Sample CodevisionOSReviewed 2026-07-21View on Apple Developer

Placing entities using head and device transform

At a glance

Item Summary
Purpose Query and react to changes in the position and rotation of Apple Vision Pro.
App architecture HeadTrackingApp composes WindowGroup + ImmersiveSpace around ImmersiveView; AppModel coordinates ARKit provider updates and maps anchors into RealityKit content.
Main patterns SwiftUI scene composition, SwiftUI–RealityKit bridge, Explicit immersive-space lifecycle, Observable state owner, Entity-component-system, Provider session boundary
Project style Code-rich sample with 8 scanned Swift file(s) and 353 Swift line(s); resources and generated assets are excluded from those counts.

Project structure

Source bundle/
├── HeadTracking/HeadTrackingApp.swift  # HeadTrackingApp
├── HeadTracking/AppModel.swift  # AppModel, HeadTrackState
├── HeadTracking/FollowSystemAndComponent/FollowComponent.swift  # FollowComponent
├── HeadTracking/FollowSystemAndComponent/FollowSystem.swift  # FollowSystem
├── HeadTracking/ImmersiveView.swift  # ImmersiveView
├── Packages/RealityKitContent/Sources/RealityKitContent/RealityKitContent.swift
├── HeadTracking/TogglePanel.swift  # TogglePanel
├── Packages/RealityKitContent/Package.swift
└── Packages/RealityKitContent/Package.realitycomposerpro/ProjectData/main.json  # authored RealityKit content

Structure observations

  • The runtime boundary is WindowGroup + ImmersiveSpace; 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

HeadTracking/HeadTrackingApp.swift:11 — the app or executable entry declares the outer scene lifecycle.

struct HeadTrackingApp: 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

HeadTracking/HeadTrackingApp.swift:12 — representative stored state or the nearest verified lifecycle anchor.

    @State private var appModel: AppModel = AppModel()
    @Environment(\.openImmersiveSpace) var openImmersiveSpace
    
    // Register the system and the component.
    init() {
        FollowSystem.registerSystem()
        FollowComponent.registerComponent()
    }
Owner Object or state Relationship Mutation authority
HeadTrackingApp AppModel as appModel creates and retains Only the declaring scope writes
ImmersiveView AppModel as appModel receives a shared/non-owning reference The upstream owner controls lifetime; this scope may invoke its mutable API
ImmersiveView Entity as followRoot creates and retains The owning type coordinates writes
ImmersiveView Entity as headAnchorRoot 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
HeadTrackingApp (HeadTracking/HeadTrackingApp.swift:11) Declares app scenes and top-level dependency lifetime. App
ImmersiveView (HeadTracking/ImmersiveView.swift:13) Presents UI and forwards gestures or lifecycle events. View
AppModel (HeadTracking/AppModel.swift:15) Owns observable feature state and domain transitions. Concrete framework collaborators
FollowComponent (HeadTracking/FollowSystemAndComponent/FollowComponent.swift:13) Stores RealityKit entity data. Component, Codable
FollowSystem (HeadTracking/FollowSystemAndComponent/FollowSystem.swift:13) Updates matching RealityKit entities. System

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
private let arkitSession = ARKitSession() (HeadTracking/FollowSystemAndComponent/FollowSystem.swift:15) private Use is restricted to the declaration and same-file extensions permitted by Swift. Inference: Hide implementation details and lifecycle-sensitive state.
public let realityKitContentBundle = Bundle.module (Packages/RealityKitContent/Sources/RealityKitContent/RealityKitContent.swift:10) 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

HeadTracking/FollowSystemAndComponent/FollowSystem.swift:15 — representative visibility boundary.

    private let arkitSession = ARKitSession()
    private let worldTrackingProvider = WorldTrackingProvider()
    
    public init(scene: RealityKit.Scene) {
        runSession()
    }

Logic ownership and placement

Logic Owning type or file Placement rationale
Scene declaration and dependency lifetime HeadTrackingApp The App/entry boundary determines window, volume, and immersive-space lifetime.
Presentation, attachments, and gestures ImmersiveView 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.
Tracking authorization and update streams HeadTracking/FollowSystemAndComponent/FollowSystem.swift:15 Provider lifetime and async updates remain outside render-only view code.
Per-frame entity behavior HeadTracking/FollowSystemAndComponent/FollowSystem.swift:13 RealityKit systems query component data instead of centralizing every entity update in SwiftUI.

Design patterns

Pattern Source evidence Purpose or tradeoff
SwiftUI scene composition HeadTracking/HeadTrackingApp.swift:11 Keeps windows, volumes, and immersive-space lifecycle visible at the app boundary.
SwiftUI–RealityKit bridge HeadTracking/ImmersiveView.swift:28 Builds and updates a RealityKit entity graph from SwiftUI lifecycle closures.
Explicit immersive-space lifecycle HeadTracking/HeadTrackingApp.swift:13 Makes immersive presentation a scene transition rather than hidden global state.
Observable state owner HeadTracking/AppModel.swift:15 Shares feature state across multiple views without moving framework resources into view values.
Entity-component-system HeadTracking/FollowSystemAndComponent/FollowSystem.swift:13 Stores per-entity data in components and advances behavior in registered RealityKit systems.
Provider session boundary HeadTracking/FollowSystemAndComponent/FollowSystem.swift:15 Owns provider lifetime separately from the SwiftUI view tree.

Naming conventions

  • Role suffixes are evidence, not decoration: App: HeadTrackingApp; Model: AppModel; View: ImmersiveView.
  • ECS names pair data and behavior: components FollowComponent; systems FollowSystem.
  • Protocols: no app-defined protocol in the reviewed source.
  • Commands use verb-led methods: runSession, update, startFollowMode, startHeadPositionMode, toggleHeadPositionModeOrFollowMode, playHummingbirdAnimation.
  • Files generally match their primary type; Views, Models, Managers, Providers, Components, Systems, and Packages folders describe architectural roles where present.

Architecture takeaways

  • Treat HeadTrackingApp 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.
  • Run ARKit providers for the scene lifetime and consume their asynchronous updates in cancellable tasks; map anchors to entities at the boundary.
  • 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.

Source map

Source file Relevant symbols
HeadTracking/HeadTrackingApp.swift:11 HeadTrackingApp
HeadTracking/AppModel.swift:15 AppModel, HeadTrackState
HeadTracking/FollowSystemAndComponent/FollowComponent.swift:13 FollowComponent
HeadTracking/FollowSystemAndComponent/FollowSystem.swift:13 FollowSystem
HeadTracking/ImmersiveView.swift:13 ImmersiveView
Packages/RealityKitContent/Sources/RealityKitContent/RealityKitContent.swift:1 Feature implementation
HeadTracking/TogglePanel.swift:10 TogglePanel
Packages/RealityKitContent/Package.swift:1 Feature implementation