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This skill helps you quickly access and understand RealityKit API references for entities, components, materials, physics, animation, and accessibility.
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---
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
This skill provides a compact, battle-tested RealityKit API reference focused on entities, components, systems, RealityView, Model3D, materials, physics, animation, audio, and accessibility for modern xOS development. It’s written for TypeScript-based tooling and aims to speed up lookups and implementation decisions when building AR/3D experiences. Use it as a quick reference when you need concrete signatures, component examples, or platform notes.
The reference organizes RealityKit by category: Entity API (creation, properties, hierarchy, subclasses), Component catalog (transform, model, collision, physics, anchoring, lights, accessibility, and extras), System API (systems, queries, scene events), RealityView and Model3D usage, material and texture loading, and animation playback. Each section highlights common constructors, important properties, performance tradeoffs, and short code examples you can adapt directly. It emphasizes practical snippets for anchors, collision shapes, physics modes, gesture handling, and animation controllers.
Which collision shape should I choose for performance?
Prefer generateBox, generateSphere, or generateCapsule for fastest collision. Use generateConvex for better fit at moderate cost and generateStaticMesh only when you need exact collision and can accept higher cost.
When should I use kinematic vs dynamic physics mode?
Use dynamic when simulation should move the body under physics. Use kinematic when you control position by code but want it to interact with dynamic bodies. Use static for immovable colliders that still participate in collisions.