--- 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 Check the exact AR configuration's `isSupported` value 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. ### 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 ) } ) } } ``` ## 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 `event.deltaTime`; see [Entity Animations](references/realitykit-patterns.md#entity-animations). ### 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, gate AR with `ARWorldTrackingConfiguration.isSupported`, host content with `RealityViewCameraContent`, and build scenes from `Entity`/`ModelEntity` placed with `AnchorEntity`. **Handoffs:** `CollisionComponent` + `InputTargetComponent` handle RealityKit interaction; `AccessibilityComponent` handles 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 Use the configuration-specific support check from Setup before presenting AR. Show non-AR content or an explicit unavailable state when it fails. ### 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 Interactive entities need both components shown in [Gestures and Interaction](#gestures-and-interaction); without them, taps and drags pass through. ### 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 prerequisites and sibling handoffs follow the Gestures section - [ ] Entity hit tests, camera rays, and ARKit surface raycasts follow the Raycasting distinctions - [ ] `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)