axiom-realitykit-ref
SKILL.md
RealityKit API Reference
Complete API reference for RealityKit organized by category.
When to Use This Reference
Use this reference when:
- Looking up specific RealityKit API signatures or properties
- Checking which component types are available
- Finding the right anchor type for an AR experience
- Browsing material properties and options
- Setting up physics body parameters
- Looking up animation or audio API details
- Checking platform availability for specific APIs
Part 1: Entity API
Entity
// Creation
let entity = Entity()
let entity = Entity(components: [TransformComponent(), ModelComponent(...)])
// Async loading
let entity = try await Entity(named: "scene", in: .main)
let entity = try await Entity(contentsOf: url)
// Clone
let clone = entity.clone(recursive: true)
Entity Properties
| Property | Type | Description |
|---|---|---|
name |
String |
Identifier for lookup |
id |
ObjectIdentifier |
Unique identity |
isEnabled |
Bool |
Local enabled state |
isEnabledInHierarchy |
Bool |
Effective enabled (considers parents) |
isActive |
Bool |
Entity is in an active scene |
isAnchored |
Bool |
Has anchoring or anchored ancestor |
scene |
RealityKit.Scene? |
Owning scene |
parent |
Entity? |
Parent entity |
children |
Entity.ChildCollection |
Child entities |
components |
Entity.ComponentSet |
All attached components |
anchor |
HasAnchoring? |
Nearest anchoring ancestor |
Entity Hierarchy Methods
entity.addChild(child)
entity.addChild(child, preservingWorldTransform: true)
entity.removeChild(child)
entity.removeFromParent()
entity.findEntity(named: "name") // Recursive search
Entity Subclasses
| Class | Purpose | Key Component |
|---|---|---|
Entity |
Base container | Transform only |
ModelEntity |
Renderable object | ModelComponent |
AnchorEntity |
AR anchor point | AnchoringComponent |
PerspectiveCamera |
Virtual camera | PerspectiveCameraComponent |
DirectionalLight |
Sun/directional | DirectionalLightComponent |
PointLight |
Point light | PointLightComponent |
SpotLight |
Spot light | SpotLightComponent |
TriggerVolume |
Invisible collision zone | CollisionComponent |
ViewAttachmentEntity |
SwiftUI view in 3D | visionOS |
BodyTrackedEntity |
Body-tracked entity | BodyTrackingComponent |
Part 2: Component Catalog
Transform
// Properties
entity.position // SIMD3<Float>, local
entity.orientation // simd_quatf
entity.scale // SIMD3<Float>
entity.transform // Transform struct
// World-space
entity.position(relativeTo: nil)
entity.orientation(relativeTo: nil)
entity.setPosition(pos, relativeTo: nil)
// Utilities
entity.look(at: target, from: position, relativeTo: nil)
ModelComponent
let component = ModelComponent(
mesh: MeshResource.generateBox(size: 0.1),
materials: [SimpleMaterial(color: .red, isMetallic: true)]
)
entity.components[ModelComponent.self] = component
MeshResource Built-in Generators
| Method | Parameters |
|---|---|
.generateBox(size:) |
SIMD3<Float> or single Float |
.generateBox(size:cornerRadius:) |
Rounded box |
.generateSphere(radius:) |
Float |
.generatePlane(width:depth:) |
Float, Float |
.generatePlane(width:height:) |
Vertical plane |
.generateCylinder(height:radius:) |
Float, Float |
.generateCone(height:radius:) |
Float, Float |
.generateText(_:) |
String, with options |
CollisionComponent
let component = CollisionComponent(
shapes: [
.generateBox(size: SIMD3(0.1, 0.2, 0.1)),
.generateSphere(radius: 0.05),
.generateCapsule(height: 0.3, radius: 0.05),
.generateConvex(from: meshResource)
