realitykit — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited realitykit (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
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 (iOS 18+, macOS 15+)AR features require devices with an A9 chip or later. Always verify support before presenting AR UI.
import 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 the device camera |
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. On iOS, it provides RealityViewCameraContent which renders through the device camera for AR.
import SwiftUI
import RealityKit
struct ARExperienceView: View {
var body: some View {
RealityView { content in
// content is RealityViewCameraContent on iOS
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:
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
}
}
}Load 3D models asynchronously to avoid blocking the main thread:
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)
}
}// Box
let box = ModelEntity(
mesh: .generateBox(size: [0.1, 0.2, 0.1], cornerRadius: 0.005),
materials: [SimpleMaterial(color: .gray, isMetallic: true)]
)
// Sphere
let sphere = ModelEntity(
mesh: .generateSphere(radius: 0.05),
materials: [SimpleMaterial(color: .blue, roughness: 0.2, isMetallic: true)]
)
// Plane
let plane = ModelEntity(
mesh: .generatePlane(width: 0.3, depth: 0.3),
materials: [SimpleMaterial(color: .green, isMetallic: false)]
)Entities use an ECS (Entity Component System) architecture. Add components to give entities behavior:
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())Use AnchorEntity to anchor content to detected surfaces or world positions:
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)
}| Target | Description |
|---|---|
.plane(.horizontal, ...) | Horizontal surfaces (floors, tables) |
.plane(.vertical, ...) | Vertical surfaces (walls) |
.plane(.any, ...) | Any detected plane |
.world(transform:) | Fixed world-space position |
Use RealityViewCameraContent to convert between SwiftUI view coordinates and RealityKit world space. Pair with SpatialTapGesture to place objects where the user taps on a detected surface.
struct 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
)
}
)
}
}.gesture(
SpatialTapGesture()
.targetedToAnyEntity()
.onEnded { value in
let tappedEntity = value.entity
highlightEntity(tappedEntity)
}
)Subscribe to scene update events for continuous processing:
RealityView { content in
let entity = ModelEntity(
mesh: .generateSphere(radius: 0.05),
materials: [SimpleMaterial(color: .yellow, isMetallic: false)]
)
entity.position = [0, 0, -0.5]
content.add(entity)
_ = content.subscribe(to: SceneEvents.Update.self) { event in
let time = Float(event.deltaTime)
entity.position.y += sin(Float(Date().timeIntervalSince1970)) * time * 0.1
}
}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.
Not all devices support AR. Showing a black camera view with no feedback confuses users.
// WRONG -- no device check
struct MyARView: View {
var body: some View {
RealityView { content in
// Fails silently on unsupported devices
}
}
}
// CORRECT -- check support and show fallback
struct MyARView: View {
var body: some View {
if ARWorldTrackingConfiguration.isSupported {
RealityView { content in
// AR content
}
} else {
ContentUnavailableView(
"AR Not Supported",
systemImage: "arkit",
description: Text("This device does not support AR.")
)
}
}
}Loading large USDZ files on the main thread causes frame drops and hangs. The make closure of RealityView is async -- use it.
// 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)
}
}Gestures only work on entities that have both CollisionComponent and InputTargetComponent. Without them, taps and drags pass through.
// WRONG -- entity ignores gestures
let box = ModelEntity(mesh: .generateBox(size: 0.1))
content.add(box)
// CORRECT -- add collision and input components
let box = ModelEntity(
mesh: .generateBox(size: 0.1),
materials: [SimpleMaterial(color: .red, isMetallic: false)]
)
box.components.set(CollisionComponent(
shapes: [.generateBox(size: [0.1, 0.1, 0.1])]
))
box.components.set(InputTargetComponent())
content.add(box)The update closure runs on every SwiftUI state change. Creating entities there duplicates content on each render pass.
// 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.
// 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.plistmake closuremake, modified in update (not created in update)CollisionComponent and InputTargetComponentSceneEvents.Update subscriptions used for per-frame logic (not SwiftUI timers)ModelEntity(named:) async loading, not Entity.load(named:)update closure~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.