AgentSkillsCN

axiom-realitykit-ref

当您需要获取完整的 SF Symbols API 参考,包括每一种渲染模式、符号特效、配置选项、UIKit 等效功能,以及各平台的可用性——此方法将为您提供从 iOS 17 到 iOS 26 的完整代码示例。

SKILL.md
--- frontmatter
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

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

swift
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

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

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

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

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

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
)
ModeBehavior
.dynamicPhysics simulation controls position
.staticImmovable, participates in collisions
.kinematicCode-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

ClassificationDescription
.tableHorizontal table surface
.floorFloor surface
.ceilingCeiling surface
.wallVertical wall
.doorDoor
.windowWindow
.seatChair/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

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

swift
protocol System {
    init(scene: RealityKit.Scene)
    func update(context: SceneUpdateContext)
}

SceneUpdateContext

PropertyTypeDescription
deltaTimeTimeIntervalTime since last update
sceneRealityKit.SceneThe 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

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
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

FunctionCurve
.defaultSystem default
.linearConstant speed
.easeInSlow start
.easeOutSlow end
.easeInOutSlow 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