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Agent Skill · 开发

realitykit-visionos-developer(Realitykit Visionos 开发者)

realitykit-visionos-developer 用于辅助前端页面、组件、样式和交互逻辑开发,适合在 OpenClaw 中需要维护前端项目、生成组件或检查界面实现时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

realitykit-visionos-developer 是开发类 Agent Skill,可用宿主为 OpenClaw,通过ClawHub获取,权限为只读;许可证为 MIT-0,第三方扫描已通过,按安装量在开发类的 21,746 个 Skill 里排第 6,232。

总安装 4,969周安装 203GitHub Stars 公开资料未说明下载 1,592核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT-0
版本
0.1.0

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:realitykit-visionos-developer(Realitykit Visionos 开发者)
来源仓库:https://github.com/tomkrikorian/realitykit-visionos-developer
安装命令:
openclaw skills install realitykit-visionos-developer
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 OpenClaw 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

ClawHubOpenClaw
openclaw skills install realitykit-visionos-developer

这个 Skill 是做什么的

开发类 Skill 面向写代码、改代码和排查问题,一般会读写仓库文件,部分还会执行构建或测试命令。

协助构建 visionOS 应用中的 RealityKit 场景,涵盖实体与组件配置。支持渲染优化、物理模拟、音频集成及空间交互逻辑开发。提供调试工具链,加速 AR/VR 项目开发迭代周期。需 Xcode 环境配合,并确认设备兼容性(如 Apple Vision Pro)。涉及硬件交互时,注意权限申请与沙箱安全限制。

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 OpenClaw;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 openclaw skills install realitykit-visionos-developer;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它标注为只读,先用只读任务试一次,确认行为符合预期再扩大使用范围。

常见问题

6 条

realitykit-visionos-developer 怎么安装?

在终端执行 openclaw skills install realitykit-visionos-developer。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

realitykit-visionos-developer 支持哪些 AI 工具?

公开资料标注支持 OpenClaw。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

realitykit-visionos-developer 需要什么权限?

权限级别是只读。该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

realitykit-visionos-developer 是免费的吗?

来源标注的许可证是 MIT-0。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

realitykit-visionos-developer 用的人多吗?

公开数据是累计安装 4,969 次,近一周安装 203 次,下载 1,592 次。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

realitykit-visionos-developer 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 专注 OpenClaw 一种宿主,触发方式和使用习惯不用来回切换。
  • 许可证明确为 MIT-0,商用和分发边界好判断。
  • 第三方扫描已通过,常见的高风险行为没有命中。
  • 标注为只读权限,试用阶段不容易误改本地文件。

先想清楚的地方

  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 OpenClaw,想直接扩展它能力的人。
  • 需要处理开发类任务、又不想每次都手写提示词的人。
  • 需要许可证清楚、并且有第三方扫描结果的团队项目。

不太适合

  • 需要厂商级技术支持和 SLA 的生产系统。

开发类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
skill-vetter

技能审查员 · OpenClaw

8,779,018986操作浏览器MIT-0通过
ontology

本体论 · OpenClaw

6,636,960576只读MIT-0通过
entra-app-registration

内部应用程序注册 · Codex、Claude

6,631,872764接触敏感数据未明确通过
entra-app-registration

内部应用程序注册 · Codex、Claude

3,757,680201接触敏感数据未明确通过
nano-banana-pro

纳米香蕉专业版 · OpenClaw

3,526,898364接触敏感数据MIT-0有提醒
realitykit-visionos-developer

Realitykit Visionos 开发者 · 本页

4,969—只读MIT-0通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

name
realitykit-visionos-developer
description
Build, debug, and optimize RealityKit scenes for visionOS, including entity/component setup, rendering, animation, physics, audio, input, attachments, and custom systems. Use when implementing RealityKit features or troubleshooting ECS behavior on visionOS.

RealityKit visionOS Developer

Description and Goals

This skill provides comprehensive guidance for implementing RealityKit-based spatial experiences on visionOS. RealityKit uses an Entity Component System (ECS) architecture where entities are lightweight containers, behavior comes from components, and systems drive per-frame updates.

Goals

  • Enable developers to build immersive 3D experiences on visionOS using RealityKit
  • Provide clear guidance on when to use each component and system
  • Help developers understand ECS patterns and best practices
  • Support debugging and optimization of RealityKit scenes
  • Ensure proper integration with SwiftUI via RealityView

What This Skill Should Do

When implementing RealityKit features on visionOS, this skill should:

  1. Guide component selection - Help you choose the right components for rendering, interaction, physics, audio, and animation needs
  2. Provide system implementation patterns - Show how to create custom systems for continuous behavior
  3. Offer code examples - Demonstrate common patterns like async asset loading, interactive entities, and custom systems
  4. Highlight best practices - Emphasize proper async loading, component registration, and performance considerations
  5. Warn about pitfalls - Identify common mistakes like using ARView on visionOS or blocking the main actor

Load the appropriate component or system reference file from the tables below for detailed usage, code examples, and best practices.

