RealityKit API Reference
Complete API reference for RealityKit organized by category. Covers the Entity hierarchy, all built-in components, the System protocol, SwiftUI views (RealityView, Model3D), the material system, physics, animation, audio, and RealityRenderer for Metal integration.
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
- Browsing the 27-cycle additions (navigation mesh, LOD, soft shadows, splats, reverb, cloth, ComputeGraph)
Example Prompts
- "What properties does PhysicallyBasedMaterial have?"
- "How do I create a RealityView with attachments?"
- "What are the ShapeResource types for collision?"
- "What events can I subscribe to in RealityKit?"
- "How do I set up spatial audio on an entity?"
- "What Entity subclasses are available?"
- "How do I render RealityKit content from my own Metal command buffer?"
- "Can I build a shader graph in Swift instead of Reality Composer Pro?"
- "How do I generate an image-based light at runtime from an HDR?"
- "Why won't
import RealityCoreRenderercompile?"
What's Covered
- Entity API – Creation, properties (isEnabled, isAnchored, scene), hierarchy methods, 10 Entity subclasses (ModelEntity, AnchorEntity, PerspectiveCamera, lights, TriggerVolume)
- Component catalog – 20+ built-in components including Transform, ModelComponent, CollisionComponent, PhysicsBodyComponent, AnchoringComponent, InputTargetComponent, AccessibilityComponent
- MeshResource generators – Box, sphere, plane, cylinder, cone, text
- System protocol – SceneUpdateContext, EntityQuery (has/and/not), 8 scene event types (Update, DidAddEntity, CollisionEvents)
- RealityView API – Initializers (basic, update, placeholder, attachments), RealityViewContent, gesture integration (tap, drag, rotate, magnify)
- Model3D API – Simple display, phase handling, URL loading
- Material system – SimpleMaterial, PhysicallyBasedMaterial (full PBR), UnlitMaterial, OcclusionMaterial, VideoMaterial, TextureResource loading
- Animation – Transform animation with timing functions, USD animation playback, AnimationPlaybackController
- Audio – AudioFileResource, SpatialAudioComponent, AmbientAudioComponent, ChannelAudioComponent, playback control
- RealityRenderer – Low-level Metal integration for rendering RealityKit content to Metal textures
- RealityKit 27 additions – Navigation mesh pathfinding, level of detail, soft shadows, projective textures, physical space lighting (visionOS/macOS), lightmaps, Gaussian splats (visionOS), custom reverb meshes, ARKit object tracking, cloth simulation (
ClothBodyComponent, iOS/macOS/visionOS 27), ComputeGraph framework (programmatic node graphs)
Renderer layer (iOS 27)
Reached through import RealityKit — the defining submodules cannot be imported directly.
- Frame loop –
LowLevelRenderer(output,cameras,time,colorMatch,render(using:_:)),Configuration,Camera/CameraArray,RenderState - Resource context –
LowLevelRenderContext,…Standalone,…Lighting,…ShaderGraph - Resources –
LowLevelMeshResource,LowLevelTextureResource,LowLevelBufferResource,LowLevelInstanceTransformResource - Materials and pipeline –
LowLevelMaterialResource,LowLevelArgumentTable,LowLevelRenderPipelineState,LowLevelRenderTarget.Descriptor - Draw, cull, sort –
LowLevelMeshPart,LowLevelMeshInstance,LowLevelMeshInstanceArray,cullMeshInstances,sortMeshInstances - Name-collision table – the 26-era
LowLevelMesh/LowLevelTexture/LowLevelBuffer/LowLevelInstanceDataversus their 27*Resourcecounterparts - ShaderGraph in Swift –
ShaderGraph,NodeLibrary,NodeDefinition,Node,Edge,ShaderGraphMaterial.Program/Program.Descriptor - GPU mesh deformation –
LowLevelDeformationContext,LowLevelDeformation - Runtime skybox and IBL –
SkyboxGenerator,ImageBasedLightTextureGenerator,TextureSamplingQuality
Documentation Scope
This page documents the axiom-graphics skill. For architecture patterns, ECS guidance, and best practices, use the discipline skill. For troubleshooting, use the diagnostic skill.
- For ECS architecture and patterns, see RealityKit
- For troubleshooting, see RealityKit Diagnostics
- For SceneKit migration mapping, see SceneKit API Reference
Related
- RealityKit – ECS architecture patterns and best practices
- RealityKit Diagnostics – Troubleshooting invisible entities, physics, and rendering
- SceneKit API Reference – SceneKit equivalents for migration reference
- SpriteKit API Reference – 2D game framework (complements RealityKit's 3D)
Resources
WWDC: 2019-605, 2023-10080, 2023-10081, 2026-279
Docs: /realitykit, /realitykit/entity, /realitykit/realityview