],
mode: .default, // .default or .trigger
filter: CollisionFilter(
group: CollisionGroup(rawValue: 1),
mask: .all
)
)
ShapeResource Types
| Method | Description | Performance |
|---|---|---|
.generateBox(size:) |
Axis-aligned box | Fastest |
.generateSphere(radius:) |
Sphere | Fast |
.generateCapsule(height:radius:) |
Capsule | Fast |
.generateConvex(from:) |
Convex hull from mesh | Moderate |
.generateStaticMesh(from:) |
Exact mesh | Slowest (static only) |
PhysicsBodyComponent
let component = PhysicsBodyComponent(
massProperties: .init(
mass: 1.0,
inertia: SIMD3(repeating: 0.1),
centerOfMass: .zero
),
material: .generate(
staticFriction: 0.5,
dynamicFriction: 0.3,
restitution: 0.4
),
mode: .dynamic // .dynamic, .static, .kinematic
)
| Mode | Behavior |
|---|---|
.dynamic |
Physics simulation controls position |
.static |
Immovable, participates in collisions |
.kinematic |
Code-controlled, affects dynamic bodies |
PhysicsMotionComponent
var motion = PhysicsMotionComponent()
motion.linearVelocity = SIMD3(0, 5, 0)
motion.angularVelocity = SIMD3(0, .pi, 0)
entity.components[PhysicsMotionComponent.self] = motion
CharacterControllerComponent
entity.components[CharacterControllerComponent.self] = CharacterControllerComponent(
radius: 0.3,
height: 1.8,
slopeLimit: .pi / 4,
stepLimit: 0.3
)
// Move character with gravity
entity.moveCharacter(
by: SIMD3(0.1, -0.01, 0),
deltaTime: Float(context.deltaTime),
relativeTo: nil
)
AnchoringComponent
// Plane detection
AnchoringComponent(.plane(.horizontal, classification: .table,
minimumBounds: SIMD2(0.2, 0.2)))
AnchoringComponent(.plane(.vertical, classification: .wall,
minimumBounds: SIMD2(0.5, 0.5)))
// World position
AnchoringComponent(.world(transform: float4x4(...)))
// Image anchor
AnchoringComponent(.image(group: "AR Resources", name: "poster"))
// Face tracking
AnchoringComponent(.face)
// Body tracking
AnchoringComponent(.body)
Plane Classification
| Classification | Description |
|---|---|
.table |
Horizontal table surface |
.floor |
Floor surface |
.ceiling |
Ceiling surface |
.wall |
Vertical wall |
.door |
Door |
.window |
Window |
.seat |
Chair/couch |
Light Components
// Directional
let light = DirectionalLightComponent(
color: .white,
intensity: 1000,
isRealWorldProxy: false
)
light.shadow = DirectionalLightComponent.Shadow(
maximumDistance: 10,
depthBias: 0.01
)
// Point
PointLightComponent(
color: .white,
intensity: 1000,
attenuationRadius: 5
)
// Spot
SpotLightComponent(
color: .white,
intensity: 1000,
innerAngleInDegrees: 30,
outerAngleInDegrees: 60,
attenuationRadius: 10
)
Accessibility
var accessibility = AccessibilityComponent()
accessibility.label = "Red cube"
accessibility.value = "Interactive 3D object"
accessibility.traits = .button
accessibility.isAccessibilityElement = true
entity.components[AccessibilityComponent.self] = accessibility
Additional Components
| Component | Purpose | Platform |
|---|---|---|
OpacityComponent |
Fade entity in/out | All |
GroundingShadowComponent |
Contact shadow beneath entity | All |
InputTargetComponent |
Enable gesture input | visionOS |
HoverEffectComponent |
Highlight on gaze/hover | visionOS |
SynchronizationComponent |
Multiplayer entity sync | All |
ImageBasedLightComponent |
Custom environment lighting | All |
ImageBasedLightReceiverComponent |
Receive IBL from source | All |
Part 3: System API
System Protocol
protocol System {
init(scene: RealityKit.Scene)
func update(context: SceneUpdateContext)
}
SceneUpdateContext