Information About the Skill

Core Concepts

Entities and Components
  • Entities are lightweight containers; behavior comes from components.
  • Prefer composition over inheritance and use custom Component + Codable when you need per-entity state.
  • Register custom components once with Component.registerComponent() before use.
  • Mutate entities from documented RealityKit entry points such as RealityView closures, event handlers, and systems.
RealityView and Attachments
  • Use RealityView to bridge SwiftUI and RealityKit.
  • Load assets with Entity(named:) or Entity(contentsOf:) asynchronously and handle errors.
  • Use the RealityView attachments closure when you want SwiftUI attachment entities defined alongside the view, and use ViewAttachmentComponent when a component-based attachment is the better fit.
Systems and Queries
  • Use a custom System for continuous, per-frame behavior.
  • Query entities with EntityQuery + QueryPredicate and process them in update(context:).
  • Use SystemDependency to control update order when multiple systems interact.

Components Reference

Use this table to decide which component reference file to load when implementing RealityKit features:

Rendering and Appearance
ComponentWhen to Use
ModelComponentWhen rendering 3D geometry with meshes and materials on entities.
ModelSortGroupComponentWhen experiencing depth fighting (z-fighting) issues with overlapping geometry or need to control draw order.
OpacityComponentWhen creating fade effects, making entities semi-transparent, or implementing visibility transitions.
AdaptiveResolutionComponentWhen optimizing performance in large scenes by reducing render quality for distant objects.
ModelDebugOptionsComponentWhen debugging rendering issues, visualizing model geometry, or inspecting bounding boxes during development.
MeshInstancesComponentWhen rendering many copies of the same mesh efficiently (trees, crowds, particle-like objects).
BlendShapeWeightsComponentWhen implementing facial animation, character expressions, or morphing mesh deformations.
User Interaction
ComponentWhen to Use
InputTargetComponentWhen making entities interactive (tappable, draggable) or handling user input events.
ManipulationComponentWhen implementing built-in drag, rotate, and scale interactions with hand gestures or trackpad.
GestureComponentWhen implementing custom gesture recognition beyond what ManipulationComponent provides.
HoverEffectComponentWhen providing visual feedback when users look at or hover over interactive entities.
AccessibilityComponentWhen making entities accessible to screen readers, VoiceOver, or other assistive technologies.
BillboardComponentWhen creating 2D sprites, text labels, or UI elements that should always face the viewer.
Anchoring and Spatial
ComponentWhen to Use
AnchoringComponentWhen anchoring virtual content to detected planes, tracked images, hand locations, or world targets.
ARKitAnchorComponentWhen accessing the underlying ARKit anchor data for an anchored entity.
SceneUnderstandingComponentWhen accessing scene understanding data like detected objects or room reconstruction.
DockingRegionComponentWhen defining regions where content can automatically dock or snap into place.
ReferenceComponentWhen implementing lazy loading of external entity assets or referencing entities in other files.
AttachedTransformComponentWhen attaching an entity's transform to another entity for hierarchical positioning.
Cameras
ComponentWhen to Use
PerspectiveCameraComponentWhen configuring a perspective camera with depth and field of view for 3D scenes.
OrthographicCameraComponentWhen configuring an orthographic camera without perspective distortion for 2D-like views.
ProjectiveTransformCameraComponentWhen implementing custom camera projection transforms for specialized rendering needs.
Lighting and Shadows
ComponentWhen to Use
PointLightComponentWhen adding an omnidirectional point light that radiates in all directions from a position.
DirectionalLightComponentWhen adding a directional light with parallel rays (like sunlight) for consistent scene lighting.
SpotLightComponentWhen adding a cone-shaped spotlight for focused, directional lighting effects.
ImageBasedLightComponentWhen applying environment lighting from HDR textures for realistic reflections and ambient lighting.
ImageBasedLightReceiverComponentWhen enabling entities to receive and respond to image-based lighting in the scene.
GroundingShadowComponentWhen adding grounding shadows to visually anchor floating content to surfaces.
DynamicLightShadowComponentWhen enabling real-time dynamic shadows cast by light sources onto entities.
EnvironmentLightingConfigurationComponentWhen configuring environment lighting behavior, intensity, or blending modes.
VirtualEnvironmentProbeComponentWhen implementing reflection probes for accurate reflections in virtual environments.
Audio
ComponentWhen to Use
SpatialAudioComponentWhen playing 3D positioned audio that changes based on listener position and orientation.
AmbientAudioComponentWhen playing non-directional ambient audio that doesn't change with listener position.
ChannelAudioComponentWhen playing channel-based audio content (stereo, surround, etc.) without spatialization.
AudioLibraryComponentWhen storing and managing multiple audio resources for reuse across entities.
ReverbComponentWhen applying reverb effects to an entity's audio for spatial acoustic simulation.
AudioMixGroupsComponentWhen grouping audio sources for centralized mixing control and volume management.
Animation and Character
ComponentWhen to Use
AnimationLibraryComponentWhen storing multiple animations (idle, walk, run) on a single entity for character animation.
CharacterControllerComponentWhen implementing character movement with physics, collision, and ground detection.
CharacterControllerStateComponentWhen storing runtime state (velocity, grounded status) for a character controller.
SkeletalPosesComponentWhen providing skeletal pose data for skeletal animation and bone transformations.
IKComponentWhen implementing inverse kinematics for procedural animation (e.g., reaching, pointing).
BodyTrackingComponentWhen integrating ARKit body tracking data to animate entities based on real-world body poses.
Physics and Collision
ComponentWhen to Use
CollisionComponentWhen defining collision shapes for hit testing, raycasting, or physics interactions.
PhysicsBodyComponentWhen adding physical behavior (mass, gravity, forces) to entities for physics simulation.
PhysicsMotionComponentWhen controlling linear and angular velocity of physics bodies programmatically.
PhysicsSimulationComponentWhen configuring global physics simulation parameters like gravity or timestep.
ParticleEmitterComponentWhen emitting particle effects (smoke, sparks, debris) from an entity position.
ForceEffectComponentWhen applying force fields (gravity wells, explosions) that affect multiple physics bodies.
PhysicsJointsComponentWhen creating joints (hinges, springs) between physics bodies for articulated structures.
GeometricPinsComponentWhen defining geometric attachment points for connecting entities at specific locations.
Portals and Environments
ComponentWhen to Use
PortalComponentWhen creating portals that render a separate world or scene through an opening.
WorldComponentWhen designating an entity hierarchy as a separate renderable world for portal rendering.
PortalCrossingComponentWhen controlling behavior (teleportation, scene switching) when entities cross portal boundaries.
EnvironmentBlendingComponentWhen blending virtual content with the real environment for mixed reality experiences.
Presentation and UI
ComponentWhen to Use
ViewAttachmentComponentWhen embedding SwiftUI views into 3D space for interactive UI elements or labels.
PresentationComponentWhen presenting SwiftUI modals, sheets, or system UI from an entity interaction.
TextComponentWhen rendering 3D text directly on entities without using SwiftUI views.
ImagePresentationComponentWhen displaying images or textures on entities in 3D space.
VideoPlayerComponentWhen playing video content on entity surfaces using AVPlayer.
Networking and Sync
ComponentWhen to Use
SynchronizationComponentWhen synchronizing entity state, transforms, and components across networked multiplayer sessions.
TransientComponentWhen marking entities as temporary, non-persistent, and excluded from network synchronization.

