architecture

Asked on 2025-07-12

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The architecture of RealityKit, as discussed in the session "Bring your SceneKit project to RealityKit" (wwdc2025-288), is based on the Entity Component System (ECS) design pattern. In this architecture, every object in the scene is considered an entity, and its behavior is modified by attaching various components. This is a shift from the node-based architecture used in SceneKit, where everything revolves around nodes and their properties. RealityKit's ECS allows for more modular and flexible design, with components for behaviors such as physics, particles, and gestures. This architecture is crucial when transitioning from SceneKit to RealityKit, as it affects how developers manage objects and their interactions within a scene.

For more details, you can refer to the session Bring your SceneKit project to RealityKit (05:55).

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