{"id":"680979af-9fd4-41d5-bfd8-320216df747f","shortId":"x4EGqw","kind":"skill","title":"realitykit","tagline":"Build augmented reality experiences with RealityKit and ARKit on iOS. Use when adding 3D content with RealityView, loading entities and models, placing objects via raycasting, configuring AR camera sessions, handling world tracking, scene understanding, or implementing entity int","description":"# RealityKit\n\nBuild AR experiences on iOS using RealityKit for rendering and ARKit for world\ntracking. Covers `RealityView`, entity management, raycasting, scene\nunderstanding, and gesture-based interactions. Targets Swift 6.3 / iOS 26+.\n\n## Contents\n\n- [Setup](#setup)\n- [RealityView Basics](#realityview-basics)\n- [Loading and Creating Entities](#loading-and-creating-entities)\n- [Anchoring and Placement](#anchoring-and-placement)\n- [Raycasting](#raycasting)\n- [Gestures and Interaction](#gestures-and-interaction)\n- [Scene Understanding](#scene-understanding)\n- [Common Mistakes](#common-mistakes)\n- [Review Checklist](#review-checklist)\n- [References](#references)\n\n## Setup\n\n### Project Configuration\n\n1. Add `NSCameraUsageDescription` to Info.plist\n2. For iOS, RealityKit uses the device camera by default via `RealityViewCameraContent` (iOS 18+, macOS 15+)\n3. No additional capabilities required for basic AR on iOS\n\n### Device Requirements\n\nAR features require devices with an A9 chip or later. Always verify support\nbefore presenting AR UI.\n\n```swift\nimport ARKit\n\nguard ARWorldTrackingConfiguration.isSupported else {\n    showUnsupportedDeviceMessage()\n    return\n}\n```\n\n### Key Types\n\n| Type | Platform | Role |\n|---|---|---|\n| `RealityView` | iOS 18+, visionOS 1+ | SwiftUI view that hosts RealityKit content |\n| `RealityViewCameraContent` | iOS 18+, macOS 15+ | Content displayed through the device camera |\n| `Entity` | All | Base class for all scene objects |\n| `ModelEntity` | All | Entity with a visible 3D model |\n| `AnchorEntity` | All | Tethers entities to a real-world anchor |\n\n## RealityView Basics\n\n`RealityView` is the SwiftUI entry point for RealityKit. On iOS, it provides\n`RealityViewCameraContent` which renders through the device camera for AR.\n\n```swift\nimport SwiftUI\nimport RealityKit\n\nstruct ARExperienceView: View {\n    var body: some View {\n        RealityView { content in\n            // content is RealityViewCameraContent on iOS\n            let sphere = ModelEntity(\n                mesh: .generateSphere(radius: 0.05),\n                materials: [SimpleMaterial(\n                    color: .blue,\n                    isMetallic: true\n                )]\n            )\n            sphere.position = [0, 0, -0.5]  // 50cm in front of camera\n            content.add(sphere)\n        }\n    }\n}\n```\n\n### Make and Update Pattern\n\nUse the `update` closure to respond to SwiftUI state changes:\n\n```swift\nstruct PlacementView: View {\n    @State private var modelColor: UIColor = .red\n\n    var body: some View {\n        RealityView { content in\n            let box = ModelEntity(\n                mesh: .generateBox(size: 0.1),\n                materials: [SimpleMaterial(\n                    color: .red,\n                    isMetallic: false\n                )]\n            )\n            box.name = \"colorBox\"\n            box.position = [0, 0, -0.5]\n            content.add(box)\n        } update: { content in\n            if let box = content.entities.first(\n                where: { $0.name == \"colorBox\" }\n            ) as? ModelEntity {\n                box.model?.materials = [SimpleMaterial(\n                    color: modelColor,\n                    isMetallic: false\n                )]\n            }\n        }\n\n        Button(\"Change Color\") {\n            modelColor = modelColor == .red ? .green : .red\n        }\n    }\n}\n```\n\n## Loading and Creating