Sample CodevisionOSReviewed 2026-07-21View on Apple Developer

Creating an immersive space in visionOS

At a glance

Item Summary
Purpose Enhance your visionOS app by adding an immersive space using RealityKit.
App architecture EntryPoint composes WindowGroup + ImmersiveSpace around MainView; component values store per-entity state and registered RealityKit systems own repeated behavior.
Main patterns SwiftUI scene composition, SwiftUI–RealityKit bridge, Explicit immersive-space lifecycle, Entity-component-system
Project style Code-light sample with 5 scanned Swift file(s) and 210 Swift line(s); resources and generated assets are excluded from those counts.

Project structure

Source bundle/
└── Creating Immersive Spaces/
    ├── App/
    │   └── EntryPoint.swift  # EntryPoint
    ├── Systems/
    │   └── TurnTableSystem.swift  # TurnTableComponent, TurnTableSystem
    ├── Views/
    │   ├── ImmersionView.swift  # ImmersiveView
    │   └── MainView.swift  # MainView
    └── Extensions/
        └── Entity.swift

Structure observations

  • The runtime boundary is WindowGroup + ImmersiveSpace; the pruned tree lists only files that explain lifecycle, state, or framework integration.
  • App code is compact; any explicit model, provider, or entity owner is still shown below rather than collapsed into view-local state.

Overall architecture

Reference code

Creating Immersive Spaces/App/EntryPoint.swift:11 — the app or executable entry declares the outer scene lifecycle.

struct EntryPoint: App {
    // ...
}

The diagram is a responsibility flow, not a claim that every adjacent node directly calls the next. It keeps scene ownership, shared state, RealityKit content, and framework-provider work at separate levels.

Ownership and state

Ownership evidence

Creating Immersive Spaces/Systems/TurnTableSystem.swift:32 — representative stored state or the nearest verified lifecycle anchor.

struct TurnTableSystem: System {
    // ...
    static let query = EntityQuery(where: .has(TurnTableComponent.self))
    // ...
}
Owner Object or state Relationship Mutation authority
TurnTableSystem EntityQuery as query creates and retains The owning type coordinates writes

Ownership here is deliberately narrow: @Environment and weak references are shared links, initialized @State or stored services are lifecycle ownership, and a RealityView content closure owns additions to its entity graph without making the SwiftUI view a reference-type owner.

Class and protocol design

Type Responsibility Depends on or conforms to
EntryPoint (Creating Immersive Spaces/App/EntryPoint.swift:11) Declares app scenes and top-level dependency lifetime. App
MainView (Creating Immersive Spaces/Views/MainView.swift:10) Presents UI and forwards gestures or lifecycle events. View
TurnTableComponent (Creating Immersive Spaces/Systems/TurnTableSystem.swift:12) Stores RealityKit entity data. Component
TurnTableSystem (Creating Immersive Spaces/Systems/TurnTableSystem.swift:30) Updates matching RealityKit entities. System
ImmersiveView (Creating Immersive Spaces/Views/ImmersionView.swift:12) Presents UI and forwards gestures or lifecycle events. View

The source defines no local substitution protocol in the reviewed boundary. Its protocol use is framework-facing (App, View, RealityKit/ARKit protocols, or platform adapters), so this document does not label the whole app protocol-oriented.

Access control

Symbol Access Verified effect Likely rationale

No reviewed declaration uses fileprivate, private(set), public, open; unmodified Swift declarations are internal.

Reference code

Creating Immersive Spaces/App/EntryPoint.swift:11 — representative visibility boundary.

struct EntryPoint: App {
    // ...
}

Logic ownership and placement

Logic Owning type or file Placement rationale
Scene declaration and dependency lifetime EntryPoint The App/entry boundary determines window, volume, and immersive-space lifetime.
Presentation, attachments, and gestures MainView SwiftUI view code forwards user intent and RealityView lifecycle events.
Per-frame entity behavior Creating Immersive Spaces/Systems/TurnTableSystem.swift:30 RealityKit systems query component data instead of centralizing every entity update in SwiftUI.

Design patterns

Pattern Source evidence Purpose or tradeoff
SwiftUI scene composition Creating Immersive Spaces/App/EntryPoint.swift:11 Keeps windows, volumes, and immersive-space lifecycle visible at the app boundary.
SwiftUI–RealityKit bridge Creating Immersive Spaces/Views/ImmersionView.swift:22 Builds and updates a RealityKit entity graph from SwiftUI lifecycle closures.
Explicit immersive-space lifecycle Creating Immersive Spaces/App/EntryPoint.swift:18 Makes immersive presentation a scene transition rather than hidden global state.
Entity-component-system Creating Immersive Spaces/Systems/TurnTableSystem.swift:30 Stores per-entity data in components and advances behavior in registered RealityKit systems.

Naming conventions

  • Role suffixes are evidence, not decoration: View: ImmersiveView, MainView.
  • ECS names pair data and behavior: components TurnTableComponent; systems TurnTableSystem.
  • Protocols: no app-defined protocol in the reviewed source.
  • Commands use verb-led methods: update, addHalo.
  • Files generally match their primary type; Views, Models, Managers, Providers, Components, Systems, and Packages folders describe architectural roles where present.

Architecture takeaways

  • Treat EntryPoint as the owner of scene declarations, not as the owner of every RealityKit entity created later.
  • Keep view-local interaction in SwiftUI, but move provider sessions, playback resources, shared game state, or transport state into a stable owner when their lifetime exceeds one render pass.
  • Use RealityKit components for per-entity data and systems for repeated simulation instead of a monolithic view model.
  • Model immersive-space open, transition, and close states explicitly so windows and immersive content cannot drift apart.
  • The compact source does not justify adding repository, coordinator, or protocol layers beyond the model, provider, or view boundary the sample actually declares.

Source map

Source file Relevant symbols
Creating Immersive Spaces/App/EntryPoint.swift:11 EntryPoint
Creating Immersive Spaces/Systems/TurnTableSystem.swift:12 TurnTableComponent, TurnTableSystem
Creating Immersive Spaces/Views/ImmersionView.swift:12 ImmersiveView
Creating Immersive Spaces/Views/MainView.swift:10 MainView
Creating Immersive Spaces/Extensions/Entity.swift:1 Feature implementation