Quick Start with SwiftUI and Combine


This page contains instructions to quickly get Realm Database integrated into your SwiftUI and Combine app.


Before you begin, ensure you have:

This quick start guide includes optional support for Realm Sync. If you wish to integrate the quick start with Realm Sync, ensure you have:


The code example presented below requires a minimum iOS target of 14.0, which requires Xcode 12 or later. You might be able to use iOS 13.x by adapting the code to remove iOS 14.0 features such as the SwiftUI.App class, but that is out of scope of this quick start guide.

The Code

Paste the following into your main file, such as QuickStart.swift. Delete any other @main App classes that Xcode generated for your project (for example, in MyProjectApp.swift).

If you are using Realm Sync, find the USE_REALM_SYNC flag at the top of the file and set it to true. Update YOUR_REALM_APP_ID_HERE to your Realm app ID. Run the app.

import Foundation
import RealmSwift
import Combine
import SwiftUI

// MARK: MongoDB Realm (Optional)

// Set this to true if you have set up a MongoDB Realm app
// with Realm Sync and anonymous authentication.
let USE_REALM_SYNC = false

/// The Realm app. Change YOUR_REALM_APP_ID_HERE to your Realm app ID.
// If you don't have a Realm app and don't wish to use Sync for now,
// change this to:
//   let app: RealmSwift.App? = nil
let app = USE_REALM_SYNC ? App(id: YOUR_REALM_APP_ID_HERE) : nil

// MARK: Models

/// Random adjectives for more interesting demo item names
let randomAdjectives = [
    "fluffy", "classy", "bumpy", "bizarre", "wiggly", "quick", "sudden",
    "acoustic", "smiling", "dispensable", "foreign", "shaky", "purple", "keen",
    "aberrant", "disastrous", "vague", "squealing", "ad hoc", "sweet"

/// Random noun for more interesting demo item names
let randomNouns = [
    "floor", "monitor", "hair tie", "puddle", "hair brush", "bread",
    "cinder block", "glass", "ring", "twister", "coasters", "fridge",
    "toe ring", "bracelet", "cabinet", "nail file", "plate", "lace",
    "cork", "mouse pad"

/// An individual item. Part of a `Group`.
final class Item: Object, ObjectKeyIdentifiable {
    /// The unique ID of the Item.
    @objc dynamic var _id = ObjectId.generate()

    /// The name of the Item, By default, a random name is generated.
    @objc dynamic var name = "\(randomAdjectives.randomElement()!) \(randomNouns.randomElement()!)"

    /// A flag indicating whether the user "favorited" the item.
    @objc dynamic var isFavorite = false

    /// The backlink to the `Group` this item is a part of.
    let group = LinkingObjects(fromType: Group.self, property: "items")

    /// Declares the _id member as the primary key to the realm.
    override class func primaryKey() -> String? {

/// Represents a collection of items.
final class Group: Object, ObjectKeyIdentifiable {
    /// The unique ID of the Group.
    @objc dynamic var _id = ObjectId.generate()

    /// The collection of Items in this group.
    let items = RealmSwift.List<Item>()

    /// Declares the _id member as the primary key to the realm.
    override class func primaryKey() -> String? {

// MARK: State Objects

/// State object for managing App flow.
/// As applications grow, this object may have to be broken out further.
class AppState: ObservableObject {
    /// Publisher that monitors log in state.
    var loginPublisher = PassthroughSubject<User, Error>()
    /// Publisher that monitors log out state.
    var logoutPublisher = PassthroughSubject<Void, Error>()
    /// Cancellables to be retained for any Future.
    var cancellables = Set<AnyCancellable>()
    /// Whether or not the app is active in the background.
    @Published var shouldIndicateActivity = false
    /// The list of items in the first group in the realm that will be displayed to the user.
    @Published var items: RealmSwift.List<Item>?

    init() {
        // Create a private subject for the opened realm, so that:
        // - if we are not using Realm Sync, we can open the realm immediately.
        // - if we are using Realm Sync, we can open the realm later after login.
        let realmPublisher = PassthroughSubject<Realm, Error>()
        // Specify what to do when the realm opens, regardless of whether
        // we're authenticated and using Realm Sync or not.
            .sink(receiveCompletion: { result in
                // Check for failure.
                if case let .failure(error) = result {
                    print("Failed to log in and open realm: \(error.localizedDescription)")
            }, receiveValue: { realm in
                // The realm has successfully opened.
                // If no group has been created for this app, create one.
                if realm.objects(Group.self).count == 0 {
                    try! realm.write {
                assert(realm.objects(Group.self).count > 0)
                self.items = realm.objects(Group.self).first!.items
            .store(in: &cancellables)
        // If the Realm app is nil, we are in the local-only use case
        // and do not need to log in or configure the realm for Sync.
        guard let app = app else {
            // MARK: Local-Only Use Case
            print("Not using Realm Sync - opening realm")
            // Directly open the default local-only realm.
            realmPublisher.send(try! Realm())

        // MARK: Realm Sync Use Case

        // Monitor login state and open a realm on login.
            .receive(on: DispatchQueue.main) // Ensure we update UI elements on the main thread.
            .flatMap { user -> RealmPublishers.AsyncOpenPublisher in
                // Logged in, now open the realm.

