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ClaudeWave
Skill732 repo starsupdated 15d ago

realitykit

This skill provides comprehensive guidance for building iOS augmented reality experiences using RealityKit and ARKit. It covers essential topics including RealityView setup, entity creation and loading from USDZ models, anchoring objects to real-world planes and positions, distinguishing between entity raycasting and ARKit world raycasting, camera availability checks, world tracking configuration, gesture-based interactions, and scene understanding features. Use this skill when implementing AR features requiring camera access, 3D model placement, user interaction with virtual objects, or determining whether devices support AR capabilities.

Install in Claude Code
Copy
git clone --depth 1 https://github.com/dpearson2699/swift-ios-skills /tmp/realitykit && cp -r /tmp/realitykit/skills/realitykit ~/.claude/skills/realitykit
Then start a new Claude Code session; the skill loads automatically.

SKILL.md

# 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](#setup)
- [RealityView Basics](#realityview-basics)
- [Loading and Creating Entities](#loading-and-creating-entities)
- [Anchoring and Placement](#anchoring-and-placement)
- [Raycasting](#raycasting)
- [Gestures and Interaction](#gestures-and-interaction)
- [Scene Understanding](#scene-understanding)
- [Common Mistakes](#common-mistakes)
- [Review Checklist](#review-checklist)
- [References](#references)

## Setup

### Project Configuration

1. Add `NSCameraUsageDescription` to Info.plist
2. On iOS, `RealityViewCameraContent` displays an AR camera view by default (iOS 18+, macOS 15+); use `.virtual` camera mode for explicit non-AR fallback
3. 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.

```swift
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.

```swift
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)
        }
    }
}
```

### Make and Update Pattern

Use the `update` closure to respond to SwiftUI state changes:

```swift
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:

```swift
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:

```swift
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())
```

## Anchoring and Placement

### AnchorEntity

Use `AnchorEntity` to anchor content to detected surfaces or world positions:

```swift
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)
}
```

### 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` shap
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