realitykit-visionos-developer
RealityKit visionOS Developer
Quick Start
- Decide whether the task is component selection, scene setup, animation, physics, audio, input, or ECS debugging.
- Load only the component, category, or custom-system references that match the task instead of reading the whole catalog.
- Use
RealityViewas the SwiftUI bridge and keep all content mutation inside documented RealityKit entry points. - Register custom components before use, then keep per-frame behavior in systems instead of ad hoc view logic.
- Route app launch, simulator flow, or build-debug plumbing to
build-run-debug.
Load References When
| Reference | When to Use |
|---|---|
references/component-index.md |
When you need the RealityKit category map and guidance on which component reference to open next. |
references/systemandcomponentcreation.md |
When you need a complete custom ECS registration, query, and update-order pattern. |
references/modelcomponent.md |
When rendering meshes and materials. |
references/inputtargetcomponent.md |
When making entities interactive. |
references/anchoringcomponent.md |
When anchoring content to planes, hands, images, or world targets. |
references/spatialaudiocomponent.md |
When placing audio in 3D space. |
references/collisioncomponent.md |
When defining collision shapes or hit testing. |
references/viewattachmentcomponent.md |
When embedding SwiftUI into 3D space. |
references/synchronizationcomponent.md |
When synchronizing entity state across a session. |
references/custom-components.md |
When defining custom per-entity state. |
references/custom-systems.md |
When implementing custom systems or per-frame behavior. |
Workflow
- Classify the task by scene, component, or system responsibility.
- Load the narrowest matching reference files.
- Implement or inspect the smallest RealityKit slice that answers the question.
- Keep mutation inside
RealityView, event handlers, or systems. - Summarize the chosen component or system path and the next validation step.
Guardrails
- Always load assets asynchronously; avoid blocking the main actor.
- On visionOS,
ARViewis not available. UseRealityView. - Keep
RealityViewupdate logic and ECS mutation out of SwiftUI body code. - Register custom components and systems once during app startup before scenes or assets that depend on them are loaded.
- Prefer
ManipulationComponent.configureEntity(...)when built-in interaction fits the need. - Prefer a custom
Systemwhen behavior spans multiple entities or needs continuous updates.
Output Expectations
Provide:
- the RealityKit task category
- which references were used
- the component, attachment, or system path chosen
- the main constraint or pitfall
- routing back to SwiftUI, architecture, or build-debug if needed
More from tomkrikorian/visionosagents
arkit-visionos-developer
Build and debug ARKit features for visionOS 26, including ARKitSession setup, authorization, data providers (world tracking, plane detection, scene reconstruction, hand tracking), anchor processing, and RealityKit integration. Use when implementing ARKit workflows on visionOS or troubleshooting provider-specific space, privacy, and lifecycle behavior.
55spatial-swiftui-developer
Design and implement visionOS 26 SwiftUI scenes that integrate RealityKit content. Use when building spatial UI with RealityView, Model3D, attachments, volumetric windows, ImmersiveSpace, or spatial gestures, or when choosing SwiftUI vs RealityKit APIs for 3D presentation.
47coding-standards-enforcer
Enforce repository coding standards for Swift 6.2 strict concurrency, actor isolation, @Observable models, SWIFT_APPROACHABLE_CONCURRENCY, @concurrent functions, and modern Swift APIs across visionOS app code. Use when reviewing, writing, or migrating Swift code in this plugin's scope.
44usd-editor
Guide for modifying USD ASCII (.usda) files, including prims, properties, composition arcs, variants, and transforms. Use when editing or reviewing .usda files by hand.
32shadergraph-editor
Author, load, and troubleshoot Reality Composer Pro Shader Graph materials for RealityKit on visionOS. Use when building Shader Graph materials, exposing promoted inputs for runtime control, or debugging exported USD and MaterialX interop.
27shareplay-developer
Build, integrate, and troubleshoot SharePlay GroupActivities features for visionOS 26, including GroupActivity definitions, activation flows, GroupSession lifecycle, messaging and journals, ShareLink and SharePlay UI surfaces, and spatial coordination.
23