| 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
Project Configuration
- Add
NSCameraUsageDescription to Info.plist
- On iOS,
RealityViewCameraContent displays an AR camera view by default (iOS 18+, macOS 15+); use .virtual camera mode for explicit non-AR fallback
- 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
AR features require devices with an A9 chip or later. Always check
ARWorldTrackingConfiguration.isSupported 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 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.
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]
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)
}
}
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)]
)
box.components.set(PhysicsBodyComponent(
massProperties: .default,
material: .default,
mode: .dynamic
))
box.components.set(CollisionComponent(
shapes: [.generateBox(size: [0.1, 0.1, 0.1])]
))
box.components.set(InputTargetComponent())
Anchoring and Placement
AnchorEntity
Use AnchorEntity to anchor content to detected surfaces or world positions:
RealityView { content in
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:).
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. Use
AccessibilityComponent for entity labels/actions. Hand detailed SwiftUI gesture
composition and VoiceOver/Switch Control policy to sibling skills.
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
)
}
)
}
}
For selection, CollisionComponent is the mechanism that makes an entity
hittable by RealityViewCameraContent.hitTest, SpatialTapGesture, or
targetedToAnyEntity(). Pair it with InputTargetComponent; this enables
virtual entity picking, not ARKit surface detection.
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
}
}
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, explicitly name the iOS RealityKit path and handoffs:
- Gate AR with
ARWorldTrackingConfiguration.isSupported.
- Host content with
RealityViewCameraContent.
- Build scenes from
Entity/ModelEntity and place with AnchorEntity.
- Include a compact
Handoffs line in architecture/review notes:
CollisionComponent + InputTargetComponent handle RealityKit interaction;
AccessibilityComponent handles RealityKit 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
Not all devices support AR. Showing a black camera view with no feedback
confuses users.
struct MyARView: View {
var body: some View {
RealityView { content in
}
}
}
struct MyARView: View {
var body: some View {
if ARWorldTrackingConfiguration.isSupported {
RealityView { content in
}
} 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.
RealityView { content in
let model = try! Entity.load(named: "large-scene")
content.add(model)
}
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.
let box = ModelEntity(mesh: .generateBox(size: 0.1))
content.add(box)
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.
RealityView { content in
} update: { content in
let sphere = ModelEntity(mesh: .generateSphere(radius: 0.05))
content.add(sphere)
}
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 {
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.
RealityView { content in
}
struct ARContainerView: View {
@State private var cameraAuthorized = false
var body: some View {
Group {
if cameraAuthorized {
RealityView { content in
}
} 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
References