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.
Scanned 5/30/2026
Install to Claude Code
npx -y skills add dpearson2699/swift-ios-skills --skill realitykit --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Realitykit?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/dpearson2699-realitykit)More formats (shields.io, HTML) on the badges page.
---
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](#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
AR features require devices with an A9 chip or later. Always check
`ARWorldTrackingConfiguration.isSupported` before presenting AR UI.
```swift
import ARKit
guard 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.
```swift
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:
```swift
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:
```swift
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:
```swift
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:
```swift
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
| 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:)`.
```swift
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. Use
`AccessibilityComponent` for entity labels/actions. Hand detailed SwiftUI gesture
composition and VoiceOver/Switch Control policy to sibling skills.
### Drag Gesture on Entities
```swift
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
)
}
)
}
}
```
For selection, `CollisionComponent` is the mechanism that makes an entity
hittable by `RealityViewCameraContent.hitTest`, `SpatialTapGesture`, or
`targetedToAnyEntity()`. Pair it with `InputTargetComponent`; this enables
virtual entity picking, not ARKit surface detection.
## Scene Understanding
### Per-Frame Updates
Subscribe to scene update events for continuous processing:
```swift
RealityView { content in
let entity = ModelEntity(
mesh: .generateSphere(radius: 0.05),
materials: [SimpleMaterial(color: .yellow, isMetallic: false)]
)
entity.position = [0, 0, -0.5]
content.add(entity)
_ = content.subscribe(to: SceneEvents.Update.self) { event in
let time = Float(event.deltaTime)
entity.position.y += sin(Float(Date().timeIntervalSince1970)) * time * 0.1
}
}
```
### 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, explicitly name the iOS RealityKit path and handoffs:
- Gate AR with `ARWorldTrackingConfiguration.isSupported`.
- Host content with `RealityViewCameraContent`.
- Build scenes from `Entity`/`ModelEntity` and place with `AnchorEntity`.
- Include a compact `Handoffs` line in architecture/review notes:
`CollisionComponent` + `InputTargetComponent` handle RealityKit interaction;
`AccessibilityComponent` handles RealityKit 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
Not all devices support AR. Showing a black camera view with no feedback
confuses users.
```swift
// WRONG -- no device check
struct MyARView: View {
var body: some View {
RealityView { content in
// Fails silently on unsupported devices
}
}
}
// CORRECT -- check support and show fallback
struct MyARView: View {
var body: some View {
if ARWorldTrackingConfiguration.isSupported {
RealityView { content in
// AR content
}
} else {
ContentUnavailableView(
"AR Not Supported",
systemImage: "arkit",
description: Text("This device does not support AR.")
)
}
}
}
```
### 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.
```swift
// WRONG -- synchronous load blocks the main thread
RealityView { content in
let model = try! Entity.load(named: "large-scene")
content.add(model)
}
// CORRECT -- async load
RealityView { content in
if let model = try? await ModelEntity(named: "large-scene") {
content.add(model)
}
}
```
### DON'T: Forget collision and input target components for interactive entities
Gestures only work on entities that have both `CollisionComponent` and
`InputTargetComponent`. Without them, taps and drags pass through.
```swift
// WRONG -- entity ignores gestures
let box = ModelEntity(mesh: .generateBox(size: 0.1))
content.add(box)
// CORRECT -- add collision and input components
let box = ModelEntity(
mesh: .generateBox(size: 0.1),
materials: [SimpleMaterial(color: .red, isMetallic: false)]
)
box.components.set(CollisionComponent(
shapes: [.generateBox(size: [0.1, 0.1, 0.1])]
))
box.components.set(InputTargetComponent())
content.add(box)
```
### 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.
```swift
// WRONG -- duplicates entities on every state change
RealityView { content in
// empty
} update: { content in
let sphere = ModelEntity(mesh: .generateSphere(radius: 0.05))
content.add(sphere) // Added again on every update
}
// CORRECT -- create in make, modify in update
RealityView { content in
let sphere = ModelEntity(mesh: .generateSphere(radius: 0.05))
sphere.name = "mySphere"
content.add(sphere)
} update: { content in
if let sphere = content.entities.first(
where: { $0.name == "mySphere" }
) as? ModelEntity {
// Modify existing entity
sphere.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.
```swift
// WRONG -- no permission handling
RealityView { content in
// Black screen if camera denied
}
// CORRECT -- check and request permission
struct ARContainerView: View {
@State private var cameraAuthorized = false
var 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
- [ ] `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 notes say `CollisionComponent` makes entities hittable/pickable and pairs with `InputTargetComponent`
- [ ] Boundary/review notes include a `Handoffs` line naming `AccessibilityComponent` and routing detailed SwiftUI/accessibility policy to siblings
- [ ] Entity hit tests, `RealityViewCameraContent.ray(...)`, and ARKit real-world surface raycasts are not conflated
- [ ] ARKit surface raycast placements use `ARSession.raycast(_:)` and `AnchorEntity(raycastResult:)`
- [ ] `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)
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!