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Get Started Free →Build iOS augmented reality and 3D experiences with RealityKit and ARKit. Use when adding RealityView content, loading entities or USDZ models, anchoring objects to planes or world positions, distinguishing entity hit tests from ARKit real-world raycasts, handling AR camera availability, world tracking, scene updates, or RealityKit entity gestures and interactions.
| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-05 | ✗→✓ | ▲ Improved | 52% | 0% |
| case-06 | ✗→✓ | ▲ Improved | 128% | 0% |
| case-15 | ✗→✓ | ▲ Improved | 126% | 0% |
| case-16 | ✗→✓ | ▲ Improved | 66% | 0% |
| case-20 | ✗→✓ | ▲ Improved | 179% | 0% |
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+.
NSCameraUsageDescription to Info.plistRealityViewCameraContent displays an AR camera view by default (iOS 18+, macOS 15+); use .virtual camera mode for explicit non-AR fallbackarkit required-device capability; otherwise gate AR UI with isSupported.Check the exact AR configuration's isSupported value before presenting AR UI.
swiftimport ARKit guard ARWorldTrackingConfiguration.isSupported else { showUnsupportedDeviceMessage() return }
| 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 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.
swiftimport 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) } } }
Use the update closure to respond to SwiftUI state changes:
swiftstruct 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 } } }
Load 3D models asynchronously to avoid blocking the main thread:
swiftRealityView { 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) } }
Entities use an ECS (Entity Component System) architecture. Add components to give entities behavior:
swiftlet 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())
Use AnchorEntity to anchor content to detected surfaces or world positions:
swiftRealityView { 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) }
| Target | Description | |---|---| | .plane(.horizontal, ...) | Horizontal surfaces (floors, tables) | | .plane(.vertical, ...) | Vertical surfaces (walls) | | .plane(.any, ...) | Any detected plane | | .world(transform:) | Fixed world-space position |
Keep RealityKit scene queries separate from ARKit real-world raycasts:
RealityViewCameraContent.ray(through:in:to:) returns a camera ray inRealityKit 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 virtualentities made hittable by CollisionComponent shapes. Use those shapes for entity picking and targeted gestures, not ARKit plane detection.
AnchorEntity(.plane(...)) for simple placement on detected planes.ARRaycastQuery plus ARSession.raycast(_:) when the task needsa one-shot intersection with real-world surfaces, then anchor with AnchorEntity(raycastResult:).
swiftlet results = session.raycast(query) if let result = results.first { let anchor = AnchorEntity(raycastResult: result) anchor.addChild(model) content.add(anchor) }
Do not treat entity hit tests as substitutes for ARKit surface raycasts.
For gesture-based entity interaction, add CollisionComponent for the hittable shape and InputTargetComponent for input targeting.
swiftstruct DraggableARView: View { var body: some View { RealityView { content in let box = ModelEntity( mesh: .generateBox(size: 0.1), materials: [SimpleMaterial(color: .blue, isMetallic: true)] ) box.position = [0, 0, -0.5] box.components.set(CollisionComponent( shapes: [.generateBox(size: [0.1, 0.1, 0.1])] )) box.components.set(InputTargetComponent()) box.name = "draggable" content.add(box) } .gesture( DragGesture() .targetedToAnyEntity() .onChanged { value in let entity = value.entity guard let parent = entity.parent else { return } entity.position = value.convert( value.location3D, from: .local, to: parent ) } ) } }
Subscribe to SceneEvents.Update for continuous scene work rather than driving RealityKit with a SwiftUI timer. Keep the subscription alive and use event.deltaTime; see Entity Animations.
On visionOS, ARKit provides a different API surface with ARKitSession, WorldTrackingProvider, and PlaneDetectionProvider. These visionOS-specific types are not available on iOS. On iOS, RealityKit handles world tracking automatically through RealityViewCameraContent.
For iOS architecture or migration notes, gate AR with ARWorldTrackingConfiguration.isSupported, host content with RealityViewCameraContent, and build scenes from Entity/ModelEntity placed with AnchorEntity.
Handoffs: CollisionComponent + InputTargetComponent handle RealityKit interaction; AccessibilityComponent handles entity accessibility metadata; detailed SwiftUI gestures and VoiceOver/Switch Control policy belong to siblings.
Treat existing SCNView/SCNNode work as either a separate SceneKit path or an explicit migration to RealityKit, not a mixed scene graph.
Use the configuration-specific support check from Setup before presenting AR. Show non-AR content or an explicit unavailable state when it fails.
Loading large USDZ files on the main thread causes frame drops and hangs. The make closure of RealityView is async -- use it.
swift// WRONG -- synchronous load blocks the main thread RealityView { content in let model = try! Entity.load(named: "large-scene") content.add(model) } // CORRECT -- async load RealityView { content in if let model = try? await ModelEntity(named: "large-scene") { content.add(model) } }
Interactive entities need both components shown in Gestures and Interaction; without them, taps and drags pass through.
The update closure runs on every SwiftUI state change. Creating entities there duplicates content on each render pass.
swift// WRONG -- duplicates entities on every state change RealityView { content in // empty } update: { content in let sphere = ModelEntity(mesh: .generateSphere(radius: 0.05)) content.add(sphere) // Added again on every update } // CORRECT -- create in make, modify in update RealityView { content in let sphere = ModelEntity(mesh: .generateSphere(radius: 0.05)) sphere.name = "mySphere" content.add(sphere) } update: { content in if let sphere = content.entities.first( where: { $0.name == "mySphere" } ) as? ModelEntity { // Modify existing entity sphere.position.y = newYPosition } }
RealityKit on iOS needs camera access. If the user denies permission, the view shows a black screen with no explanation.
swift// WRONG -- no permission handling RealityView { content in // Black screen if camera denied } // CORRECT -- check and request permission struct ARContainerView: View { @State private var cameraAuthorized = false var body: some View { Group { if cameraAuthorized { RealityView { content in // AR content } } else { ContentUnavailableView( "Camera Access Required", systemImage: "camera.fill", description: Text("Enable camera in Settings to use AR.") ) } } .task { let status = AVCaptureDevice.authorizationStatus(for: .video) if status == .authorized { cameraAuthorized = true } else if status == .notDetermined { cameraAuthorized = await AVCaptureDevice .requestAccess(for: .video) } } } }
NSCameraUsageDescription set in Info.plistarkit required-device capability added when AR is the app's core purposemake closuremake, modified in update (not created in update)SceneEvents.Update subscriptions used for per-frame logic (not SwiftUI timers)ModelEntity(named:) async loading, not Entity.load(named:)update closureOther measured skills in the registry, with their headline benchmark lift.