dpearson2699/swift-ios-skills3 files

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 tracking, scene updates, or RealityKit entity gestures and interactions.

Specification
Skill ID
dpearson2699/swift-ios-skills/realitykit
Publisher
dpearson2699
Repository
swift-ios-skills
Installs
0
Files
3
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

dpearson2699/swift-ios-skills/realitykitInstalls these files
  • SKILL.md
  • evals/evals.json
  • references/realitykit-patterns.md

What this skill tells the agent

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

  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.

import ARKit

guard ARWorldTrackingConfiguration.isSupported else {
    showUnsupportedDeviceMessage()
    return
}

Key Types

TypePlatformRole
RealityViewiOS 18+, visionOS 1+SwiftUI view that hosts RealityKit content
RealityViewCameraContentiOS 18+, macOS 15+Content displayed through an AR camera view on iOS, non-AR on macOS
EntityAllBase class for all scene objects
ModelEntityAllEntity with a visible 3D model
AnchorEntityAllTethers 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 ARKit
import SwiftUI
import RealityKit

struct ARExperienceView: View {
    var body: some View {
        RealityView { (content: RealityViewCameraContent) in
            if !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 camera
            content.add(sphere)
        }
    }
}

Make and Update Pattern

Use the update closure to respond to SwiftUI state changes:

struct PlacementView: View {
    @State private var modelColor: UIColor = .red

    var body: some View {
        RealityView { content in
            let 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 in
            if 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 in
    if 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 physics
box.components.set(PhysicsBodyComponent(
    massProperties: .default,
    material: .default,
    mode: .dynamic
))

// Add collision shape for interaction
box.components.set(CollisionComponent(
    shapes: [.generateBox(size: [0.1, 0.1, 0.1])]
))

// Enable input targeting for gestures
box.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 surface
    let 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

TargetDescription
.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:).
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 in
            let 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 in
                    let entity = value.entity
                    guard 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

Use this skill in a project

Open any RiverX project, search the Skills panel for dpearson2699/swift-ios-skills/realitykit, and install it in one click.

Use this skill