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axiom-realitykit-ref

axiom-realitykit-ref

github.com/charleswiltgenDevelopment1.2k136 installsUpdated today
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About axiom-realitykit-ref

A categorized RealityKit API reference for developers, covering entities, components, systems, materials, animation, audio, and related interfaces.

Key features

  1. 01Entity and component APIs
  2. 02Collision and physics parameters
  3. 03Anchoring and plane classifications
  4. 04Systems, queries, and scene events
  5. 05Material, animation, and audio APIs

Use cases

  1. 01Look up API signatures and properties
  2. 02Choose an AR anchor type
  3. 03Configure materials or physics bodies
  4. 04Check API platform availability

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/charleswiltgen/axiom --skill axiom-realitykit-ref

After installing, type/axiom-realitykit-refin Claude Code to confirm it loaded.

Details

From the project README

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
PropertyTypeDescription
nameStringIdentifier for lookup
idObjectIdentifierUnique identity
isEnabledBoolLocal enabled state
isEnabledInHierarchyBoolEffective enabled (considers parents)
isActiveBoolEntity is in an active scene
isAnchoredBoolHas anchoring or anchored ancestor
sceneRealityKit.Scene?Owning scene
parentEntity?Parent entity
childrenEntity.ChildCollectionChild entities
componentsEntity.ComponentSetAll attached components
anchorHasAnchoring?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
ClassPurposeKey Component
EntityBase containerTransform only
ModelEntityRenderable objectModelComponent
AnchorEntityAR anchor pointAnchoringComponent
PerspectiveCameraVirtual cameraPerspectiveCameraComponent
DirectionalLightSun/directionalDirectionalLightComponent
PointLightPoint lightPointLightComponent
SpotLightSpot lightSpotLightComponent
TriggerVolumeInvisible collision zoneCollisionComponent
ViewAttachmentEntitySwiftUI view in 3DvisionOS
BodyTrackedEntityBody-tracked entityBodyTrackingComponent

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
MethodParameters
.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
MethodDescriptionPerformance
.generateBox(size:)Axis-aligned boxFastest
.generateSphere(radius:)SphereFast
.generateCapsule(height:radius:)CapsuleFast
.generateConvex(from:)Convex hull from meshModerate
.generateStaticMesh(from:)Exact meshSlowest (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
)
ModeBehavior
.dynamicPhysics simulation controls position
.staticImmovable, participates in collisions
.kinematicCode-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
ClassificationDescription
.tableHorizontal table surface
.floorFloor surface
.ceilingCeiling surface
.wallVertical wall
.doorDoor
.windowWindow
.seatChair/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
ComponentPurposePlatform
OpacityComponentFade entity in/outAll
GroundingShadowComponentContact shadow beneath entityAll
InputTargetComponentEnable gesture inputvisionOS
HoverEffectComponentHighlight on gaze/hovervisionOS
SynchronizationComponentMultiplayer entity syncAll
ImageBasedLightComponentCustom environment lightingAll
ImageBasedLightReceiverComponentReceive IBL from sourceAll

Part 3: System API

System Protocol
protocol System {
    init(scene: RealityKit.Scene)
    func update(context: SceneUpdateContext)
}
SceneUpdateContext
PropertyTypeDescription
deltaTimeTimeIntervalTime since last update
sceneRealityKit.SceneThe 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
EventTrigger
SceneEvents.UpdateEvery frame
SceneEvents.DidAddEntityEntity added to scene
SceneEvents.DidRemoveEntityEntity removed from scene
SceneEvents.AnchoredStateChangedAnchor tracking changes
CollisionEvents.BeganTwo entities start colliding
CollisionEvents.UpdatedCollision continues
CollisionEvents.EndedCollision ends
AnimationEvents.PlaybackCompletedAnimation 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
FunctionCurve
.defaultSystem default
.linearConstant speed
.easeInSlow start
.easeOutSlow end
.easeInOutSlow 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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