Swift-ios-skills realitykit
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 interactions and gestures.
git clone https://github.com/dpearson2699/swift-ios-skills
T=$(mktemp -d) && git clone --depth=1 https://github.com/dpearson2699/swift-ios-skills "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/realitykit" ~/.claude/skills/dpearson2699-swift-ios-skills-realitykit && rm -rf "$T"
skills/realitykit/SKILL.mdRealityKit
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
- Add
to Info.plistNSCameraUsageDescription - For iOS, RealityKit uses the device camera by default via
(iOS 18+, macOS 15+)RealityViewCameraContent - No additional capabilities required for basic AR on iOS
Device Requirements
AR features require devices with an A9 chip or later. Always verify support before presenting AR UI.
import ARKit guard ARWorldTrackingConfiguration.isSupported else { showUnsupportedDeviceMessage() return }
Key Types
| Type | Platform | Role |
|---|---|---|
| iOS 18+, visionOS 1+ | SwiftUI view that hosts RealityKit content |
| iOS 18+, macOS 15+ | Content displayed through the device camera |
| All | Base class for all scene objects |
| All | Entity with a visible 3D model |
| All | Tethers entities to a real-world anchor |
RealityView Basics
RealityView is the SwiftUI entry point for RealityKit. On iOS, it provides
RealityViewCameraContent which renders through the device camera for AR.
import SwiftUI import RealityKit struct ARExperienceView: View { var body: some View { RealityView { content in // content is RealityViewCameraContent on iOS 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) } }
Programmatic Mesh Generation
// Box let box = ModelEntity( mesh: .generateBox(size: [0.1, 0.2, 0.1], cornerRadius: 0.005), materials: [SimpleMaterial(color: .gray, isMetallic: true)] ) // Sphere let sphere = ModelEntity( mesh: .generateSphere(radius: 0.05), materials: [SimpleMaterial(color: .blue, roughness: 0.2, isMetallic: true)] ) // Plane let plane = ModelEntity( mesh: .generatePlane(width: 0.3, depth: 0.3), materials: [SimpleMaterial(color: .green, isMetallic: false)] )
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
| Target | Description |
|---|---|
| Horizontal surfaces (floors, tables) |
| Vertical surfaces (walls) |
| Any detected plane |
| Fixed world-space position |
Raycasting
Use
RealityViewCameraContent to convert between SwiftUI view coordinates
and RealityKit world space. Pair with SpatialTapGesture to place objects
where the user taps on a detected surface.
Gestures and Interaction
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 ) } ) } }
Tap to Select
.gesture( SpatialTapGesture() .targetedToAnyEntity() .onEnded { value in let tappedEntity = value.entity highlightEntity(tappedEntity) } )
Scene Understanding
Per-Frame Updates
Subscribe to scene update events for continuous processing:
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 } }
visionOS Note
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.
Common Mistakes
DON'T: Skip AR capability checks
Not all devices support AR. Showing a black camera view with no feedback confuses users.
// 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.
// 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.
// 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.
// 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.
// 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
-
set in Info.plistNSCameraUsageDescription - AR device capability checked before presenting AR views
- Camera permission requested and denial handled with a fallback UI
- 3D models loaded asynchronously in the
closuremake - Entities created in
, modified inmake
(not created inupdate
)update - Interactive entities have both
andCollisionComponentInputTargetComponent - Collision shapes match the visual size of the entity
-
subscriptions used for per-frame logic (not SwiftUI timers)SceneEvents.Update - Large scenes use
async loading, notModelEntity(named:)Entity.load(named:) - Anchor entities target appropriate surface types for the use case
- Entity names set for lookup in the
closureupdate
References
- Extended patterns (physics, animations, lighting, ECS): references/realitykit-patterns.md
- RealityKit framework
- RealityView
- RealityViewCameraContent
- Entity
- ModelEntity
- AnchorEntity
- ARKit framework
- ARKit in iOS
- ARWorldTrackingConfiguration
- Loading entities from a file