Entities\n\n### Loading from USDZ Files\n\nLoad 3D models asynchronously to avoid blocking the main thread:\n\n```swift\nRealityView { content in\n    if let robot = try? await ModelEntity(named: \"robot\") {\n        robot.position = [0, -0.2, -0.8]\n        robot.scale = [0.01, 0.01, 0.01]\n        content.add(robot)\n    }\n}\n```\n\n### Programmatic Mesh Generation\n\n```swift\n// Box\nlet box = ModelEntity(\n    mesh: .generateBox(size: [0.1, 0.2, 0.1], cornerRadius: 0.005),\n    materials: [SimpleMaterial(color: .gray, isMetallic: true)]\n)\n\n// Sphere\nlet sphere = ModelEntity(\n    mesh: .generateSphere(radius: 0.05),\n    materials: [SimpleMaterial(color: .blue, roughness: 0.2, isMetallic: true)]\n)\n\n// Plane\nlet plane = ModelEntity(\n    mesh: .generatePlane(width: 0.3, depth: 0.3),\n    materials: [SimpleMaterial(color: .green, isMetallic: false)]\n)\n```\n\n### Adding Components\n\nEntities use an ECS (Entity Component System) architecture. Add components\nto give entities behavior:\n\n```swift\nlet box = ModelEntity(\n    mesh: .generateBox(size: 0.1),\n    materials: [SimpleMaterial(color: .red, isMetallic: false)]\n)\n\n// Make it respond to physics\nbox.components.set(PhysicsBodyComponent(\n    massProperties: .default,\n    material: .default,\n    mode: .dynamic\n))\n\n// Add collision shape for interaction\nbox.components.set(CollisionComponent(\n    shapes: [.generateBox(size: [0.1, 0.1, 0.1])]\n))\n\n// Enable input targeting for gestures\nbox.components.set(InputTargetComponent())\n```\n\n## Anchoring and Placement\n\n### AnchorEntity\n\nUse `AnchorEntity` to anchor content to detected surfaces or world positions:\n\n```swift\nRealityView { content in\n    // Anchor to a horizontal surface\n    let floorAnchor = AnchorEntity(.plane(\n        .horizontal,\n        classification: .floor,\n        minimumBounds: [0.2, 0.2]\n    ))\n\n    let model = ModelEntity(\n        mesh: .generateBox(size: 0.1),\n        materials: [SimpleMaterial(color: .orange, isMetallic: false)]\n    )\n    floorAnchor.addChild(model)\n    content.add(floorAnchor)\n}\n```\n\n### Anchor Targets\n\n| Target | Description |\n|---|---|\n| `.plane(.horizontal, ...)` | Horizontal surfaces (floors, tables) |\n| `.plane(.vertical, ...)` | Vertical surfaces (walls) |\n| `.plane(.any, ...)` | Any detected plane |\n| `.world(transform:)` | Fixed world-space position |\n\n## Raycasting\n\nUse `RealityViewCameraContent` to convert between SwiftUI view coordinates\nand RealityKit world space. Pair with `SpatialTapGesture` to place objects\nwhere the user taps on a detected surface.\n\n## Gestures and Interaction\n\n### Drag Gesture on Entities\n\n```swift\nstruct DraggableARView: View {\n    var body: some View {\n        RealityView { content in\n            let box = ModelEntity(\n                mesh: .generateBox(size: 0.1),\n                materials: [SimpleMaterial(color: .blue, isMetallic: true)]\n            )\n            box.position = [0, 0, -0.5]\n            box.components.set(CollisionComponent(\n                shapes: [.generateBox(size: [0.1, 0.1, 0.1])]\n            ))\n            box.components.set(InputTargetComponent())\n            box.name = \"draggable\"\n            content.add(box)\n        }\n        .gesture(\n            DragGesture()\n                .targetedToAnyEntity()\n                .onChanged { value in\n                    let entity = value.entity\n                    guard let parent = entity.parent else { return }\n                    entity.position = value.convert(\n                        value.location3D,\n                        from: .local,\n                        to: parent\n                    )\n                }\n        )\n    }\n}\n```\n\n### Tap to Select\n\n```swift\n.gesture(\n    SpatialTapGesture()\n        .targetedToAnyEntity()\n        .onEnded { value in\n            let tappedEntity = value.entity\n            