Integrating virtual objects with your environment
At a glance
| Item | Summary |
|---|---|
| Purpose | Create an immersive game using native anchor support, environmental blending, model manipulation, and mesh instance duplication. |
| App architecture | TinyTreasureTroveApp owns AppModel; ImmersiveView loads authored content and GameObjectComponent/GameObjectSystem coordinate virtual objects with the reconstructed environment. |
| Main patterns | SwiftUI scene composition, UI–RealityKit bridge, Observable state owner, Entity-component-system, Authored-content boundary, Environment-aware ECS |
| Project style | Code-rich sample with 16 scanned Swift file(s) and 1160 implementation line(s). |
Project structure
Source bundle/
├── TinyTreasureTrove/AppModel.swift # AppModel, ImmersiveSpaceState, GameSetUpState
├── TinyTreasureTrove/Gameplay/GameObjectSystem.swift # GameObjectSystem
├── TinyTreasureTrove/UI/ImmersiveView.swift # ImmersiveView
├── TinyTreasureTrove/TinyTreasureTroveApp.swift # TinyTreasureTroveApp
├── TinyTreasureTrove/ECS/AnimationCallbackComponent.swift # AnimationCallbackComponent
├── TinyTreasureTrove/ECS/ChestComponent.swift # ChestComponent
├── TinyTreasureTrove/ECS/GameObjectComponent.swift # GameObjectComponent
└── Packages/RealityKitContent/Package.realitycomposerpro/ProjectData/main.json # authored RealityKit content
Structure observations
- The runtime boundary is WindowGroup + volumetric window + ImmersiveSpace; the tree is pruned to lifecycle, state, framework, rendering, and ECS files.
- The source is Swift; role-named types and feature folders separate the major responsibilities.
- Authored
.reality,.rkassets, or Reality Composer Pro content is an implementation boundary; Swift loads or drives it rather than reproducing its entity graph.
Overall architecture
flowchart LR
TinyTreasureTroveApp_1["TinyTreasureTroveApp"]
WindowGroup___volumetric_window___ImmersiveSpace_2["WindowGroup + volumetric window + ImmersiveSpace"]
ImmersiveView_3["ImmersiveView"]
AppModel_4["AppModel"]
GameObjectSystem_5["GameObjectSystem"]
RealityKit_entity_graph_6["RealityKit entity graph"]
authored_RealityKit_content___ECS_7["authored RealityKit content + ECS"]
TinyTreasureTroveApp_1 --> WindowGroup___volumetric_window___ImmersiveSpace_2
WindowGroup___volumetric_window___ImmersiveSpace_2 --> ImmersiveView_3
ImmersiveView_3 --> AppModel_4
AppModel_4 --> GameObjectSystem_5
GameObjectSystem_5 --> RealityKit_entity_graph_6
RealityKit_entity_graph_6 --> authored_RealityKit_content___ECS_7
Reference code
TinyTreasureTrove/TinyTreasureTroveApp.swift:11 — executable or app-lifecycle anchor.
struct TinyTreasureTroveApp: App {
// ...
}The diagram is a responsibility flow, not a claim that every adjacent node directly calls the next. It separates lifecycle, presentation, stable state, framework/session work, and the RealityKit entity graph.
Ownership and state
classDiagram
TinyTreasureTroveApp *-- AppModel : appModel
ImmersiveView *-- SpatialTrackingSession : spatialTrackingSession
ImmersiveView o-- AppModel : appModel
AppModel --> ImmersiveSpaceState : immersiveSpaceState
Ownership evidence
TinyTreasureTrove/TinyTreasureTroveApp.swift:12 — representative stored state or nearest verified lifecycle anchor.
@State private var appModel = AppModel()| Owner | Object or state | Relationship | Mutation authority |
|---|---|---|---|
TinyTreasureTroveApp |
AppModel as appModel |
creates and retains | The declaring type controls writes |
ImmersiveView |
SpatialTrackingSession as spatialTrackingSession |
creates and retains | The owning type coordinates writes |
ImmersiveView |
AppModel as appModel |
receives a shared or non-owning reference | The upstream owner controls lifetime; this scope may invoke the exposed mutable API |
AppModel |
ImmersiveSpaceState as immersiveSpaceState |
owns value state | The owning type coordinates writes |
Ownership is intentionally narrow: environment, bindings, observed objects, weak links, and delegate callbacks do not prove lifetime ownership. Initialized stored services and wrapper-managed state do; entities added inside a RealityKit content closure belong to that entity graph.
Class and protocol design
| Type | Responsibility | Depends on or conforms to |
|---|---|---|
TinyTreasureTroveApp (TinyTreasureTrove/TinyTreasureTroveApp.swift:11) |
Declares app lifecycle and top-level dependency lifetime. | App |
ImmersiveView (TinyTreasureTrove/UI/ImmersiveView.swift:11) |
Presents UI and forwards gestures or lifecycle events. | View |
AppModel (TinyTreasureTrove/AppModel.swift:12) |
Owns feature state and domain transitions. | Concrete framework collaborators |
GameObjectSystem (TinyTreasureTrove/Gameplay/GameObjectSystem.swift:10) |
Updates entities matching a RealityKit component query. | System |
AnimationCallbackComponent (TinyTreasureTrove/ECS/AnimationCallbackComponent.swift:10) |
Stores RealityKit entity data. | Component |
ChestComponent (TinyTreasureTrove/ECS/ChestComponent.swift:10) |
Stores RealityKit entity data. | Component |
GameObjectComponent (TinyTreasureTrove/ECS/GameObjectComponent.swift:11) |
Stores RealityKit entity data. | Component |
KeyComponent (TinyTreasureTrove/ECS/KeyComponent.swift:10) |
Stores RealityKit entity data. | Component |
The reviewed source defines no local substitution protocol. Its App, View, delegate, renderer, ARKit, and RealityKit conformances are framework-facing contracts, so this document does not label the whole app protocol-oriented.
