home / skills / charleswiltgen / axiom / axiom-realitykit-diag
This skill guides rapid RealityKit diagnostics for visibility, tracking, gestures, performance, materials, and multiplayer sync to reduce debugging time.
npx playbooks add skill charleswiltgen/axiom --skill axiom-realitykit-diagReview the files below or copy the command above to add this skill to your agents.
---
name: axiom-realitykit-diag
description: Use when RealityKit entities not visible, anchors not tracking, gestures not responding, performance drops, materials wrong, or multiplayer sync fails
license: MIT
metadata:
version: "1.0.0"
---
# RealityKit Diagnostics
Systematic diagnosis for common RealityKit issues with time-cost annotations.
## When to Use This Diagnostic Skill
Use this skill when:
- Entity added but not visible in the scene
- AR anchor not tracking or content floating
- Tap/drag gestures not responding on 3D entities
- Frame rate dropping or stuttering
- Material looks wrong (too dark, too bright, incorrect colors)
- Multiplayer entities not syncing across devices
- Physics bodies not colliding or passing through each other
For RealityKit architecture patterns and best practices, see `axiom-realitykit`. For API reference, see `axiom-realitykit-ref`.
---
## Mandatory First Step: Enable Debug Visualization
**Time cost**: 10 seconds vs hours of blind debugging
```swift
// In your RealityView or ARView setup
#if DEBUG
// Xcode: Debug → Attach to Process → Show RealityKit Statistics
// Or enable in code:
arView.debugOptions = [
.showStatistics, // Entity count, draw calls, FPS
.showPhysics, // Collision shapes
.showAnchorOrigins, // Anchor positions
.showAnchorGeometry // Detected plane geometry
]
#endif
```
If you can't see collision shapes with `.showPhysics`, your `CollisionComponent` is missing or misconfigured. **Fix collision before debugging gestures or physics.**
---
## Symptom 1: Entity Not Visible
**Time saved**: 30-60 min → 2-5 min
```
Entity added but nothing appears
│
├─ Is the entity added to the scene?
│ └─ NO → Add to RealityView content:
│ content.add(entity)
│ ✓ Entities must be in the scene graph to render
│
├─ Does the entity have a ModelComponent?
│ └─ NO → Add mesh and material:
│ entity.components[ModelComponent.self] = ModelComponent(
│ mesh: .generateBox(size: 0.1),
│ materials: [SimpleMaterial(color: .red, isMetallic: false)]
│ )
│ ✓ Bare Entity is invisible — it's just a container
│
├─ Is the entity's scale zero or nearly zero?
│ └─ CHECK → Print: entity.scale
│ USD models may import with unexpected scale.
│ Try: entity.scale = SIMD3(repeating: 0.01) for meter-scale models
│
├─ Is the entity behind the camera?
│ └─ CHECK → Print: entity.position(relativeTo: nil)
│ In RealityKit, -Z is forward (toward screen).
│ Try: entity.position = SIMD3(0, 0, -0.5) (half meter in front)
│
├─ Is the entity inside another object?
│ └─ CHECK → Move to a known visible position:
│ entity.position = SIMD3(0, 0, -1)
│
├─ Is the entity's isEnabled set to false?
│ └─ CHECK → entity.isEnabled = true
│ Also check parent: entity.isEnabledInHierarchy
│
├─ Is the entity on an untracked anchor?
│ └─ CHECK → Verify anchor is tracking:
│ entity.isAnchored (should be true)
│ If using plane anchor, ensure surface is detected first
│
└─ Is the material transparent or OcclusionMaterial?
└─ CHECK → Inspect material:
If using PhysicallyBasedMaterial, check baseColor is not black
If using blending = .transparent, check opacity > 0
```
### Quick Diagnostic
```swift
func diagnoseVisibility(_ entity: Entity) {
print("Name: \(entity.name)")
print("Is enabled: \(entity.isEnabled)")
print("In hierarchy: \(entity.isEnabledInHierarchy)")
print("Is anchored: \(entity.isAnchored)")
print("Position (world): \(entity.position(relativeTo: nil))")
print("Scale: \(entity.scale)")
print("Has model: \(entity.components[ModelComponent.self] != nil)")
print("Children: \(entity.children.count)")
}
```
---
## Symptom 2: Anchor Not Tracking
**Time saved**: 20-45 min → 3-5 min
```
AR content not appearing or floating
│
├─ Is the AR session running?