| Property | Type | Description |
|---|---|---|
deltaTime |
TimeInterval |
Time since last update |
scene |
RealityKit.Scene |
The scene |
// Query entities
context.entities(matching: query, updatingSystemWhen: .rendering)
EntityQuery
// Has specific component
EntityQuery(where: .has(HealthComponent.self))
// Has multiple components
EntityQuery(where: .has(HealthComponent.self) && .has(ModelComponent.self))
// Does not have component
EntityQuery(where: .has(EnemyComponent.self) && !.has(DeadComponent.self))
Scene Events
| Event | Trigger |
|---|---|
SceneEvents.Update |
Every frame |
SceneEvents.DidAddEntity |
Entity added to scene |
SceneEvents.DidRemoveEntity |
Entity removed from scene |
SceneEvents.AnchoredStateChanged |
Anchor tracking changes |
CollisionEvents.Began |
Two entities start colliding |
CollisionEvents.Updated |
Collision continues |
CollisionEvents.Ended |
Collision ends |
AnimationEvents.PlaybackCompleted |
Animation finishes |
scene.subscribe(to: CollisionEvents.Began.self, on: entity) { event in
// event.entityA, event.entityB, event.impulse
}
Part 4: RealityView API
Initializers
// Basic (iOS 18+, visionOS 1.0+)
RealityView { content in
// make: Add entities to content
}
// With update
RealityView { content in
// make
} update: { content in
// update: Called when SwiftUI state changes
}
// With placeholder
RealityView { content in
// make (async loading)
} placeholder: {
ProgressView()
}
// With attachments (visionOS)
RealityView { content, attachments in
// make
} update: { content, attachments in
// update
} attachments: {
Attachment(id: "label") { Text("Hello") }
}
RealityViewContent
content.add(entity)
content.remove(entity)
content.entities // EntityCollection
// iOS/macOS — camera content
content.camera // RealityViewCameraContent (non-visionOS)
Gestures on RealityView
RealityView { content in ... }
.gesture(TapGesture().targetedToAnyEntity().onEnded { value in
let entity = value.entity
})
.gesture(DragGesture().targetedToAnyEntity().onChanged { value in
value.entity.position = value.convert(value.location3D,
from: .local, to: .scene)
})
.gesture(RotateGesture().targetedToAnyEntity().onChanged { value in
// Handle rotation
})
.gesture(MagnifyGesture().targetedToAnyEntity().onChanged { value in
// Handle scale
})
Part 5: Model3D API
// Simple display
Model3D(named: "robot")
// With phases
Model3D(named: "robot") { phase in
switch phase {
case .empty:
ProgressView()
case .success(let model):
model.resizable().scaledToFit()
case .failure(let error):
Text("Failed: \(error.localizedDescription)")
@unknown default:
EmptyView()
}
}
// From URL
Model3D(url: modelURL)
Part 6: Material System
SimpleMaterial
var material = SimpleMaterial()
material.color = .init(tint: .blue)
material.metallic = .init(floatLiteral: 1.0)
material.roughness = .init(floatLiteral: 0.3)
PhysicallyBasedMaterial
var material = PhysicallyBasedMaterial()
material.baseColor = .init(tint: .white,
texture: .init(try .load(named: "albedo")))
material.metallic = .init(floatLiteral: 0.0)
material.roughness = .init(floatLiteral: 0.5)
material.normal = .init(texture: .init(try .load(named: "normal")))
material.ambientOcclusion = .init(texture: .init(try .load(named: "ao")))
material.emissiveColor = .init(color: .blue)
material.emissiveIntensity = 2.0
material.clearcoat = .init(floatLiteral: 0.8)
material.clearcoatRoughness = .init(floatLiteral: 0.1)
material.specular = .init(floatLiteral: 0.5)
material.sheen = .init(color: .white)