highlightEntity(tappedEntity)\n        }\n)\n```\n\n## Scene Understanding\n\n### Per-Frame Updates\n\nSubscribe to scene update events for continuous processing:\n\n```swift\nRealityView { content in\n    let entity = ModelEntity(\n        mesh: .generateSphere(radius: 0.05),\n        materials: [SimpleMaterial(color: .yellow, isMetallic: false)]\n    )\n    entity.position = [0, 0, -0.5]\n    content.add(entity)\n\n    _ = content.subscribe(to: SceneEvents.Update.self) { event in\n        let time = Float(event.deltaTime)\n        entity.position.y += sin(Float(Date().timeIntervalSince1970)) * time * 0.1\n    }\n}\n```\n\n### visionOS Note\n\nOn visionOS, ARKit provides a different API surface with `ARKitSession`,\n`WorldTrackingProvider`, and `PlaneDetectionProvider`. These visionOS-specific\ntypes are not available on iOS. On iOS, RealityKit handles world tracking\nautomatically through `RealityViewCameraContent`.\n\n## Common Mistakes\n\n### DON'T: Skip AR capability checks\n\nNot all devices support AR. Showing a black camera view with no feedback\nconfuses users.\n\n```swift\n// WRONG -- no device check\nstruct MyARView: View {\n    var body: some View {\n        RealityView { content in\n            // Fails silently on unsupported devices\n        }\n    }\n}\n\n// CORRECT -- check support and show fallback\nstruct MyARView: View {\n    var body: some View {\n        if ARWorldTrackingConfiguration.isSupported {\n            RealityView { content in\n                // AR content\n            }\n        } else {\n            ContentUnavailableView(\n                \"AR Not Supported\",\n                systemImage: \"arkit\",\n                description: Text(\"This device does not support AR.\")\n            )\n        }\n    }\n}\n```\n\n### DON'T: Load heavy models synchronously\n\nLoading large USDZ files on the main thread causes frame drops and hangs.\nThe `make` closure of `RealityView` is `async` -- use it.\n\n```swift\n// WRONG -- synchronous load blocks the main thread\nRealityView { content in\n    let model = try! Entity.load(named: \"large-scene\")\n    content.add(model)\n}\n\n// CORRECT -- async load\nRealityView { content in\n    if let model = try? await ModelEntity(named: \"large-scene\") {\n        content.add(model)\n    }\n}\n```\n\n### DON'T: Forget collision and input target components for interactive entities\n\nGestures only work on entities that have both `CollisionComponent` and\n`InputTargetComponent`. Without them, taps and drags pass through.\n\n```swift\n// WRONG -- entity ignores gestures\nlet box = ModelEntity(mesh: .generateBox(size: 0.1))\ncontent.add(box)\n\n// CORRECT -- add collision and input components\nlet box = ModelEntity(\n    mesh: .generateBox(size: 0.1),\n    materials: [SimpleMaterial(color: .red, isMetallic: false)]\n)\nbox.components.set(CollisionComponent(\n    shapes: [.generateBox(size: [0.1, 0.1, 0.1])]\n))\nbox.components.set(InputTargetComponent())\ncontent.add(box)\n```\n\n### DON'T: Create new entities in the update closure\n\nThe `update` closure runs on every SwiftUI state change. Creating entities\nthere duplicates content on each render pass.\n\n```swift\n// WRONG -- duplicates entities on every state change\nRealityView { content in\n    // empty\n} update: { content in\n    let sphere = ModelEntity(mesh: .generateSphere(radius: 0.05))\n    content.add(sphere)  // Added again on every update\n}\n\n// CORRECT -- create in make, modify in update\nRealityView { content in\n    let sphere = ModelEntity(mesh: .generateSphere(radius: 0.05))\n    sphere.name = \"mySphere\"\n    content.add(sphere)\n} update: { content in\n    if let sphere = content.entities.first(\n        where: { $0.name == \"mySphere\" }\n    ) as? ModelEntity {\n        // Modify existing entity\n        sphere.position.y = newYPosition\n    }\n}\n```\n\n### DON'T: Ignore camera permission\n\nRealityKit on iOS needs camera access. If the user denies permission, the\nview shows a black screen with no explanation.