Purpose: Build 3D content, AR experiences, and spatial computing apps using RealityKit's Entity-Component-System architecture
Works with
iOS Version: iOS 13+ (base), iOS 18+ (RealityView on iOS), visionOS 1.0+
Xcode: Xcode 15+
AI-first code editor with Composer
Before installing skills in Cursor, ensure your development environment meets these requirements:
node --versionaxiom-realitykitExecute the skills CLI command in your project's root directory to begin installation:
Fetches axiom-realitykit from charleswiltgen/axiom and configures it for Cursor.
The CLI shows a list of agents. Use arrow keys and space to select Cursor:
Confirm successful installation by checking the skill directory location:
Restart Cursor to activate axiom-realitykit. Access via /axiom-realitykit in your agent's command palette.
We perform automated surface-level scans (Gen AI Scanner, Socket, Snyk) during installation. These checks detect common vulnerabilities but do not guarantee complete security. Always review skill source code and verify the publisher's reputation before production use.
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Create detailed user stories, acceptance criteria, and feature specs
Example
Generate user stories for 'password reset feature' with acceptance criteria, edge cases, and test scenarios
Reduce spec writing time by 50%, ensure comprehensive coverage
Research competitors, compare features, identify gaps
Example
Analyze 5 competitor products, create feature comparison matrix, suggest differentiation opportunities
Complete competitive research in 2 hours instead of 2 days
Evaluate features using frameworks (RICE, ICE, Kano) and create prioritized backlogs
Example
Score 20 feature ideas using RICE framework, generate prioritized roadmap with rationale
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Purpose: Build 3D content, AR experiences, and spatial computing apps using RealityKit's Entity-Component-System architecture iOS Version: iOS 13+ (base), iOS 18+ (RealityView on iOS), visionOS 1.0+ Xcode: Xcode 15+
Use this skill when:
Do NOT use this skill for:
axiom-scenekit)axiom-spritekit)axiom-metal-migration-ref)In SceneKit, nodes own their properties. A node IS a renderable, collidable, animated thing.
In RealityKit, entities are empty containers. Components add data. Systems process that data.
Entity (identity + hierarchy)
├── TransformComponent (position, rotation, scale)
├── ModelComponent (mesh + materials)
├── CollisionComponent (collision shapes)
├── PhysicsBodyComponent (mass, mode)
└── [YourCustomComponent] (game-specific data)
System (processes entities with specific components each frame)
Why ECS matters:
| Scene Graph Thinking | ECS Thinking |
|---|---|
| "The player node moves" | "The movement system processes entities with MovementComponent" |
| "Add a method to the node subclass" | "Add a component, create a system" |
"Override update(_:) in the node" |
"Register a System that queries for components" |
| "The node knows its health" | "HealthComponent holds data, DamageSystem processes it" |
// Empty entity
let entity = Entity()
entity.name = "player"
// Entity with components
let entity = Entity()
entity.components[ModelComponent.self] = ModelComponent(
mesh: .generateBox(size: 0.1),
materials: [SimpleMaterial(color: .blue, isMetallic: false)]
)
// ModelEntity convenience (has ModelComponent built in)
let box = ModelEntity(
mesh: .generateBox(size: 0.1),
materials: [SimpleMaterial(color: .red, isMetallic: true)]
)
// Parent-child
parent.addChild(child)
child.removeFromParent()
// Find entities
let found = root.findEntity(named: "player")
// Enumerate
for child in entity.children {
// Process children
}
// Clone
let clone = entity.clone(recursive: true)
// Local transform (relative to parent)
entity.position = SIMD3<Float>(0, 1, 0)
entity.orientation = simd_quatf(angle: .pi / 4, axis: SIMD3(0, 1, 0))
entity.scale = SIMD3<Float>(repeating: 2.0)
// World-space queries
let worldPos = entity.position(relativeTo: nil)
let worldTransform = entity.transform(relativeTo: nil)
// Set world-space transform
entity.setPosition(SIMD3(1, 0, 0), relativeTo: nil)
// Look at a point
entity.look(at: targetPosition, from: entity.position, relativeTo: nil)
| Component | Purpose |
|---|---|
Transform |