material.anisotropyLevel = .init(floatLiteral: 0.5)
material.blending = .transparent(opacity: .init(floatLiteral: 0.5))
material.faceCulling = .back // .none, .front, .back
UnlitMaterial
var material = UnlitMaterial()
material.color = .init(tint: .red,
texture: .init(try .load(named: "texture")))
material.blending = .transparent(opacity: .init(floatLiteral: 0.8))
Special Materials
// Occlusion — invisible but hides content behind it
let occlusionMaterial = OcclusionMaterial()
// Video
let videoMaterial = VideoMaterial(avPlayer: avPlayer)
TextureResource Loading
// From bundle
let texture = try await TextureResource(named: "texture")
// From URL
let texture = try await TextureResource(contentsOf: url)
// With options
let texture = try await TextureResource(named: "texture",
options: .init(semantic: .color)) // .color, .raw, .normal, .hdrColor
Part 7: Animation
Transform Animation
entity.move(
to: Transform(
scale: .one,
rotation: targetRotation,
translation: targetPosition
),
relativeTo: entity.parent,
duration: 1.5,
timingFunction: .easeInOut
)
Timing Functions
| Function | Curve |
|---|---|
.default |
System default |
.linear |
Constant speed |
.easeIn |
Slow start |
.easeOut |
Slow end |
.easeInOut |
Slow start and end |
Playing Loaded Animations
// All animations from USD
for animation in entity.availableAnimations {
let controller = entity.playAnimation(animation)
}
// With options
let controller = entity.playAnimation(
animation.repeat(count: 3),
transitionDuration: 0.3,
startsPaused: false
)
AnimationPlaybackController
let controller = entity.playAnimation(animation)
controller.pause()
controller.resume()
controller.stop()
controller.speed = 0.5 // Half speed
controller.blendFactor = 1.0 // Full blend
controller.isComplete // Check completion
Part 8: Audio
AudioFileResource
// Load
let resource = try AudioFileResource.load(
named: "sound.wav",
configuration: .init(
shouldLoop: true,
shouldRandomizeStartTime: false,
mixGroupName: "effects"
)
)
Audio Components
// Spatial (3D positional)
entity.components[SpatialAudioComponent.self] = SpatialAudioComponent(
directivity: .beam(focus: 0.5),
distanceAttenuation: .rolloff(factor: 1.0),
gain: 0 // dB
)
// Ambient (non-positional, uniform)
entity.components[AmbientAudioComponent.self] = AmbientAudioComponent(
gain: -6
)
// Channel (multi-channel output)
entity.components[ChannelAudioComponent.self] = ChannelAudioComponent(
gain: 0
)
Playback
let controller = entity.playAudio(resource)
controller.pause()
controller.stop()
controller.gain = -3 // Adjust volume (dB)
controller.speed = 1.5 // Pitch shift
entity.stopAllAudio()
Part 9: RealityRenderer (Metal Integration)
// Low-level Metal rendering of RealityKit content
let renderer = try RealityRenderer()
renderer.entities.append(entity)
// Render to Metal texture
let descriptor = RealityRenderer.CameraOutput.Descriptor(
colorFormat: .bgra8Unorm,
depthFormat: .depth32Float
)
try renderer.render(
viewMatrix: viewMatrix,
projectionMatrix: projectionMatrix,
size: size,
colorTexture: colorTexture,
depthTexture: depthTexture
)
Resources
WWDC: 2019-603, 2019-605, 2021-10074, 2022-10074, 2023-10080, 2024-10103, 2024-10153
Docs: /realitykit, /realitykit/entity, /realitykit/component, /realitykit/system, /realitykit/realityview, /realitykit/model3d, /realitykit/modelentity, /realitykit/anchorentity, /realitykit/physicallybasedmaterial
Skills: axiom-realitykit, axiom-realitykit-diag, axiom-scenekit-ref
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