Skillshub axiom-realitykit-ref

RealityKit API reference — Entity, Component, System, RealityView, Model3D, anchor types, material system, physics, collision, animation, audio, accessibility

install
source · Clone the upstream repo
git clone https://github.com/ComeOnOliver/skillshub
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/ComeOnOliver/skillshub "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/CharlesWiltgen/Axiom/axiom-realitykit-ref" ~/.claude/skills/comeonoliver-skillshub-axiom-realitykit-ref && rm -rf "$T"
manifest: skills/CharlesWiltgen/Axiom/axiom-realitykit-ref/SKILL.md
source content

RealityKit API Reference

Complete API reference for RealityKit organized by category.

When to Use This Reference

Use this reference when:

  • Looking up specific RealityKit API signatures or properties
  • Checking which component types are available
  • Finding the right anchor type for an AR experience
  • Browsing material properties and options
  • Setting up physics body parameters
  • Looking up animation or audio API details
  • Checking platform availability for specific APIs

Part 1: Entity API

Entity

// Creation
let entity = Entity()
let entity = Entity(components: [TransformComponent(), ModelComponent(...)])

// Async loading
let entity = try await Entity(named: "scene", in: .main)
let entity = try await Entity(contentsOf: url)

// Clone
let clone = entity.clone(recursive: true)

Entity Properties

PropertyTypeDescription
name
String
Identifier for lookup
id
ObjectIdentifier
Unique identity
isEnabled
Bool
Local enabled state
isEnabledInHierarchy
Bool
Effective enabled (considers parents)
isActive
Bool
Entity is in an active scene
isAnchored
Bool
Has anchoring or anchored ancestor
scene
RealityKit.Scene?
Owning scene
parent
Entity?
Parent entity
children
Entity.ChildCollection
Child entities
components
Entity.ComponentSet
All attached components
anchor
HasAnchoring?
Nearest anchoring ancestor

Entity Hierarchy Methods

entity.addChild(child)
entity.addChild(child, preservingWorldTransform: true)
entity.removeChild(child)
entity.removeFromParent()
entity.findEntity(named: "name")  // Recursive search

Entity Subclasses

ClassPurposeKey Component
Entity
Base containerTransform only
ModelEntity
Renderable objectModelComponent
AnchorEntity
AR anchor pointAnchoringComponent
PerspectiveCamera
Virtual cameraPerspectiveCameraComponent
DirectionalLight
Sun/directionalDirectionalLightComponent
PointLight
Point lightPointLightComponent
SpotLight
Spot lightSpotLightComponent
TriggerVolume
Invisible collision zoneCollisionComponent
ViewAttachmentEntity
SwiftUI view in 3DvisionOS
BodyTrackedEntity
Body-tracked entityBodyTrackingComponent

Part 2: Component Catalog

Transform

// Properties
entity.position                    // SIMD3<Float>, local
entity.orientation                 // simd_quatf
entity.scale                      // SIMD3<Float>
entity.transform                  // Transform struct

// World-space
entity.position(relativeTo: nil)
entity.orientation(relativeTo: nil)
entity.setPosition(pos, relativeTo: nil)

// Utilities
entity.look(at: target, from: position, relativeTo: nil)

ModelComponent

let component = ModelComponent(
    mesh: MeshResource.generateBox(size: 0.1),
    materials: [SimpleMaterial(color: .red, isMetallic: true)]
)
entity.components[ModelComponent.self] = component

MeshResource Built-in Generators

MethodParameters
.generateBox(size:)
SIMD3<Float>
or single
Float
.generateBox(size:cornerRadius:)
Rounded box
.generateSphere(radius:)
Float
.generatePlane(width:depth:)
Float
,
Float
.generatePlane(width:height:)
Vertical plane
.generateCylinder(height:radius:)
Float
,
Float
.generateCone(height:radius:)
Float
,
Float
.generateText(_:)
String
, with options

