---
title: "Collaborate on structured 3D models in visionOS"
description: "Prepare hierarchical USDZ assemblies for visionOS, then use RealityKit manipulation, clipping, and auto-expansion for collaborative design review."
shoutout: "Unofficial, made with love by Superwall - the best way to monetize your apps."
category: "Spatial Computing"
---

# Collaborate on structured 3D models in visionOS


[Watch on Apple Developer](https://developer.apple.com/videos/play/wwdc2026/284/)

Prepare hierarchical USDZ assemblies for visionOS, then use RealityKit manipulation, clipping, and auto-expansion for collaborative design review.

## TL;DR

- Preserve a deep, named USDZ hierarchy so code can find, isolate, hide, animate, and make individual parts interactive instead of treating the model as flattened geometry.
- Use RealityKit component placement to switch between manipulating a whole assembly and manipulating its child entities: move ManipulationComponent and InputTargetComponent between the root and children.
- ClippingComponent enables editable cross sections in visionOS 27; the sample models clipping as .off, .on, and .editing states with six draggable planes controlling an axis-aligned bounds box.
- Auto-expansion chooses a natural expansion axis by computing volume-weighted position variance across child assemblies, then animates parts apart with FromToBy animations.

## Goal: interactive structured assemblies for design review

The session focuses on building spatial design-review experiences for complex 3D assemblies on Apple Vision Pro. The core workflow is to prepare a structured model, let people manipulate either the whole assembly or its individual sub-assemblies, expose internal parts with clipping, and automatically expand the model so relationships between parts are easier to understand.

The collaboration example uses a shared 3D asset in a SharePlay-style design review, but the implementation topics apply to any complex multidimensional asset: mechanical assemblies, buildings, urban planning models, logistics layouts, production design, or real-estate models.

- Use structured 3D data rather than flattened geometry when the app needs selection, hiding, highlighting, animation, or per-part manipulation.
- Treat component placement in the RealityKit entity tree as a behavior switch: root-level components affect the assembly; child-level components affect parts.
- Use clipping and expansion to make internal structure understandable without replacing the model with screenshots or annotations.

## Prepare USDZ assets with a usable hierarchy

The model hierarchy is the foundation for the rest of the workflow. A flattened export can render correctly but still be hard to use because every part becomes an unorganized root-level item with names that are not meaningful to code or users. The session contrasts that with a deep, nested hierarchy where pistons, crankshafts, enclosures, earbuds, boards, and other sub-assemblies are named and grouped.

A good hierarchy lets the app find specific parts, isolate them, hide exterior shells, animate only one component, or allow a person to pull out a sub-assembly while other parts remain in place.

- Preserve part-whole relationships during USDZ export.
- Keep meaningful names and groups for assemblies and sub-assemblies.
- Avoid flattening everything to the root unless the model will only ever be viewed as static geometry.
- For broader asset optimization guidance, consult "Optimize your 3D assets for spatial computing" from WWDC24.

## Switch between whole-assembly and per-part manipulation

RealityKit's ManipulationComponent is used to make an entity movable, rotatable, and scalable with natural input on Apple Vision Pro. The important design pattern is not a new hierarchy: it is moving interactive components to the level of the tree that should respond.

When the assembly is closed, the root has ManipulationComponent and InputTargetComponent so the full model moves as one object. When it is opened, those components are removed from the root and added to each child so parts can be grabbed independently. The sample sets ManipulationComponent.releaseBehavior to .stay so released parts remain where the person placed them.

- Add CollisionComponent to interactive entities; the session calls this critical for event processing even though the code excerpt does not show it.
- Use InputTargetComponent together with ManipulationComponent so entities can receive input.
- Move components down to children to open an assembly; move them back to the root to close it.
- The hierarchy and geometry do not change-only component placement changes behavior.

