Sample CodevisionOSReviewed 2026-07-21View on Apple Developer

Petite Asteroids: Building a volumetric visionOS game

At a glance

Item Summary
Purpose Use the latest RealityKit APIs to create a beautiful video game for visionOS.
App architecture PetiteAsteroids composes WindowGroup + volumetric window around ContentView; AppModel holds shared experience state and RealityKit components and systems own per-entity behavior.
Main patterns SwiftUI scene composition, SwiftUI–RealityKit bridge, Observable state owner, Entity-component-system
Project style Code-rich sample with 110 scanned Swift file(s) and 7419 Swift line(s); resources and generated assets are excluded from those counts.

Project structure

Source bundle/
├── PetiteAsteroids/PetiteAsteroids.swift  # PetiteAsteroids
├── PetiteAsteroids/AppModel.swift  # GameAssetContainer, GameLevel, AssetType
├── Packages/RealityKitContent/Sources/RealityKitContent/CompoundCollisionMarkerComponent.swift  # GameCollisionGroup, GameCollisionMask, CompoundCollisionMarkerComponent
├── PetiteAsteroids/ECS/Camera/RotationalCameraFollowComponent.swift  # RotationalCameraFollowComponent, CameraParameterAnimation, CameraPoint
├── PetiteAsteroids/ContentView.swift  # ContentView
├── Packages/RealityKitContent/Sources/RealityKitContent/BakedDirectionalLightSourceComponent.swift  # BakedDirectionalLightSourceComponent
├── Packages/RealityKitContent/Sources/RealityKitContent/CharacterSpawnPointComponent.swift  # CharacterSpawnPointComponent
├── Packages/RealityKitContent/Sources/RealityKitContent/CheckpointComponent.swift  # CheckpointComponent
└── Packages/RealityKitContent/Package.realitycomposerpro/ProjectData/main.json  # authored RealityKit content

Structure observations

  • The runtime boundary is WindowGroup + volumetric window; the pruned tree lists only files that explain lifecycle, state, or framework integration.
  • App code is split into role-named views, models, managers, providers, components, or systems.
  • Authored .reality or Reality Composer Pro content is a real implementation boundary; Swift loads or drives it rather than reproducing its entity graph.

Overall architecture

Reference code

PetiteAsteroids/PetiteAsteroids.swift:13 — the app or executable entry declares the outer scene lifecycle.

struct PetiteAsteroids: 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

PetiteAsteroids/PetiteAsteroids.swift:15 — representative stored state or the nearest verified lifecycle anchor.

@main
struct PetiteAsteroids: App {
    // ...
    @State private var appModel = AppModel()
    // ...
}
Owner Object or state Relationship Mutation authority
PetiteAsteroids AppModel as appModel creates and retains Only the declaring scope writes
ContentView AppModel as appModel receives a shared/non-owning reference The upstream owner controls lifetime; this scope may invoke its mutable API
AppModel Entity as root creates and retains The owning type coordinates writes
AppModel Entity as levelRoot 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
PetiteAsteroids (PetiteAsteroids/PetiteAsteroids.swift:13) Declares app scenes and top-level dependency lifetime. App
ContentView (PetiteAsteroids/ContentView.swift:12) Presents UI and forwards gestures or lifecycle events. View
AppModel (PetiteAsteroids/AppModel.swift:76) Owns observable feature state and domain transitions. Concrete framework collaborators
BakedDirectionalLightSourceComponent (Packages/RealityKitContent/Sources/RealityKitContent/BakedDirectionalLightSourceComponent.swift:10) Stores RealityKit entity data. Component, Codable
CharacterSpawnPointComponent (Packages/RealityKitContent/Sources/RealityKitContent/CharacterSpawnPointComponent.swift:10) Stores RealityKit entity data. Component, Codable
CheckpointComponent (Packages/RealityKitContent/Sources/RealityKitContent/CheckpointComponent.swift:9) Stores RealityKit entity data. Component, Codable
CompoundCollisionMarkerComponent (Packages/RealityKitContent/Sources/RealityKitContent/CompoundCollisionMarkerComponent.swift:56) Stores RealityKit entity data. Component, Codable

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
@Environment(AppModel.self) private var appModel (PetiteAsteroids/ContentView.swift:13) private Use is restricted to the declaration and same-file extensions permitted by Swift. Inference: Hide implementation details and lifecycle-sensitive state.
public var deleteModel: Bool = false (Packages/RealityKitContent/Sources/RealityKitContent/CompoundCollisionMarkerComponent.swift:58) public The declaration is available to importing modules, subject to its containing type’s visibility. Inference: Export the type across the package-module boundary.