CollisionComponent

let component = CollisionComponent(
    shapes: [
        .generateBox(size: SIMD3(0.1, 0.2, 0.1)),
        .generateSphere(radius: 0.05),
        .generateCapsule(height: 0.3, radius: 0.05),
        .generateConvex(from: meshResource)
    ],
    mode: .default,                    // .default or .trigger
    filter: CollisionFilter(
        group: CollisionGroup(rawValue: 1),
        mask: .all
    )
)

ShapeResource Types

MethodDescriptionPerformance
.generateBox(size:)
Axis-aligned boxFastest
.generateSphere(radius:)
SphereFast
.generateCapsule(height:radius:)
CapsuleFast
.generateConvex(from:)
Convex hull from meshModerate
.generateStaticMesh(from:)
Exact meshSlowest (static only)

PhysicsBodyComponent

let component = PhysicsBodyComponent(
    massProperties: .init(
        mass: 1.0,
        inertia: SIMD3(repeating: 0.1),
        centerOfMass: .zero
    ),
    material: .generate(
        staticFriction: 0.5,
        dynamicFriction: 0.3,
        restitution: 0.4
    ),
    mode: .dynamic                     // .dynamic, .static, .kinematic
)
ModeBehavior
.dynamic
Physics simulation controls position
.static
Immovable, participates in collisions
.kinematic
Code-controlled, affects dynamic bodies

PhysicsMotionComponent

var motion = PhysicsMotionComponent()
motion.linearVelocity = SIMD3(0, 5, 0)
motion.angularVelocity = SIMD3(0, .pi, 0)
entity.components[PhysicsMotionComponent.self] = motion

CharacterControllerComponent

entity.components[CharacterControllerComponent.self] = CharacterControllerComponent(
    radius: 0.3,
    height: 1.8,
    slopeLimit: .pi / 4,
    stepLimit: 0.3
)

// Move character with gravity
entity.moveCharacter(
    by: SIMD3(0.1, -0.01, 0),
    deltaTime: Float(context.deltaTime),
    relativeTo: nil
)

AnchoringComponent

// Plane detection
AnchoringComponent(.plane(.horizontal, classification: .table,
                           minimumBounds: SIMD2(0.2, 0.2)))
AnchoringComponent(.plane(.vertical, classification: .wall,
                           minimumBounds: SIMD2(0.5, 0.5)))

// World position
AnchoringComponent(.world(transform: float4x4(...)))

// Image anchor
AnchoringComponent(.image(group: "AR Resources", name: "poster"))

// Face tracking
AnchoringComponent(.face)

// Body tracking
AnchoringComponent(.body)

Plane Classification

ClassificationDescription
.table
Horizontal table surface
.floor
Floor surface
.ceiling
Ceiling surface
.wall
Vertical wall
.door
Door
.window
Window
.seat
Chair/couch

Light Components

// Directional
let light = DirectionalLightComponent(
    color: .white,
    intensity: 1000,
    isRealWorldProxy: false
)
light.shadow = DirectionalLightComponent.Shadow(
    maximumDistance: 10,
    depthBias: 0.01
)

// Point
PointLightComponent(
    color: .white,
    intensity: 1000,
    attenuationRadius: 5
)

// Spot
SpotLightComponent(
    color: .white,
    intensity: 1000,
    innerAngleInDegrees: 30,
    outerAngleInDegrees: 60,
    attenuationRadius: 10
)

Accessibility

var accessibility = AccessibilityComponent()
accessibility.label = "Red cube"
accessibility.value = "Interactive 3D object"
accessibility.traits = .button
accessibility.isAccessibilityElement = true
entity.components[AccessibilityComponent.self] = accessibility

Additional Components

ComponentPurposePlatform
OpacityComponent
Fade entity in/outAll
GroundingShadowComponent
Contact shadow beneath entityAll
InputTargetComponent
Enable gesture inputvisionOS
HoverEffectComponent
Highlight on gaze/hovervisionOS
SynchronizationComponent
Multiplayer entity syncAll
ImageBasedLightComponent
Custom environment lightingAll
ImageBasedLightReceiverComponent
Receive IBL from sourceAll