### Opening an assembly by moving manipulation to children

The root stops being directly manipulable, and each child becomes an input target with its own ManipulationComponent.

```swift
func openAssembly() {
    components[ManipulationComponent.self] = nil
    components[InputTargetComponent.self] = nil

    for child in assemblyChildren {
        child.components.set(InputTargetComponent())

        var manipulation = ManipulationComponent()
        manipulation.releaseBehavior = .stay
        child.manipulationComponent = manipulation
    }
}
```

### Closing an assembly by restoring manipulation to the root

Children stop being individually manipulable, and the full assembly becomes manipulable as one entity again.

```swift
func closeAssembly() {
    for child in assemblyChildren {
        child.manipulationComponent = nil
        child.components[InputTargetComponent.self] = nil
    }

    components.set(InputTargetComponent())

    var manipulation = ManipulationComponent()
    manipulation.releaseBehavior = .stay
    manipulationComponent = manipulation
}
```

## Interactive clipping with editable bounds

Clipping is presented as a new RealityKit capability in visionOS 27 for seeing through complex assemblies. ClippingComponent clips rendered geometry against an axis-aligned bounding box in the entity's local space. The sample sets shouldClipChildren to true so a parent assembly's children are clipped, and relies on shouldClipSelf's default true behavior for the entity itself.

The sample models clipping with three states: .off, .on, and .editing. In .off, no ClippingComponent is active. In .on, ClippingComponent clips the model using cached bounds. In .editing, six visible plane entities appear-one for each face of the bounds box-and people drag those planes to update the clipping bounds.

- ClippingComponent.bounds is the main editable value: an axis-aligned bounding box in model-local space.
- shouldClipChildren defaults to false, so set it when clipping a parent assembly should affect children.
- A custom ClippingBoundsCache stores the last edited bounds for later reuse.
- A custom ClippingTransformSync keeps the clipping controls aligned when the assembly transform changes.
- A ClippingControl entity manages the visible, interactive clipping planes.

## Coordinate transforms for natural clipping-plane dragging

Dragging a clipping plane requires careful coordinate-frame handling. Gesture deltas arrive in the clipping plane's coordinate frame, but ClippingComponent bounds must be updated in the model coordinate frame. The sample transforms the drag delta from clipping-plane space to world space, then to model space, constrains it along the relevant plane normal, updates the bounds, and then converts a constrained delta back for moving the visual plane.

The key math operation is projection: measure how much of the drag delta lies along the axis normal for the selected bounds face, such as +x or -y. This keeps the plane movement constrained to the intended axis even if the person's hand motion is not perfectly aligned.

- The relevant coordinate frames are world, model, clipping control, and clipping plane.
- Each of the six planes controls one scalar value in the clipping bounds.
- Projection constrains the drag delta to the normal of the selected bounding-box face.
- The same idea is used twice: once to update model-space clipping bounds, and once to move the visual plane in its own frame.

## Auto-expansion with volume-weighted variance

Auto-expansion separates an assembly's children along a single axis so nested or overlapping parts become visible and individually grabbable. Rather than forcing the user or developer to choose an axis manually, the sample computes which axis is most meaningful from the children's positions and volumes.

The algorithm calculates volume-weighted position variance along x, y, and z, then expands along the axis with the largest value. In the AirPods Pro case example, the y axis wins because larger parts are farther apart along y. The sample then assembles FromToBy animations to move sub-assemblies into their expanded positions.

- Variance measures how spread out child positions are from their average along an axis.
- Weighting lets larger-volume parts contribute more strongly to the axis choice.
- The chosen axis is the one with the largest volume-weighted variance.
- Use this when a well-structured model loads in its real nested configuration but needs an exploratory exploded view.

## Resources

- [Manipulating models with RealityKit](https://developer.apple.com/documentation/RealityKit/manipulating-models-with-realitykit)

## Related Sessions

- [Discover the Spatial Preview framework](https://wwdc.ai/2026/282)
- [Explore enhancements to visionOS object tracking](https://wwdc.ai/2026/283)
- [Better together: SwiftUI and RealityKit](https://developer.apple.com/videos/play/wwdc2025/274)
- [Share visionOS experiences with nearby people](https://developer.apple.com/videos/play/wwdc2025/318)
- [What's new in RealityKit](https://developer.apple.com/videos/play/wwdc2025/287)
- [Optimize your 3D assets for spatial computing](https://developer.apple.com/videos/play/wwdc2024/10186)

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