\n\n```swift\n// WRONG -- no permission handling\nRealityView { content in\n    // Black screen if camera denied\n}\n\n// CORRECT -- check and request permission\nstruct ARContainerView: View {\n    @State private var cameraAuthorized = false\n\n    var body: some View {\n        Group {\n            if cameraAuthorized {\n                RealityView { content in\n                    // AR content\n                }\n            } else {\n                ContentUnavailableView(\n                    \"Camera Access Required\",\n                    systemImage: \"camera.fill\",\n                    description: Text(\"Enable camera in Settings to use AR.\")\n                )\n            }\n        }\n        .task {\n            let status = AVCaptureDevice.authorizationStatus(for: .video)\n            if status == .authorized {\n                cameraAuthorized = true\n            } else if status == .notDetermined {\n                cameraAuthorized = await AVCaptureDevice\n                    .requestAccess(for: .video)\n            }\n        }\n    }\n}\n```\n\n## Review Checklist\n\n- [ ] `NSCameraUsageDescription` set in Info.plist\n- [ ] AR device capability checked before presenting AR views\n- [ ] Camera permission requested and denial handled with a fallback UI\n- [ ] 3D models loaded asynchronously in the `make` closure\n- [ ] Entities created in `make`, modified in `update` (not created in `update`)\n- [ ] Interactive entities have both `CollisionComponent` and `InputTargetComponent`\n- [ ] Collision shapes match the visual size of the entity\n- [ ] `SceneEvents.Update` subscriptions used for per-frame logic (not SwiftUI timers)\n- [ ] Large scenes use `ModelEntity(named:)` async loading, not `Entity.load(named:)`\n- [ ] Anchor entities target appropriate surface types for the use case\n- [ ] Entity names set for lookup in the `update` closure\n\n## References\n\n- Extended patterns (physics, animations, lighting, ECS): [references/realitykit-patterns.md](references/realitykit-patterns.md)\n- [RealityKit framework](https://sosumi.ai/documentation/realitykit)\n- [RealityView](https://sosumi.ai/documentation/realitykit/realityview)\n- [RealityViewCameraContent](https://sosumi.ai/documentation/realitykit/realityviewcameracontent)\n- [Entity](https://sosumi.ai/documentation/realitykit/entity)\n- [ModelEntity](https://sosumi.ai/documentation/realitykit/modelentity)\n- [AnchorEntity](https://sosumi.ai/documentation/realitykit/anchorentity)\n- [ARKit framework](https://sosumi.ai/documentation/arkit)\n- [ARKit in iOS](https://sosumi.ai/documentation/arkit/arkit-in-ios)\n- [ARWorldTrackingConfiguration](https://sosumi.ai/documentation/arkit/arworldtrackingconfiguration)\n- [Loading entities from a file](https://sosumi.ai/documentation/realitykit/loading-entities-from-a-file)","tags":["realitykit","swift","ios","skills","dpearson2699","accessibility","agent-skills","ai-coding","apple","claude-code","codex-skills","cursor-skills"],"capabilities":["skill","source-dpearson2699","skill-realitykit","topic-accessibility","topic-agent-skills","topic-ai-coding","topic-apple","topic-claude-code","topic-codex-skills","topic-cursor-skills","topic-ios","topic-ios-development","topic-liquid-glass","topic-localization","topic-mapkit"],"categories":["swift-ios-skills"],"synonyms":[],"warnings":[],"endpointUrl":"https://skills.sh/dpearson2699/swift-ios-skills/realitykit","protocol":"skill","transport":"skills-sh","auth":{"type":"none","details":{"cli":"npx skills add dpearson2699/swift-ios-skills","source_repo":"https://github.com/dpearson2699/swift-ios-skills","install_from":"skills.sh"}},"qualityScore":"0.684","qualityRationale":"deterministic score 0.68 from registry signals: · indexed on 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