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

Reference code

PetiteAsteroids/ContentView.swift:13 — representative visibility boundary.

    @Environment(AppModel.self) private var appModel
    @Environment(\.dismissWindow) private var dismissWindow
    @Environment(\.openWindow) private var openWindow
    
    private static let menuAttachmentID = "MenuAttachment"

Logic ownership and placement

Logic Owning type or file Placement rationale
Scene declaration and dependency lifetime PetiteAsteroids The App/entry boundary determines window, volume, and immersive-space lifetime.
Presentation, attachments, and gestures ContentView SwiftUI view code forwards user intent and RealityView lifecycle events.
Shared feature state and commands AppModel A role-named owner prevents sibling views from duplicating transitions.
Per-frame entity behavior PetiteAsteroids/ECS/Audio/AudioCueSystem.swift:14 RealityKit systems query component data instead of centralizing every entity update in SwiftUI.

Design patterns

Pattern Source evidence Purpose or tradeoff
SwiftUI scene composition PetiteAsteroids/PetiteAsteroids.swift:13 Keeps windows, volumes, and immersive-space lifecycle visible at the app boundary.
SwiftUI–RealityKit bridge PetiteAsteroids/ContentView.swift:24 Builds and updates a RealityKit entity graph from SwiftUI lifecycle closures.
Observable state owner PetiteAsteroids/AppModel.swift:76 Shares feature state across multiple views without moving framework resources into view values.
Entity-component-system PetiteAsteroids/ECS/Audio/AudioCueSystem.swift:14 Stores per-entity data in components and advances behavior in registered RealityKit systems.

Naming conventions

  • Role suffixes are evidence, not decoration: Model: AppModel; View: ContentView, FriendView, FriendsView, HighScoreView, LoadingView.
  • ECS names pair data and behavior: components BakedDirectionalLightSourceComponent, CharacterSpawnPointComponent, CheckpointComponent, CompoundCollisionMarkerComponent; systems AudioCueSystem, AudioEventSystem, ButteAmbienceBlendSystem, RotationalCameraFollowSystem.
  • Protocols: no app-defined protocol in the reviewed source.
  • Commands use verb-led methods: registerSystems, registerComponents, playLevel, updateAnimationTime.
  • Files generally match their primary type; Views, Models, Managers, Providers, Components, Systems, and Packages folders describe architectural roles where present.

Architecture takeaways

  • Treat PetiteAsteroids 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.

Source map

Source file Relevant symbols
PetiteAsteroids/PetiteAsteroids.swift:13 PetiteAsteroids
PetiteAsteroids/AppModel.swift:12 GameAssetContainer, GameLevel, AssetType, AssetIdentifier, LoadResult, RollInputMode
Packages/RealityKitContent/Sources/RealityKitContent/CompoundCollisionMarkerComponent.swift:10 GameCollisionGroup, GameCollisionMask, CompoundCollisionMarkerComponent
PetiteAsteroids/ECS/Camera/RotationalCameraFollowComponent.swift:11 RotationalCameraFollowComponent, CameraParameterAnimation, CameraPoint, RotationalCameraMode
PetiteAsteroids/ContentView.swift:12 ContentView
Packages/RealityKitContent/Sources/RealityKitContent/BakedDirectionalLightSourceComponent.swift:10 BakedDirectionalLightSourceComponent
Packages/RealityKitContent/Sources/RealityKitContent/CharacterSpawnPointComponent.swift:10 CharacterSpawnPointComponent
Packages/RealityKitContent/Sources/RealityKitContent/CheckpointComponent.swift:9 CheckpointComponent