npx skills add ...
npx skills add margelo/react-native-skills --skill react-native-vision-camera-realtime
Design and review production-grade low-latency VisionCamera v5 pipelines. Use for real-time GPU, ML, CV, Skia or WebGPU overlays, Nitro frame plugins, zero-copy interop, frame budgets, and latency profiling. Use the general react-native-vision-camera skill for setup, capture, controls, basic frame outputs, or v4 migration.
npx skills add margelo/react-native-skills --skill react-native-vision-camera-realtime
This is the specialized companion to react-native-vision-camera. Optimize the complete path from Camera buffer to final result, not an isolated stage. Before relying on exact APIs, check installed versions against current VisionCamera docs and the consumer's official docs or source.
| Final consumer | Preferred path |
|---|---|
| Frame-coupled rendering, effects, or overlays | Keep processing and drawing on one GPU timeline with <SkiaCamera /> or WebGPU |
| WGSL compute or GPU inference | Frame.getNativeBuffer() to a WebGPU video frame to device.importExternalTexture(...) |
| Native plugin that depends on VisionCamera | A long-lived Nitro HybridObject whose hot method accepts a typed Frame |
| Native library without a VisionCamera dependency | The untyped NativeBuffer pointer and explicit release contract |
| State-only ML or scanning | Benchmark the platform runtime across ANE or NPU, GPU, and CPU backends; return compact state |
| CPU-only consumer | Use the smallest useful resolution and format with a bounded, reusable CPU buffer path |
Load references/interop.md only when implementing or reviewing Nitro, NativeBuffer, WebGPU, Skia, Resizer, or ArrayBuffer interop.
enablePhysicalBufferRotation: false, then pass frame.orientation and frame.isMirrored to the consumer or apply them in the same GPU transform that scales, crops, or renders. Never rotate the Camera buffer physically.pixelFormat: 'native' for a verified GPU-only path. Check frame.pixelFormat and frame.hasNativeBuffer because the resolved native format may be YUV, RGB, RAW, or private.getPixelBuffer(), getPlanes(), plane pixel buffers, mapped GPU buffers, or typed pixel views in the normal GPU path. CPU visibility can force synchronization or download.Frame with Skia or WebGPU. Do not route per-frame geometry through React state, ordinary views, or Reanimated shared values.Frame, NativeBuffer, wrapper, texture, and pooled slot exactly once on every path. Release wrappers in reverse ownership order and dispose the Frame last.Keep detection, tracking, decisions, and drawing synchronous with the matching frame when they must align visually. At 60 FPS the hard interval is 16.67 ms; at 30 FPS it is 33.33 ms. Target under roughly 16 ms and 33 ms to leave scheduling margin.
"Synchronous" means same-frame dataflow, not blocking the CPU until the GPU finishes. Encode dependent GPU stages in one command graph when possible. Do not add per-frame queue.onSubmittedWorkDone(), buffer mapping, readback, or another CPU or GPU fence.
Before making work asynchronous, remove copies and readbacks, reduce input resolution or FPS, fuse passes, optimize model tensors, and reuse warmed state. Use async only when the optimized work still cannot fit the frame interval, often around 50 ms or more, and the product accepts stale results. For frame-coupled visuals, prefer simplifying the work over visible lag.
The async delivery patterns are peers:
useAsyncRunner()Every async design must bound in-flight work. Use one active task or a small fixed pool, reject or replace stale pending input, and never build an unbounded FIFO queue. dropFramesWhileBusy is an overload guard, not the architecture. With useAsyncRunner(), dispose an accepted Frame inside the task and a rejected Frame immediately.
If inference feeds a same-frame Skia or WebGPU render, prefer keeping the entire path on the GPU. Crossing to an ANE, NPU, or CPU and returning geometry to the renderer is worthwhile only when end-to-end profiling proves it is faster while preserving the frame budget.
For state-only scanning, benchmark the platform runtime's available compute units. An ANE or NPU can avoid GPU contention and accelerate supported models; a CPU can win for tiny models when accelerator dispatch and transfer cost dominates. Measure input conversion, synchronization, inference, and result delivery, not inference alone. Normal React state or navigation is fine after a scan that has no frame-coupled overlay.
When all native dependencies support it, use a resizable iPad-shaped Mac Catalyst or iPad-on-Mac build as a rapid iteration harness. A desktop agent can relaunch, resize, and screenshot it while using a built-in Mac camera or external UVC camera via useCameraDevice('external'). Fall back to a phone when the Mac target or required plugin is unavailable.
The Mac loop is for functional iteration, not performance prediction. Validate release builds on every production device class and representative GPUs. Test long enough to expose thermal throttling and pool leaks. Track:
Sample GPU timings asynchronously and sparsely enough that instrumentation does not become a synchronization point.