│ └─ For RealityView on iOS 18+, AR runs automatically
│ For ARView, check: arView.session.isRunning
│
├─ Is SpatialTrackingSession configured? (iOS 18+)
│ └─ CHECK → Ensure tracking modes requested:
│ let config = SpatialTrackingSession.Configuration(
│ tracking: [.plane, .object])
│ let result = await session.run(config)
│ if let notSupported = result {
│ // Handle unsupported modes
│ }
│
├─ Is the anchor type appropriate for the environment?
│ ├─ .plane(.horizontal) → Need a flat surface visible to camera
│ ├─ .plane(.vertical) → Need a wall visible to camera
│ ├─ .image → Image must be in "AR Resources" asset catalog
│ ├─ .face → Front camera required (not rear)
│ └─ .body → Full body must be visible
│
├─ Is minimumBounds too large?
│ └─ CHECK → Reduce minimum bounds:
│ AnchorEntity(.plane(.horizontal, classification: .any,
│ minimumBounds: SIMD2(0.1, 0.1))) // Smaller = detects sooner
│
├─ Is the device supported?
│ └─ CHECK → Plane detection requires A12+ chip
│ Face tracking requires TrueDepth camera
│ Body tracking requires A12+ chip
│
└─ Is the environment adequate?
└─ CHECK → AR needs:
- Adequate lighting (not too dark)
- Textured surfaces (not blank walls)
- Stable device position during initial detection
```
---
## Symptom 3: Gesture Not Responding
**Time saved**: 15-30 min → 2-3 min
```
Tap/drag on entity does nothing
│
├─ Does the entity have a CollisionComponent?
│ └─ NO → Add collision shapes:
│ entity.generateCollisionShapes(recursive: true)
│ // or manual:
│ entity.components[CollisionComponent.self] = CollisionComponent(
│ shapes: [.generateBox(size: SIMD3(0.1, 0.1, 0.1))])
│ ✓ Collision shapes are REQUIRED for gesture hit testing
│
├─ [visionOS] Does the entity have InputTargetComponent?
│ └─ NO → Add it:
│ entity.components[InputTargetComponent.self] = InputTargetComponent()
│ ✓ Required on visionOS for gesture input
│
├─ Is the gesture attached to the RealityView?
│ └─ CHECK → Gesture must be on the view, not the entity:
│ RealityView { content in ... }
│ .gesture(TapGesture().targetedToAnyEntity().onEnded { ... })
│
├─ Is the collision shape large enough to hit?
│ └─ CHECK → Enable .showPhysics to see shapes
│ Shapes too small = hard to tap.
│ Try: .generateBox(size: SIMD3(repeating: 0.1)) minimum
│
├─ Is the entity behind another entity?
│ └─ CHECK → Front entities may block gestures on back entities
│ Ensure collision is on the intended target
│
└─ Is the entity enabled?
└─ CHECK → entity.isEnabled must be true
Disabled entities don't receive input
```
### Quick Diagnostic
```swift
func diagnoseGesture(_ entity: Entity) {
print("Has collision: \(entity.components[CollisionComponent.self] != nil)")
print("Has input target: \(entity.components[InputTargetComponent.self] != nil)")
print("Is enabled: \(entity.isEnabled)")
print("Is anchored: \(entity.isAnchored)")
if let collision = entity.components[CollisionComponent.self] {
print("Collision shapes: \(collision.shapes.count)")
}
}
```
---
## Symptom 4: Performance Problems
**Time saved**: 1-3 hours → 10-20 min
```
Frame rate dropping or stuttering
│
├─ How many entities are in the scene?
│ └─ CHECK → Print entity count:
│ var count = 0
│ func countEntities(_ entity: Entity) {
│ count += 1
│ for child in entity.children { countEntities(child) }
│ }
│ Under 100: unlikely to be entity count
│ 100-500: review for optimization
│ 500+: definitely needs optimization
│
├─ Are mesh/material resources shared?
