realitykit

Build augmented reality experiences with RealityKit and ARKit on iOS. Use when adding 3D content with RealityView, loading entities and models, placing objects…

INSTALLATION
npx skills add https://github.com/dpearson2699/swift-ios-skills --skill realitykit
Run in your project or agent environment. Adjust flags if your CLI version differs.

SKILL.md

$27

Setup

Project Configuration

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

RealityView

iOS 18+, visionOS 1+

SwiftUI view that hosts RealityKit content

RealityViewCameraContent

iOS 18+, macOS 15+

Content displayed through the device camera

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. 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

.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

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