realitykit-ar

安装量: 238
排名: #3672

安装

npx skills add https://github.com/dpearson2699/swift-ios-skills --skill realitykit-ar

RealityKit + ARKit 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 6.2 / iOS 26+. Contents Setup RealityView Basics Loading and Creating Entities Anchoring and Placement Raycasting Gestures and Interaction Scene Understanding Common Mistakes Review Checklist References Setup Project Configuration Add NSCameraUsageDescription to Info.plist For iOS, RealityKit uses the device camera by default via RealityViewCameraContent (iOS 18+, macOS 15+) No additional capabilities required for basic AR on iOS Device Requirements 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 } Key Types 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 Basics 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 ) } } } Make and Update Pattern 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 } } } Loading and Creating Entities Loading from USDZ Files 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 ) } } Programmatic Mesh Generation // 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 ) ] ) Adding Components 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 ( ) ) Anchoring and Placement AnchorEntity 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 ) } Anchor Targets Target Description .plane(.horizontal, ...) Horizontal surfaces (floors, tables) .plane(.vertical, ...) Vertical surfaces (walls) .plane(.any, ...) Any detected plane .world(transform:) Fixed world-space position Raycasting 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. Gestures and Interaction Drag Gesture on Entities 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 ) } ) } } Tap to Select . gesture ( SpatialTapGesture ( ) . targetedToAnyEntity ( ) . onEnded { value in let tappedEntity = value . entity highlightEntity ( tappedEntity ) } ) Scene Understanding Per-Frame Updates 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 } } visionOS Note 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 . Common Mistakes DON'T: Skip AR capability checks 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." ) ) } } } DON'T: Load heavy models synchronously 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 ) } } DON'T: Forget collision and input target components for interactive entities 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 ) DON'T: Create new entities in the update closure 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 } } DON'T: Ignore camera permission 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 ) } } } } Review Checklist NSCameraUsageDescription set in Info.plist AR device capability checked before presenting AR views Camera permission requested and denial handled with a fallback UI 3D models loaded asynchronously in the make closure Entities created in make , modified in update (not created in update ) Interactive entities have both CollisionComponent and InputTargetComponent Collision shapes match the visual size of the entity SceneEvents.Update subscriptions used for per-frame logic (not SwiftUI timers) Large scenes use ModelEntity(named:) async loading, not Entity.load(named:) Anchor entities target appropriate surface types for the use case Entity names set for lookup in the update closure References Extended patterns (physics, animations, lighting, ECS): references/realitykit-patterns.md RealityKit framework RealityView RealityViewCameraContent Entity ModelEntity AnchorEntity ARKit framework ARKit in iOS ARWorldTrackingConfiguration Loading entities from a file

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