│ └─ NO → Share resources across identical entities:
│ let sharedMesh = MeshResource.generateBox(size: 0.05)
│ let sharedMaterial = SimpleMaterial(color: .white, isMetallic: false)
│ // Reuse for all instances
│ ✓ RealityKit batches entities with identical resources
│
├─ Is a System creating components every frame?
│ └─ CHECK → Look for allocations in update():
│ Creating ModelComponent, CollisionComponent, or materials
│ every frame causes GC pressure.
│ Cache resources, only update when values change.
│
├─ Are collision shapes mesh-based?
│ └─ CHECK → Replace generateCollisionShapes(recursive: true)
│ with simple shapes (box, sphere, capsule) for dynamic entities
│
├─ Is generateCollisionShapes called repeatedly?
│ └─ CHECK → Call once during setup, not every frame
│
├─ Are there too many physics bodies?
│ └─ CHECK → Dynamic bodies are most expensive.
│ Convert distant/static objects to .static mode.
│ Remove physics from non-interactive entities.
│
└─ Is the model polygon count too high?
└─ CHECK → Decimate models for real-time use.
Target: <100K triangles total for mobile AR.
Use LOD (Level of Detail) for distant objects.
```
---
## Symptom 5: Material Looks Wrong
**Time saved**: 15-45 min → 5-10 min
```
Colors, lighting, or textures look incorrect
│
├─ Is the scene too dark?
│ └─ CHECK → Missing environment lighting:
│ Add DirectionalLightComponent or EnvironmentResource
│ In AR, RealityKit uses real-world lighting automatically
│ In non-AR, you must provide lighting explicitly
│
├─ Is the baseColor set?
│ └─ CHECK → PhysicallyBasedMaterial defaults to white
│ material.baseColor = .init(tint: .red)
│ If using a texture, verify it loaded:
│ try TextureResource(named: "albedo")
│
├─ Is metallic set incorrectly?
│ └─ CHECK → metallic = 1.0 makes surfaces mirror-like
│ Most real objects: metallic = 0.0
│ Only metals (gold, silver, chrome): metallic = 1.0
│
├─ Is the texture semantic wrong?
│ └─ CHECK → Use correct semantic:
│ .color for albedo/baseColor textures
│ .raw for data textures (metallic, roughness)
│ .normal for normal maps
│ .hdrColor for HDR textures
│
├─ Is the model upside down or inside out?
│ └─ CHECK → Try:
│ material.faceCulling = .none (shows both sides)
│ If that fixes it, the model normals are flipped
│
└─ Is blending/transparency unexpected?
└─ CHECK → material.blending
Default is .opaque
For transparency: .transparent(opacity: ...)
```
---
## Symptom 6: Physics Not Working
**Time saved**: 20-40 min → 5-10 min
```
Objects pass through each other or don't collide
│
├─ Do both entities have CollisionComponent?
│ └─ NO → Both sides of a collision need CollisionComponent
│
├─ Does the moving entity have PhysicsBodyComponent?
│ └─ NO → Add physics body:
│ entity.components[PhysicsBodyComponent.self] = PhysicsBodyComponent(
│ mode: .dynamic)
│
├─ Are collision groups/filters configured correctly?
│ └─ CHECK → Entities must be in compatible groups:
│ Default: group = .default, mask = .all
│ If using custom groups, verify mask includes the other group
│
├─ Is the physics mode correct?
│ ├─ Two .static bodies → Never collide (both immovable)
│ ├─ .dynamic + .static → Correct (common setup)
│ ├─ .dynamic + .dynamic → Both move on collision
│ └─ .kinematic + .dynamic → Kinematic pushes dynamic
│
├─ Is the collision shape appropriate?
│ └─ CHECK → .showPhysics debug option
│ Shape may be too small, offset, or wrong type
│
└─ Are entities on different anchors?
