realitykit
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 track
By dpearson2699 · 2,755 installs
npx skills add dpearson2699/swift-ios-skills --skill realitykit
Source repository · Upstream listing
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]( setup)
[RealityView Basics]( realityview basics)
[Loading and Creating Entities]( loading and creating entities)
[Anchoring and Placement]( anchoring and placement)
[Raycasting]( raycasting)
[Gestures and Interaction]( gestures and interaction)
[Scene Understanding]( scene understanding)
[Common Mistakes]( common mistakes)
[Review Checklist]( review checklist)
[References]( references)
Setup
Project Configuration
1. Add NSCameraUsageDescription to Info.plist
2. On iOS, RealityViewCameraContent displays an AR camera view by default (iOS 18+, macOS 15+); use .virtual camera mode for explicit non AR fallback
3. No entitlement is required for basic AR. If AR is core to the app, add the arkit required device capability; otherwise gate AR UI with isSupported .
Device Requirements
Check the exact AR configuration's isSupported value before presenting AR UI.
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.
Make and Update Pattern
Use the update closure to respond to SwiftUI state changes:
Loading and Creating Entities
Loading from USDZ Files
Load 3D models asynchronously to avoid blocking the main thread:
Adding Components
Entities use an ECS (Entity Component System) architecture. Add components
to give entities behavior:
Anchoring and Placement
AnchorEntity
Use AnchorEntity to anchor content to detected surfaces or world positions:
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 ARRaycastQuery plus ARSession.raycast( :) when the task needs
a one shot intersection with real world surfaces, then anchor with
AnchorEntity(raycastResult:) .
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
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](references/realitykit patterns.md 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.
DON'T: Forget collision and input target components for interactive entities
Interactive entities need both components shown in
[Gestures and Interaction]( 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.
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.
Review Checklist
[ ] NSCameraUsageDescription set in Info.plist
[ ] AR device capability checked before presenting AR views
[ ] Camera permission requested and denial handled with a fallback UI
[ ] arkit required device capability added when AR is the app's core purpose
[ ] 3D models loaded asynchronously in the make closure
[ ] Entities created in make , modified in update (not created in update )
[ ] Interaction prerequisites and sibling handoffs follow the Gestures section
[ ] Entity hit tests, camera rays, and ARKit surface raycasts follow the Raycasting distinctions
[ ] SceneEvents.Update subscriptions used for per frame logic (not SwiftUI timers)
[ ] Large scenes use ModelEntity(named:) async loading, not Entity.load(named:)
[ ] Anchor entities target appropriate surface types for the use case
[ ] Entity names set for lookup in the update closure
References
Read [references/realitykit patterns.md](references/realitykit patterns.md) for physics, animations, lighting, ECS, accessibility, and performance patterns.
[RealityKit framework](https://sosumi.ai/documentation/realitykit)
[RealityView](https://sosumi.ai/documentation/realitykit/realityview)
[RealityViewCameraContent](https://sosumi.ai/documentation/realitykit/realityviewcameracontent)
[RealityViewCamera](https://sosumi.ai/documentation/realitykit/realityviewcamera)
[Entity](https://sosumi.ai/documentation/realitykit/entity)
[ModelEntity](https://sosumi.ai/documentation/realitykit/modelentity)
[AnchorEntity](https://sosumi.ai/documentation/realitykit/anchorentity)
[ARKit framework](https://sosumi.ai/documentation/arkit)
[ARKit in iOS](https://sosumi.ai/documentation/arkit/arkit in ios)
[Verifying Device Support and User Permission](https://sosumi.ai/documentation/arkit/verifying device support and user permission)
[ARWorldTrackingConfiguration](https://sosumi.ai/documentation/arkit/arworldtrackingconfiguration)
[ARRaycastQuery](https://sosumi.ai/documentation/arkit/arraycastquery)
[ARSession.raycast( :)](https://sosumi.ai/documentation/arkit/arsession/raycast( :))
[Loading entities from a file](https://sosumi.ai/documentation/realitykit/loading entities from a file)