Part 3: System API

System Protocol

protocol System {
    init(scene: RealityKit.Scene)
    func update(context: SceneUpdateContext)
}

SceneUpdateContext

PropertyTypeDescription
deltaTime
TimeInterval
Time since last update
scene
RealityKit.Scene
The scene
// Query entities
context.entities(matching: query, updatingSystemWhen: .rendering)

EntityQuery

// Has specific component
EntityQuery(where: .has(HealthComponent.self))

// Has multiple components
EntityQuery(where: .has(HealthComponent.self) && .has(ModelComponent.self))

// Does not have component
EntityQuery(where: .has(EnemyComponent.self) && !.has(DeadComponent.self))

Scene Events

EventTrigger
SceneEvents.Update
Every frame
SceneEvents.DidAddEntity
Entity added to scene
SceneEvents.DidRemoveEntity
Entity removed from scene
SceneEvents.AnchoredStateChanged
Anchor tracking changes
CollisionEvents.Began
Two entities start colliding
CollisionEvents.Updated
Collision continues
CollisionEvents.Ended
Collision ends
AnimationEvents.PlaybackCompleted
Animation finishes
scene.subscribe(to: CollisionEvents.Began.self, on: entity) { event in
    // event.entityA, event.entityB, event.impulse
}

Part 4: RealityView API

Initializers

// Basic (iOS 18+, visionOS 1.0+)
RealityView { content in
    // make: Add entities to content
}

// With update
RealityView { content in
    // make
} update: { content in
    // update: Called when SwiftUI state changes
}

// With placeholder
RealityView { content in
    // make (async loading)
} placeholder: {
    ProgressView()
}

// With attachments (visionOS)
RealityView { content, attachments in
    // make
} update: { content, attachments in
    // update
} attachments: {
    Attachment(id: "label") { Text("Hello") }
}

RealityViewContent

content.add(entity)
content.remove(entity)
content.entities          // EntityCollection

// iOS/macOS — camera content
content.camera            // RealityViewCameraContent (non-visionOS)

Gestures on RealityView

RealityView { content in ... }
    .gesture(TapGesture().targetedToAnyEntity().onEnded { value in
        let entity = value.entity
    })
    .gesture(DragGesture().targetedToAnyEntity().onChanged { value in
        value.entity.position = value.convert(value.location3D,
            from: .local, to: .scene)
    })
    .gesture(RotateGesture().targetedToAnyEntity().onChanged { value in
        // Handle rotation
    })
    .gesture(MagnifyGesture().targetedToAnyEntity().onChanged { value in
        // Handle scale
    })

Part 5: Model3D API

// Simple display
Model3D(named: "robot")

// With phases
Model3D(named: "robot") { phase in
    switch phase {
    case .empty:
        ProgressView()
    case .success(let model):
        model.resizable().scaledToFit()
    case .failure(let error):
        Text("Failed: \(error.localizedDescription)")
    @unknown default:
        EmptyView()
    }
}

// From URL
Model3D(url: modelURL)

Part 6: Material System

SimpleMaterial

var material = SimpleMaterial()
material.color = .init(tint: .blue)
material.metallic = .init(floatLiteral: 1.0)
material.roughness = .init(floatLiteral: 0.3)

PhysicallyBasedMaterial

var material = PhysicallyBasedMaterial()
material.baseColor = .init(tint: .white,
    texture: .init(try .load(named: "albedo")))
material.metallic = .init(floatLiteral: 0.0)
material.roughness = .init(floatLiteral: 0.5)
material.normal = .init(texture: .init(try .load(named: "normal")))
material.ambientOcclusion = .init(texture: .init(try .load(named: "ao")))
material.emissiveColor = .init(color: .blue)
material.emissiveIntensity = 2.0
material.clearcoat = .init(floatLiteral: 0.8)
material.clearcoatRoughness = .init(floatLiteral: 0.1)
material.specular = .init(floatLiteral: 0.5)
material.sheen = .init(color: .white)
material.anisotropyLevel = .init(floatLiteral: 0.5)
material.blending = .transparent(opacity: .init(floatLiteral: 0.5))
material.faceCulling = .back            // .none, .front, .back