Systems Reference

Use this reference when implementing custom ECS behavior:

System/APIWhen to Use
System and Component CreationWhen creating custom systems for continuous, per-frame behavior or custom components for per-entity state.

Implementation Patterns

RealityView Async Load
RealityView { content in
    do {
        let entity = try await Entity(named: "Scene")
        content.add(entity)
    } catch {
        print("Failed to load entity: \(error)")
    }
}
Interactive Entity Setup
let entity = ModelEntity(mesh: .generateBox(size: 0.1))
entity.components.set(CollisionComponent(shapes: [.generateBox(size: [0.1, 0.1, 0.1])]))
entity.components.set(InputTargetComponent())
entity.components.set(ManipulationComponent())
Custom System Skeleton
import RealityKit

struct SpinComponent: Component, Codable {
    var speed: Float
}

struct SpinSystem: System {
    static let query = EntityQuery(where: .has(SpinComponent.self))

    init(scene: Scene) {}

    func update(context: SceneUpdateContext) {
        for entity in context.entities(matching: Self.query, updatingSystemWhen: .rendering) {
            guard let spin = entity.components[SpinComponent.self] else { continue }
            entity.transform.rotation *= simd_quatf(angle: spin.speed * Float(context.deltaTime), axis: [0, 1, 0])
        }
    }
}

SpinSystem.registerSystem()

Pitfalls and Checks

  • Always load assets asynchronously; avoid blocking the main actor.
  • Avoid ARView on visionOS; use RealityView.
  • Add CollisionComponent + InputTargetComponent for draggable or tappable entities.
  • Use the RealityView update closure for state-driven content updates, and prefer a custom System for continuous per-frame behavior that spans many entities.
  • Built-in mesh generation supports more than the basic primitives, including text and custom mesh content through MeshResource APIs.

平台分布

OpenClaw

74.7%
按下载量换算1,189

安全审计

VirusTotal

通过

ClawScan

通过

Static analysis

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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