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.

install
source · Clone the upstream repo
git clone https://github.com/dpearson2699/swift-ios-skills
Claude Code · Install into ~/.claude/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"
manifest: skills/realitykit/SKILL.md
source content

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

Project Configuration

  1. Add
    NSCameraUsageDescription
    to Info.plist
  2. For iOS, RealityKit uses the device camera by default via
    RealityViewCameraContent
    (iOS 18+, macOS 15+)
  3. 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

TypePlatformRole
RealityView
iOS 18+, visionOS 1+SwiftUI view that hosts RealityKit content
RealityViewCameraContent
iOS 18+, macOS 15+Content displayed through the device camera
Entity
AllBase class for all scene objects
ModelEntity
AllEntity with a visible 3D model
AnchorEntity
AllTethers 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

TargetDescription
.plane(.horizontal, ...)
Horizontal surfaces (floors, tables)
.plane(.vertical, ...)
Vertical surfaces (walls)
.plane(.any, ...)
Any detected plane
.world(transform:)
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

  • NSCameraUsageDescription
    set in Info.plist
  • AR device capability checked before presenting AR views
  • Camera permission requested and denial handled with a fallback UI
  • 3D models loaded asynchronously in the
    make
    closure
  • Entities created in
    make
    , modified in
    update
    (not created in
    update
    )
  • Interactive entities have both
    CollisionComponent
    and
    InputTargetComponent
  • Collision shapes match the visual size of the entity
  • 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