UnlitMaterial

var material = UnlitMaterial()
material.color = .init(tint: .red,
    texture: .init(try .load(named: "texture")))
material.blending = .transparent(opacity: .init(floatLiteral: 0.8))

Special Materials

// Occlusion — invisible but hides content behind it
let occlusionMaterial = OcclusionMaterial()

// Video
let videoMaterial = VideoMaterial(avPlayer: avPlayer)

TextureResource Loading

// From bundle
let texture = try await TextureResource(named: "texture")

// From URL
let texture = try await TextureResource(contentsOf: url)

// With options
let texture = try await TextureResource(named: "texture",
    options: .init(semantic: .color))  // .color, .raw, .normal, .hdrColor

Part 7: Animation

Transform Animation

entity.move(
    to: Transform(
        scale: .one,
        rotation: targetRotation,
        translation: targetPosition
    ),
    relativeTo: entity.parent,
    duration: 1.5,
    timingFunction: .easeInOut
)

Timing Functions

FunctionCurve
.default
System default
.linear
Constant speed
.easeIn
Slow start
.easeOut
Slow end
.easeInOut
Slow start and end

Playing Loaded Animations

// All animations from USD
for animation in entity.availableAnimations {
    let controller = entity.playAnimation(animation)
}

// With options
let controller = entity.playAnimation(
    animation.repeat(count: 3),
    transitionDuration: 0.3,
    startsPaused: false
)

AnimationPlaybackController

let controller = entity.playAnimation(animation)
controller.pause()
controller.resume()
controller.stop()
controller.speed = 0.5            // Half speed
controller.blendFactor = 1.0      // Full blend
controller.isComplete             // Check completion

Part 8: Audio

AudioFileResource

// Load
let resource = try AudioFileResource.load(
    named: "sound.wav",
    configuration: .init(
        shouldLoop: true,
        shouldRandomizeStartTime: false,
        mixGroupName: "effects"
    )
)

Audio Components

// Spatial (3D positional)
entity.components[SpatialAudioComponent.self] = SpatialAudioComponent(
    directivity: .beam(focus: 0.5),
    distanceAttenuation: .rolloff(factor: 1.0),
    gain: 0                          // dB
)

// Ambient (non-positional, uniform)
entity.components[AmbientAudioComponent.self] = AmbientAudioComponent(
    gain: -6
)

// Channel (multi-channel output)
entity.components[ChannelAudioComponent.self] = ChannelAudioComponent(
    gain: 0
)

Playback

let controller = entity.playAudio(resource)
controller.pause()
controller.stop()
controller.gain = -3               // Adjust volume (dB)
controller.speed = 1.5             // Pitch shift

entity.stopAllAudio()

Part 9: RealityRenderer (Metal Integration)

// Low-level Metal rendering of RealityKit content
let renderer = try RealityRenderer()
renderer.entities.append(entity)

// Render to Metal texture
let descriptor = RealityRenderer.CameraOutput.Descriptor(
    colorFormat: .bgra8Unorm,
    depthFormat: .depth32Float
)
try renderer.render(
    viewMatrix: viewMatrix,
    projectionMatrix: projectionMatrix,
    size: size,
    colorTexture: colorTexture,
    depthTexture: depthTexture
)

Resources

WWDC: 2019-603, 2019-605, 2021-10074, 2022-10074, 2023-10080, 2024-10103, 2024-10153

Docs: /realitykit, /realitykit/entity, /realitykit/component, /realitykit/system, /realitykit/realityview, /realitykit/model3d, /realitykit/modelentity, /realitykit/anchorentity, /realitykit/physicallybasedmaterial

Skills: axiom-realitykit, axiom-realitykit-diag, axiom-scenekit-ref