Access control
| Symbol | Access | Verified effect | Likely rationale |
|---|---|---|---|
private let gameObjectQuery = EntityQuery(where: .has(GameObjectCompone... (TinyTreasureTrove/Gameplay/GameObjectSystem.swift:12) |
private |
Use stays inside the declaration and same-file extensions permitted by Swift. | Inference: Hide lifecycle-sensitive state or an implementation step. |
public let realityKitContentBundle = Bundle.module (Packages/RealityKitContent/Sources/RealityKitContent/RealityKitContent.swift:10) |
public |
The symbol is available to importing modules, subject to its containing type’s visibility. | Inference: Expose an intentional package or cross-target surface. |
No reviewed Swift access example uses fileprivate, private(set), open; declarations without a modifier are internal.
Reference code
TinyTreasureTrove/Gameplay/GameObjectSystem.swift:12 — representative visibility boundary.
private let gameObjectQuery = EntityQuery(where: .has(GameObjectComponent.self))
init(scene: RealityKit.Scene) {
GameObjectComponent.registerComponent()
}Logic ownership and placement
| Logic | Owning type or file | Placement rationale |
|---|---|---|
| Application/command lifecycle | TinyTreasureTroveApp |
The executable boundary determines app, controller, scene, or command lifetime. |
| Presentation and user intent | ImmersiveView |
The view/controller forwards input and owns only presentation-local work. |
| Shared feature state and commands | AppModel |
A stable owner prevents view recomputation or callbacks from duplicating transitions. |
| Framework/session/render coordination | GameObjectSystem |
The role-named collaborator isolates long-lived or per-frame work from presentation code. |
| Per-entity data and repeated behavior | TinyTreasureTrove/Gameplay/GameObjectSystem.swift:10 |
Components carry data; the system queries and updates matching entities. |
| Authored scene composition | Packages/RealityKitContent/Package.realitycomposerpro/ProjectData/main.json |
Reality Composer Pro owns hierarchy, materials, animation, or behavior that Swift loads and coordinates. |
Design patterns
| Pattern | Source evidence | Purpose or tradeoff |
|---|---|---|
| SwiftUI scene composition | TinyTreasureTrove/TinyTreasureTroveApp.swift:11 |
Keeps windows, volumes, and immersive presentation visible at the app boundary. |
| UI–RealityKit bridge | TinyTreasureTrove/UI/ImmersiveView.swift:18 |
Builds or hosts the RealityKit entity graph from SwiftUI or a platform view/controller lifecycle. |
| Observable state owner | TinyTreasureTrove/AppModel.swift:12 |
Keeps shared feature state in a stable owner rather than in transient view values. |
| Entity-component-system | TinyTreasureTrove/Gameplay/GameObjectSystem.swift:10 |
Stores per-entity data in components and advances repeated behavior in registered systems. |
| Authored-content boundary | TinyTreasureTrove/Gameplay/GameLogic.swift:66 |
Treats Reality Composer Pro assets as implementation and keeps Swift responsible for loading and runtime coordination. |
| Environment-aware ECS | TinyTreasureTrove/Gameplay/GameObjectSystem.swift:10 |
Keeps per-object state on entities and centralizes repeated interaction with reconstructed surroundings in a system. |
Naming conventions
- Role suffixes are evidence, not decoration: App:
TinyTreasureTroveApp; Model:AppModel; System:GameObjectSystem; Component:AnimationCallbackComponent,ChestComponent,GameObjectComponent,KeyComponent,ThrowableComponent; View:ContentView,ImmersiveView. - ECS names pair data and behavior: components
AnimationCallbackComponent,ChestComponent,GameObjectComponent,KeyComponent,ThrowableComponent; systemsGameObjectSystem. - Protocols: no app-defined protocol in the reviewed source.
- Commands use verb-led methods:
update,addCallback,handleEvent,playAnimation,runOnCompletion,setUpGameEntity. - Files and folders use primary-type or responsibility names such as
Views,Models,Rendering,Components,Systems,Packages, or feature names where those boundaries exist.
Architecture takeaways
- Treat
TinyTreasureTroveAppas the owner of executable or scene lifecycle, not automatically as the owner of every entity created later. - Keep view/controller input near presentation, but move sessions, reconstruction, capture, rendering, shared game state, or documents into stable owners when their lifetime exceeds one callback or render pass.
- Use components for per-entity data and systems for repeated simulation instead of centralizing every update in a view model or controller.
- Count authored Reality Composer Pro assets as implementation; the Swift shell is not the complete architecture.
Source map
| Source file | Relevant symbols |
|---|---|
TinyTreasureTrove/AppModel.swift:12 |
AppModel, ImmersiveSpaceState, GameSetUpState |
TinyTreasureTrove/Gameplay/GameObjectSystem.swift:10 |
GameObjectSystem |
TinyTreasureTrove/UI/ImmersiveView.swift:11 |
ImmersiveView |
TinyTreasureTrove/TinyTreasureTroveApp.swift:11 |
TinyTreasureTroveApp |
TinyTreasureTrove/ECS/AnimationCallbackComponent.swift:10 |
AnimationCallbackComponent |
TinyTreasureTrove/ECS/ChestComponent.swift:10 |
ChestComponent |
TinyTreasureTrove/ECS/GameObjectComponent.swift:11 |
GameObjectComponent |