SuperAPI AI Directory

realitykit-animation-physics

Agents & models

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Updated 10-16 05:43

About this skill

RealityKit Animation Physics

Quick Start

  1. Decide whether the task is animation, character motion, navigation/behavior, collision, rigid physics, forces/joints, particles, compute simulation, or cloth.
  2. Load the matching reference file only.
  3. Use documented RealityKit animation and physics components before custom ECS update loops.
  4. Switch to realitykit-ecs-systems when behavior needs custom per-frame processing across multiple entities.
  5. Switch to realitykit-visionos-developer for general input, attachments, entity loading, anchoring, or non-physics component selection.

Load References When

Reference When to Use
references/animationlibrarycomponent.md Work with loaded animation clips or animation libraries.
references/animation-graphs-and-retargeting.md Use animation graphs, retargeting, root motion, or mesh deformers.
references/blendshapeweightscomponent.md Drive blendshape weights for facial, character, or mesh deformation.
references/skeletalposescomponent.md Inspect or set skeletal pose state.
references/ikcomponent.md Configure inverse kinematics.
references/bodytrackingcomponent.md Use body tracking component state.
references/charactercontrollercomponent.md and references/charactercontrollerstatecomponent.md Build character controller movement and inspect controller state.
references/navigation-and-behavior-trees.md Add navmesh pathfinding, agent steering, or behavior trees.
references/collisioncomponent.md Define collision shapes for physics, contacts, hit testing, or input targeting.
references/physicsbodycomponent.md, references/physicsmotioncomponent.md, references/physicssimulationcomponent.md Configure rigid-body physics, motion, and simulation behavior.
references/physicsjointscomponent.md, references/forceeffectcomponent.md, references/geometricpinscomponent.md Configure joints, forces, and pinning.
references/particleemittercomponent.md Use built-in particle emitters.
references/compute-graph-particles.md Build GPU particles or compute simulations with ComputeGraph.
references/cloth-simulation.md Simulate cloth bodies, cloth colliders, or cloth grabbing.

Cross-Routing

  • Use realitykit-rendering-materials for visual appearance, materials, cameras, lights, shadows, splats, LOD, or post-processing.
  • Use realitykit-audio-spatial for audio events tied to motion or physics.
  • Use realitykit-ecs-systems for custom systems, component registration, update queries, or continuous multi-entity behavior.
  • Use realitykit-visionos-developer for InputTargetComponent, gestures, ManipulationComponent, attachments, or asset-loading ownership.

Guardrails

  • Collision shapes serve both hit testing and physics; verify the intended owner before changing them.
  • Keep continuous simulation behavior in RealityKit systems or documented components, not SwiftUI body code.
  • Treat visionOS 27 animation, navigation, compute, and cloth additions as beta API; re-check symbols against the installed SDK.
  • Validate simulation work with deterministic inputs where possible and note whether the check ran in simulator or on device.

Output Expectations

Provide:

  • the animation or physics category
  • which references were used
  • the component or system path chosen
  • the motion, collision, or simulation constraint
  • the next runtime validation step