tomkrikorian/visionosagents/realitykit-ecs-systems
Claude Code and agent skill by tomkrikorian/visionosagents
- community
Checking that the SKILL.md file is still in the repository.
Design, implement, and debug custom RealityKit components, systems, ECS queries, component registration, update loops, Codable component state, and per-frame multi-entity behavior on visionOS. Use when documented RealityKit components do not represent the needed state or behavior, when behavior spans multiple entities, or when a task needs custom System and Component architecture instead of SwiftUI view logic.
Install
npx vskill@latest install tomkrikorian/visionosagents/realitykit-ecs-systemsSKILL.md
RealityKit ECS Systems
Quick Start
- First verify that a documented RealityKit component cannot solve the
problem; use realitykit-visionos-developer component selection when unsure.
- Use a custom
Componentfor per-entity state and a customSystemfor
continuous or multi-entity behavior.
- Register custom components and systems once during app startup before any
scene, asset, or Reality Composer Pro content that depends on them loads.
- Keep per-frame work in systems, not SwiftUI body code or ad hoc timers.
- Load the full ECS guide only when implementing or debugging real custom ECS
code.
Load References When
| Reference | When to Use | |
|---|---|---|
| `references/systemandcomponentcreation.md` | Implement a complete custom component/system registration, query, and update-order pattern. | |
| `references/custom-components.md` | Define custom per-entity data and registration behavior. | |
| `references/custom-systems.md` | Implement custom systems, queries, per-frame behavior, and update loops. |
Cross-Routing
- Use
realitykit-visionos-developerfor general component choice, entity
loading, input, attachments, anchoring, portals, sync, and local USDStageComponent.
- Use
realitykit-rendering-materialswhen custom ECS only exists to drive
materials, lights, post-processing, LOD, splats, or other visual state.
- Use
realitykit-animation-physicswhen custom ECS interacts with animation,
character motion, navigation, collision, physics, particles, or cloth.
- Use
realitykit-audio-spatialwhen systems coordinate entity-owned audio.
Guardrails
- Prefer documented components before custom ECS.
- Register before loading scenes that reference the custom types.
- Keep system queries narrow and update only the entities that need work.
- Do not store SwiftUI-only state in RealityKit components unless entity
ownership is intentional.
- Summarize registration order and query shape when changing ECS code.
Output Expectations
Provide:
- why custom ECS is needed
- which ECS reference was used
- the component data model
- the system query and update cadence
- the registration location and runtime validation step
Security
- Security scanPassed, 100 of 100Pattern checks on the skill's files.
- Model reviewPassed
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingskills/realitykit-ecs-systems/SKILL.md
Popularity
- Repository stars
- 63
- Repository forks
- 10
- 7-day trend score
- 21
Stars and forks are for the whole GitHub repository, not this skill alone. Not refreshed yet.
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