Installable skillMIT

RealityKit API Reference

RealityKit API reference — Entity, Component, System, RealityView, Model3D, anchor types, material system, physics, collision, animation, audio, accessibility

BY CharlesWiltgenUPDATED Oct 27, 2026
INTENDED FOR✳Claude Code>_Codex↗Cursor◎ChatGPTInstall in a listed agent.

instructions.md

---
name: axiom-realitykit-ref
description: RealityKit API reference — Entity, Component, System, RealityView, Model3D, anchor types, material system, physics, collision, animation, audio, accessibility
license: MIT
compatibility: [iOS 13+, macOS 10.15+, visionOS 1.0+, tvOS 26+]
metadata:
  version: "1.0.0"
---

# 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

```swift
// 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

```swift
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

```swift
// 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

```swift
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

```swift
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

```swift
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

```swift
var motion = PhysicsMotionComponent()
motion.linearVelocity = SIMD3(0, 5, 0)
motion.angularVelocity = SIMD3(0, .pi, 0)
entity.components[PhysicsMotionComponent.self] = motion
```

### CharacterControllerComponent

```swift
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

```swift
// 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

```swift
// 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

```swift
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

```swift
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 |

```swift
// Query entities
context.entities(matching: query, updatingSystemWhen: .rendering)
```

### EntityQuery

```swift
// 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 |

```swift
scene.subscribe(to: CollisionEvents.Began.self, on: entity) { event in
    // event.entityA, event.entityB, event.impulse
}
```

---

## Part 4: RealityView API

### Initializers

```swift
// 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

```swift
content.add(entity)
content.remove(entity)
content.entities          // EntityCollection

// iOS/macOS — camera content
content.camera            // RealityViewCameraContent (non-visionOS)
```

### Gestures on RealityView

```swift
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

```swift
// 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

```swift
var material = SimpleMaterial()
material.color = .init(tint: .blue)
material.metallic = .init(floatLiteral: 1.0)
material.roughness = .init(floatLiteral: 0.3)
```

### PhysicallyBasedMaterial

```swift
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

```swift
var material = UnlitMaterial()
material.color = .init(tint: .red,
    texture: .init(try .load(named: "texture")))
material.blending = .transparent(opacity: .init(floatLiteral: 0.8))
```

### Special Materials

```swift
// Occlusion — invisible but hides content behind it
let occlusionMaterial = OcclusionMaterial()

// Video
let videoMaterial = VideoMaterial(avPlayer: avPlayer)
```

### TextureResource Loading

```swift
// 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

```swift
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

```swift
// 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

```swift
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

```swift
// Load
let resource = try AudioFileResource.load(
    named: "sound.wav",
    configuration: .init(
        shouldLoop: true,
        shouldRandomizeStartTime: false,
        mixGroupName: "effects"
    )
)
```

### Audio Components

```swift
// 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

```swift
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)

```swift
// 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

COMPATIBILITY & REFERENCES

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Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.