The clean split in Apple’s AR stack is sensing versus rendering. ARKit works out where the floor and walls are; RealityKit takes that and renders convincing 3D on top, with PBR materials, lighting, physics, particles, portals and character animation such as blend shapes, inverse kinematics and skeletal poses. RealityKit has used an Entity Component System (ECS) for structuring scenes from the start. With RealityKit 4, Apple unified the feature set across iPhone, iPad, Mac and Vision Pro, added MaterialX shaders, expanded character animation, and opened up low-level mesh and texture access for Metal. Scenes and materials are usually authored in Reality Composer Pro.
RealityKit is the path when you are building a native Swift app. To put 3D and AR on a WordPress site you do not need it at all. PausAR Viewer delivers Web AR through Apple Quick Look and Google Scene Viewer from one Elementor widget, so you skip Swift, Xcode and RealityKit entirely and still get true-to-scale AR on iOS and Android.
| Property | RealityKit | PausAR Viewer (WordPress) |
|---|---|---|
| Skill needed | Swift and Xcode | None, Elementor widget |
| Target | Native iOS and visionOS apps | Any website and browser |
| AR delivery | Build it yourself | Built in |
No. RealityKit is for native Swift apps. For a WordPress site, PausAR Viewer delivers Web AR via Apple Quick Look and Google Scene Viewer with no coding.
ARKit handles tracking and understanding the real world; RealityKit handles rendering and simulating the virtual content. Native apps use them together.
RealityKit renders USD and USDZ scenes, which are usually authored in Reality Composer Pro.
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