Position, rotation, scale |
ModelComponent |
Mesh geometry + materials |
CollisionComponent |
Collision shapes for physics and interaction |
PhysicsBodyComponent |
Mass, physics mode (dynamic/static/kinematic) |
PhysicsMotionComponent |
Linear and angular velocity |
AnchoringComponent |
AR anchor attachment |
SynchronizationComponent |
Multiplayer sync |
PerspectiveCameraComponent |
Camera settings |
DirectionalLightComponent |
Directional light |
PointLightComponent |
Point light |
SpotLightComponent |
Spot light |
CharacterControllerComponent |
Character physics controller |
AudioMixGroupsComponent |
Audio mixing |
SpatialAudioComponent |
3D positional audio |
AmbientAudioComponent |
Non-positional audio |
ChannelAudioComponent |
Multi-channel audio |
OpacityComponent |
Entity transparency |
GroundingShadowComponent |
Contact shadow |
InputTargetComponent |
Gesture input (visionOS) |
HoverEffectComponent |
Hover highlight (visionOS) |
AccessibilityComponent |
VoiceOver support |
struct HealthComponent: Component {
var current: Int
var maximum: Int
var percentage: Float {
Float(current) / Float(maximum)
}
}
// Register before use (typically in app init)
HealthComponent.registerComponent()
// Attach to entity
entity.components[HealthComponent.self] = HealthComponent(current: 100, maximum: 100)
// Read
if let health = entity.components[HealthComponent.self] {
print(health.current)
}
// Modify
entity.components[HealthComponent.self]?.current -= 10
Components are value types (structs). When you read a component, modify it, and write it back, you're replacing the entire component:
// Read-modify-write pattern
var health = entity.components[HealthComponent.self]!
health.current -= damage
entity.components[HealthComponent.self] = health
Anti-pattern: Holding a reference to a component and expecting mutations to propagate. Components are copied on read.
struct DamageSystem: System {
// Define which components this system needs
static let query = EntityQuery(where: .has(HealthComponent.self))
init(scene: RealityKit.Scene) {
// One-time setup
}
func update(context: SceneUpdateContext) {
for entity in context.entities(matching: Self.query,
updatingSystemWhen: .rendering) {
var health = entity.components[HealthComponent.self]!
if healthMake data-driven prioritization decisions faster
Draft PRDs, status updates, and stakeholder presentations
Example
Create executive summary of Q3 roadmap, monthly progress report, feature launch announcement
Save 3-5 hours/week on communication overhead
Prerequisites
Time Estimate
30-60 minutes to see productivity improvements
Steps
Common Pitfalls
✓ Do
✗ Don't
💡 Pro Tips
✓ Use when
Use for user story writing, competitive research, roadmap prioritization, stakeholder communication, and PRD drafting. Best for reducing repetitive documentation and research work.
✗ Avoid when
Avoid for strategic product vision (requires deep customer empathy), pricing decisions (needs market and financial expertise), or when face-to-face customer discovery is more valuable than speed.
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parcadei/continuous-claude-v3
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ailabs-393/ai-labs-claude-skills
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mattpocock/skills
Solid pick for teams standardizing on skills: axiom-realitykit is focused, and the summary matches what you get after install.
We added axiom-realitykit from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
axiom-realitykit reduced setup friction for our internal harness; good balance of opinion and flexibility.
I recommend axiom-realitykit for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
Registry listing for axiom-realitykit matched our evaluation — installs cleanly and behaves as described in the markdown.
axiom-realitykit fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.
We added axiom-realitykit from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
axiom-realitykit has been reliable in day-to-day use. Documentation quality is above average for community skills.
Useful defaults in axiom-realitykit — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
axiom-realitykit is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
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