tomkrikorian/visionosagents

realitykit-visionos-developer

Route RealityKit work on visionOS 27 and handle core entity/component basics, RealityView scene setup, asset loading, input targets, SwiftUI attachments, anchoring, portals, synchronization, and USDStage bridge usage. Use for general RealityKit triage, choosing documented components, loading Reality Composer Pro, USD, USDZ, or .reality content, and deciding whether to hand off to realitykit-rendering-materials, realitykit-animation-physics, realitykit-audio-spatial, realitykit-ecs-systems, spat…

First seen Jan 27, 2026

Installation

$ npx skills add tomkrikorian/visionosagents --skill realitykit-visionos-developer

Summary

  • Route RealityKit work on visionOS 27 and handle core entity/component basics, RealityView scene setup, asset loading, input targets, SwiftUI attachments, anchoring, portals, synchronization, and USDStage bridge usage.
  • Use for general RealityKit triage, choosing documented components, loading Reality Composer Pro, USD, USDZ, or .reality content, and deciding whether to hand off to realitykit-rendering-materials, realitykit-animation-physics, realitykit-audio-spatial, realitykit-ecs-systems, spatial-preview-developer, usdkit-runtime-developer, usd-editor, shadergraph-editor, ARKit, SwiftUI, or build-debug skills.

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

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Repository health

Stars 60
License LICENSE
Default branch main
Open issues 0
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 7,631 B
  • docs SUMMARY.md 655 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 102 installs

SKILL.md

RealityKit visionOS Developer

Quick Start

  1. Classify the request as core scene setup, rendering/materials,

animation/physics, audio, custom ECS, USD authoring, Spatial Preview, SwiftUI UI, ARKit provider work, or build/debug plumbing.

  1. Stay in this skill for RealityView setup, entity loading, component

selection, input, attachments, anchoring, portals, synchronization, and the local USDStageComponent bridge.

  1. Switch to the focused RealityKit skill when the task is primarily visual,

animated, physical, audio, or custom ECS behavior.

  1. Load only the narrow reference files needed for the task.
  2. Keep all scene mutation inside documented RealityKit entry points:

RealityView content/update closures, event handlers, or registered systems.

RealityKit Routing

Task Use
General RealityKit triage, component choice, entity loading, input, attachments, anchoring, portals, sync, local USDStage bridge This skill
Mesh display, materials, cameras, lights, shadows, post-processing, Gaussian splats, decals, LOD, occlusion, lightmaps, probes realitykit-rendering-materials
Animation clips, character controllers, skeletal poses, IK, body tracking, retargeting, navigation, behavior trees, collision, physics, joints, forces, particles, cloth realitykit-animation-physics
Spatial audio, ambient or channel audio, audio libraries, mix groups, reverb, acoustic simulation realitykit-audio-spatial
Custom components, systems, ECS queries, registration, update ordering, per-frame multi-entity behavior realitykit-ecs-systems
Mac app streaming documents or live USD stages to Vision Pro via Spatial Preview spatial-preview-developer
Swift USDKit stage/layer/prim APIs usdkit-runtime-developer
Authored USD edits or command-line USD inspection usd-editor
ShaderGraph or RealityKit material graph editing in USDA shadergraph-editor
ARKitSession providers, permissions, and direct anchor stream reconciliation arkit-visionos-developer
SwiftUI layout, ornaments, windows, immersive spaces, or targeted gesture ergonomics spatial-swiftui-developer
Building, launching, simulator/device logs, or runtime debugging build-run-debug

Load References When

Reference When to Use
[references/component-selection.md](references/component-selection.md) Choose between documented RealityKit components, SwiftUI targeted gestures, SpatialTrackingSession, ARKit, focused RealityKit skills, and custom ECS work.
[references/component-index.md](references/component-index.md) Find the component category and the owning skill/reference to open next.
[references/entity-loading-and-stored-entities.md](references/entity-loading-and-stored-entities.md) Load named stored entities, explicit file URLs, package-bundled assets, USD/USDZ, .reality, or Reality Composer Pro output.
[references/inputtargetcomponent.md](references/inputtargetcomponent.md) Make entities eligible for hit testing and input. Pair with collision details from realitykit-animation-physics when needed.
[references/manipulationcomponent.md](references/manipulationcomponent.md) Use built-in direct manipulation before writing a custom transform stack.
[references/gesturecomponent.md](references/gesturecomponent.md) Attach a SwiftUI gesture directly to a RealityKit entity.
[references/hovereffectcomponent.md](references/hovereffectcomponent.md) and [references/accessibilitycomponent.md](references/accessibilitycomponent.md) Add hover affordances or accessibility metadata to interactive entities.
[references/viewattachmentcomponent.md](references/viewattachmentcomponent.md) Embed SwiftUI-backed views in the entity graph.
[references/presentationcomponent.md](references/presentationcomponent.md), [references/textcomponent.md](references/textcomponent.md), [references/imagepresentationcomponent.md](references/imagepresentationcomponent.md), [references/videoplayercomponent.md](references/videoplayercomponent.md) Present text, images, video, or presentation-style content in RealityKit.
[references/anchoringcomponent.md](references/anchoringcomponent.md), [references/arkitanchorcomponent.md](references/arkitanchorcomponent.md), [references/spatialtrackingsession.md](references/spatialtrackingsession.md) Anchor content to spatial targets or decide whether RealityKit-managed tracking is enough.
[references/sceneunderstandingcomponent.md](references/sceneunderstandingcomponent.md), [references/dockingregioncomponent.md](references/dockingregioncomponent.md), [references/referencecomponent.md](references/referencecomponent.md), [references/attachedtransformcomponent.md](references/attachedtransformcomponent.md) Work with spatial references, docking, scene understanding, or transform attachments.
[references/portalcomponent.md](references/portalcomponent.md), [references/portalcrossingcomponent.md](references/portalcrossingcomponent.md), [references/worldcomponent.md](references/worldcomponent.md), [references/environmentblendingcomponent.md](references/environmentblendingcomponent.md), [references/portal-volumes-and-accessory-anchoring.md](references/portal-volumes-and-accessory-anchoring.md) Compose portals, worlds, environment blending, and new visionOS 27 portal/accessory anchoring behavior.
[references/synchronizationcomponent.md](references/synchronizationcomponent.md), [references/transientcomponent.md](references/transientcomponent.md) Synchronize or mark entity state for multi-user/session behavior.
[references/usdstagecomponent.md](references/usdstagecomponent.md) Render a live USDKit stage inside RealityKit or export entity hierarchies to USD. For Swift USDKit stage authoring, switch to usdkit-runtime-developer; for Spatial Preview streaming, switch to spatial-preview-developer.

Guardrails

  • Use RealityView; ARView is not available on visionOS.
  • Load assets asynchronously and avoid blocking the main actor.
  • Keep SwiftUI body code declarative; mutate RealityKit content through

RealityView, events, or systems.

  • Prefer documented components before custom ECS.
  • Register custom components and systems once during app startup before scenes

or assets that depend on them load.

  • Prefer ManipulationComponent.configureEntity(...) when built-in direct

manipulation fits the need.

  • Use SpatialPreview only from macOS 27 sender apps; Vision Pro uses the

built-in system viewer and has no visionOS SpatialPreview module.

Output Expectations

Provide:

  • the RealityKit task category
  • which focused skill or references were used
  • the component, attachment, entity-loading, or system path chosen
  • the main constraint or pitfall
  • routing back to SwiftUI, ARKit, USD, Spatial Preview, or build-debug if needed