update closure
The update closure runs on every SwiftUI state change. Creating entities there duplicates content on each render pass.
// WRONG -- duplicates entities on every state changeRealityView { content in// empty} update: { content inlet sphere = ModelEntity(mesh: .generateSphere(radius: 0.05))content.add(sphere) // Added again on every update}// CORRECT -- create in make, modify in updateRealityView { content inlet sphere = ModelEntity(mesh: .generateSphere(radius: 0.05))sphere.name = "mySphere"content.add(sphere)} update: { content inif let sphere = content.entities.first(where: { $0.name == "mySphere" }) as? ModelEntity {// Modify existing entitysphere.position.y = newYPosition}}
DON'T: Ignore camera permission
RealityKit on iOS needs camera access. If the user denies permission, the view shows a black screen with no explanation.
// WRONG -- no permission handlingRealityView { content in// Black screen if camera denied}// CORRECT -- check and request permissionstruct ARContainerView: View {@State private var cameraAuthorized = falsevar body: some View {Group {if cameraAuthorized {RealityView { content in// AR content}} else {ContentUnavailableView("Camera Access Required",systemImage: "camera.fill",description: Text("Enable camera in Settings to use AR."))}}.task {let status = AVCaptureDevice.authorizationStatus(for: .video)if status == .authorized {cameraAuthorized = true} else if status == .notDetermined {cameraAuthorized = await AVCaptureDevice.requestAccess(for: .video)}}}}
Review Checklist
- [ ]
NSCameraUsageDescriptionset in Info.plist - [ ] AR device capability checked before presenting AR views
- [ ] Camera permission requested and denial handled with a fallback UI
- [ ]
arkitrequired-device capability added when AR is the app's core purpose - [ ] 3D models loaded asynchronously in the
makeclosure - [ ] Entities created in
make, modified inupdate(not created inupdate) - [ ] Interaction prerequisites and sibling handoffs follow the Gestures section
- [ ] Entity hit tests, camera rays, and ARKit surface raycasts follow the Raycasting distinctions
- [ ]
SceneEvents.Updatesubscriptions used for per-frame logic (not SwiftUI timers) - [ ] Large scenes use
ModelEntity(named:)async loading, notEntity.load(named:) - [ ] Anchor entities target appropriate surface types for the use case
- [ ] Entity names set for lookup in the
updateclosure
References
- Read references/realitykit-patterns.md for physics, animations, lighting, ECS, accessibility, and performance patterns.
- RealityKit framework
- RealityView
- RealityViewCameraContent
- RealityViewCamera
- Entity
- ModelEntity
- AnchorEntity
- ARKit framework
- ARKit in iOS
- Verifying Device Support and User Permission
- ARWorldTrackingConfiguration
- ARRaycastQuery
- ARSession.raycast(_:))
- Loading entities from a file