└─ CHECK → "Physics bodies and colliders affect only
entities that share the same anchor" (Apple docs)
Move entities under the same anchor for physics interaction
```
---
## Symptom 7: Multiplayer Sync Issues
**Time saved**: 30-60 min → 10-15 min
```
Entities not appearing on other devices
│
├─ Does the entity have SynchronizationComponent?
│ └─ NO → Add it:
│ entity.components[SynchronizationComponent.self] =
│ SynchronizationComponent()
│
├─ Is the MultipeerConnectivityService set up?
│ └─ CHECK → Verify MCSession is connected before syncing
│
├─ Are custom components Codable?
│ └─ NO → Non-Codable components don't sync
│ struct MyComponent: Component, Codable { ... }
│
├─ Does the entity have an owner?
│ └─ CHECK → Only the owner can modify synced properties
│ Request ownership before modifying:
│ entity.requestOwnership { result in ... }
│
└─ Is the entity anchored?
└─ CHECK → Unanchored entities may not sync position correctly
Use a shared world anchor for reliable positioning
```
---
## Common Mistakes
| Mistake | Time Cost | Fix |
|---------|-----------|-----|
| No CollisionComponent on interactive entity | 15-30 min | `entity.generateCollisionShapes(recursive: true)` |
| Missing InputTargetComponent on visionOS | 10-20 min | Add `InputTargetComponent()` |
| Gesture on wrong view (not RealityView) | 10-15 min | Attach `.gesture()` to `RealityView` |
| Entity scale wrong for USD model | 15-30 min | Check units: meters vs centimeters |
| No lighting in non-AR scene | 10-20 min | Add `DirectionalLightComponent` |
| Storing entity refs in System | 30-60 min crash debugging | Query with `EntityQuery` each frame |
| Components not registered | 10-15 min | Call `registerComponent()` in app init |
| Systems not registered | 10-15 min | Call `registerSystem()` before scene load |
| Physics across different anchors | 20-40 min | Put interacting entities under same anchor |
| Calling generateCollisionShapes every frame | Performance degradation | Call once during setup |
---
## Diagnostic Quick Reference
| Symptom | First Check | Time Saved |
|---------|-------------|------------|
| Not visible | Has ModelComponent? Scale > 0? | 30-60 min |
| No gesture response | Has CollisionComponent? | 15-30 min |
| Not tracking | Anchor type matches environment? | 20-45 min |
| Frame drops | Entity count? Resource sharing? | 1-3 hours |
| Wrong colors | Has lighting? Metallic value? | 15-45 min |
| No collision | Both have CollisionComponent? Same anchor? | 20-40 min |
| No sync | SynchronizationComponent? Codable? | 30-60 min |
---
## Resources
**WWDC**: 2019-603, 2019-605, 2023-10080, 2024-10103
**Docs**: /realitykit, /realitykit/entity, /realitykit/collisioncomponent, /realitykit/physicsbodycomponent
**Skills**: axiom-realitykit, axiom-realitykit-ref
This skill provides a compact, battle-tested diagnostic checklist for RealityKit problems in xOS apps. It guides you through fast, targeted checks for invisible entities, tracking anchors, unresponsive gestures, performance drops, material issues, physics failures, and multiplayer sync problems. Use it to save hours of blind debugging with reproducible steps and quick fixes.
The skill walks through symptom-based inspection steps and short code snippets to verify core RealityKit components (ModelComponent, CollisionComponent, PhysicsBodyComponent, SynchronizationComponent, etc.). It emphasizes enabling RealityKit debug visuals first, then runs through prioritized checks: scene membership, transforms, collisions, anchor configuration, resource sharing, lighting, and networking. Each check includes the likely cause and the minimal code change to validate or fix the issue.
What is the first thing I should enable when RealityKit behaves oddly?
Turn on RealityKit debug visualization (.showStatistics, .showPhysics, .showAnchorOrigins, .showAnchorGeometry) to reveal invisible collisions, anchor states, and performance metrics.
Why do gestures fail even though my tap handler is set up?
Most common cause is missing CollisionComponent or InputTargetComponent (visionOS). Also ensure the gesture is attached to the RealityView and collision shapes are large enough to hit.