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.
npx skills add https://github.com/dpearson2699/swift-ios-skills --skill 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+.
NSCameraUsageDescription to Info.plistRealityViewCameraContent displays an AR camera view by default (iOS 18+, macOS 15+); use .virtual camera mode for explicit non-AR fallbackarkit required-device capability; otherwise gate AR UI with isSupported.Check the exact AR configuration's isSupported value before presenting AR UI.
import ARKit
guard ARWorldTrackingConfiguration.isSupported else {
showUnsupportedDeviceMessage()
return
}
| 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 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.
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)
}
}
}
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
}
}
}
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)
}
}
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())
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)
}
| Target | Description |
|---|---|
| .plane(.horizontal, ...) | Horizontal surfaces (floors, tables) |
| .plane(.vertical, ...) | Vertical surfaces (walls) |
| .plane(.any, ...) | Any detected plane |
| .world(transform:) | Fixed world-space position |
Keep RealityKit scene queries separate from ARKit real-world raycasts:
RealityViewCameraContent.ray(through:in:to:) returns a camera ray inRealityKit 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 virtualentities made hittable by CollisionComponent shapes. Use those shapes for
entity picking and targeted gestures, not ARKit plane detection.
AnchorEntity(.plane(...)) for simple placement on detected planes.ARRaycastQuery plus ARSession.raycast(_:) when the task needsa one-shot intersection with real-world surfaces, then anchor with
AnchorEntity(raycastResult:).
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.
For gesture-based entity interaction, add CollisionComponent for the hittable
shape and InputTargetComponent for input targeting.
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
)
}
)
}
}
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.
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.
Use the configuration-specific support check from Setup before presenting AR.
Show non-AR content or an explicit unavailable state when it fails.
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)
}
}
Interactive entities need both components shown in
Gestures and Interaction; without them, taps and
drags pass through.
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
}
}
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)
}
}
}
}
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Take dpearson2699/realitykit from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.