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tomkrikorian/visionosagents160 installs

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, spatial-preview-developer, usdkit-runtime-developer, usd-editor, shadergraph-editor, ARKit, SwiftUI, or build-debug skills.

How do I install this agent skill?

npx skills add https://github.com/tomkrikorian/visionosagents --skill realitykit-visionos-developer
view source ↗

Is this agent skill safe to install?

  • Gen Agent Trust Hubpass

    The skill provides technical documentation and Swift code references for Apple's RealityKit framework on visionOS. No security issues were detected.

  • Socketpass

    No alerts

  • Snykpass

    Risk: LOW · No issues

  • Runlayerpass

    64 files scanned · No issues

What does this agent skill do?

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.
  2. Stay in this skill for RealityView setup, entity loading, component selection, input, attachments, anchoring, portals, synchronization, and the local USDStageComponent bridge.
  3. Switch to the focused RealityKit skill when the task is primarily visual, animated, physical, audio, or custom ECS behavior.
  4. Load only the narrow reference files needed for the task.
  5. Keep all scene mutation inside documented RealityKit entry points: RealityView content/update closures, event handlers, or registered systems.

RealityKit Routing

TaskUse
General RealityKit triage, component choice, entity loading, input, attachments, anchoring, portals, sync, local USDStage bridgeThis skill
Mesh display, materials, cameras, lights, shadows, post-processing, Gaussian splats, decals, LOD, occlusion, lightmaps, probesrealitykit-rendering-materials
Animation clips, character controllers, skeletal poses, IK, body tracking, retargeting, navigation, behavior trees, collision, physics, joints, forces, particles, clothrealitykit-animation-physics
Spatial audio, ambient or channel audio, audio libraries, mix groups, reverb, acoustic simulationrealitykit-audio-spatial
Custom components, systems, ECS queries, registration, update ordering, per-frame multi-entity behaviorrealitykit-ecs-systems
Mac app streaming documents or live USD stages to Vision Pro via Spatial Previewspatial-preview-developer
Swift USDKit stage/layer/prim APIsusdkit-runtime-developer
Authored USD edits or command-line USD inspectionusd-editor
ShaderGraph or RealityKit material graph editing in USDAshadergraph-editor
ARKitSession providers, permissions, and direct anchor stream reconciliationarkit-visionos-developer
SwiftUI layout, ornaments, windows, immersive spaces, or targeted gesture ergonomicsspatial-swiftui-developer
Building, launching, simulator/device logs, or runtime debuggingbuild-run-debug

Load References When

ReferenceWhen to Use
references/component-selection.mdChoose between documented RealityKit components, SwiftUI targeted gestures, SpatialTrackingSession, ARKit, focused RealityKit skills, and custom ECS work.
references/component-index.mdFind the component category and the owning skill/reference to open next.
references/entity-loading-and-stored-entities.mdLoad named stored entities, explicit file URLs, package-bundled assets, USD/USDZ, .reality, or Reality Composer Pro output.
references/inputtargetcomponent.mdMake entities eligible for hit testing and input. Pair with collision details from realitykit-animation-physics when needed.
references/manipulationcomponent.mdUse built-in direct manipulation before writing a custom transform stack.
references/gesturecomponent.mdAttach a SwiftUI gesture directly to a RealityKit entity.
references/hovereffectcomponent.md and references/accessibilitycomponent.mdAdd hover affordances or accessibility metadata to interactive entities.
references/viewattachmentcomponent.mdEmbed SwiftUI-backed views in the entity graph.
references/presentationcomponent.md, references/textcomponent.md, references/imagepresentationcomponent.md, references/videoplayercomponent.mdPresent text, images, video, or presentation-style content in RealityKit.
references/anchoringcomponent.md, references/arkitanchorcomponent.md, references/spatialtrackingsession.mdAnchor content to spatial targets or decide whether RealityKit-managed tracking is enough.
references/sceneunderstandingcomponent.md, references/dockingregioncomponent.md, references/referencecomponent.md, references/attachedtransformcomponent.mdWork with spatial references, docking, scene understanding, or transform attachments.
references/portalcomponent.md, references/portalcrossingcomponent.md, references/worldcomponent.md, references/environmentblendingcomponent.md, references/portal-volumes-and-accessory-anchoring.mdCompose portals, worlds, environment blending, and new visionOS 27 portal/accessory anchoring behavior.
references/synchronizationcomponent.md, references/transientcomponent.mdSynchronize or mark entity state for multi-user/session behavior.
references/usdstagecomponent.mdRender 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

Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.

<a href="https://skillzs.dev/skills/tomkrikorian/visionosagents/realitykit-visionos-developer">View realitykit-visionos-developer on skillZs</a>