                // We want to chain the login to the opening of the realm.
                // flatMap() takes a result and returns a different Publisher.
                // In this case, flatMap() takes the user result from the login
                // and returns the realm asyncOpen's result publisher for further
                // processing.

                // We use "SharedPartition" as the partition value so that all users of this app
                // can see the same data. If we used the, we could store data per user.
                // However, with anonymous authentication, that changes upon logout and login,
                // so we will not see the same data or be able to sync across devices.
                let configuration = user.configuration(partitionValue: "SharedPartition")
                // Loading may take a moment, so indicate activity.
                self.shouldIndicateActivity = true

                // Open the realm and return its publisher to continue the chain.
                return Realm.asyncOpen(configuration: configuration)
            .receive(on: DispatchQueue.main) // Ensure we update UI elements on the main thread.
            .map { // For each realm result, whether successful or not, always stop indicating activity.
                self.shouldIndicateActivity = false // Stop indicating activity.
                return $0 // Forward the result as-is to the next stage.
            .subscribe(realmPublisher) // Forward the opened realm to the handler we set up earlier.
            .store(in: &self.cancellables)

        // Monitor logout state and unset the items list on logout.
        logoutPublisher.receive(on: DispatchQueue.main).sink(receiveCompletion: { _ in }, receiveValue: { _ in
                self.items = nil
            }).store(in: &cancellables)
        // If we already have a current user from a previous app
        // session, announce it to the world.
        if let user = app.currentUser {

// MARK: Views

// MARK: Main View
/// The main screen that determines whether to present the LoginView or the ItemsView for the one group in the realm.
struct ContentView: SwiftUI.App {
    /// The state of this application.
    @ObservedObject var state = AppState()

    var view: some View {
        ZStack {
            // If a realm is open for a logged in user, show the ItemsView
            // else show the LoginView
            if let items = state.items {
                // If using Realm Sync and authentication, provide a logout button
                // in the top left of the ItemsView.
                let leadingBarButton = app != nil ? AnyView(LogoutButton().environmentObject(state)) : nil
                ItemsView(items: items,
                          leadingBarButton: leadingBarButton)
            } else {
            // If the app is doing work in the background,
            // overlay an ActivityIndicator
            if state.shouldIndicateActivity {

    var body: some Scene {
        WindowGroup {
            // Pass the state object around as an EnvironmentObject

// MARK: Authentication Views
/// Represents the login screen. We will just have a button to log in anonymously.
struct LoginView: View {
    @EnvironmentObject var state: AppState
    // Display an error if it occurs
    @State var error: Error?

    var body: some View {
        VStack {
            if let error = error {
                Text("Error: \(error.localizedDescription)")
            Button("Log in anonymously") {
                guard let app = app else {
                    print("Not using Realm Sync - not logging in")
                state.shouldIndicateActivity = true
                app.login(credentials: .anonymous).receive(on: DispatchQueue.main).sink(receiveCompletion: {
                    state.shouldIndicateActivity = false
                    switch ($0) {
                    case .finished:
                    case .failure(let error):
                        self.error = error
                }, receiveValue: {
                    self.error = nil
                }).store(in: &state.cancellables)

/// A button that handles logout requests.
struct LogoutButton: View {
    @EnvironmentObject var state: AppState
    var body: some View {
        Button("Log Out") {
            guard let app = app else {
                print("Not using Realm Sync - not logging out")
            state.shouldIndicateActivity = true
            app.currentUser?.logOut().receive(on: DispatchQueue.main).sink(receiveCompletion: { _ in }, receiveValue: {
                state.shouldIndicateActivity = false
            }).store(in: &state.cancellables)

// MARK: Item Views
/// The screen containing a list of items in a group. Implements functionality for adding, rearranging,
/// and deleting items in the group.
struct ItemsView: View {
    /// The items in this group.
    @ObservedObject var items: RealmSwift.List<Item>

    /// The button to be displayed on the top left.
    var leadingBarButton: AnyView?

    var body: some View {
        NavigationView {
            VStack {
                // The list shows the items in the realm.
                List {
                    // ⚠️ ALWAYS freeze a Realm list while iterating in a SwiftUI
                    // View's ForEach(). Otherwise, unexpected behavior will occur,
                    // especially when deleting object from the list.
                    ForEach(items.freeze()) { frozenItem in
                        // "Thaw" the item before passing it in, as ItemRow
                        // may want to edit it, and cannot do so on a frozen object.
                        // This is a convenient place to thaw because we have access
                        // to the unfrozen realm via the items list.
                        ItemRow(item: items.realm!.resolve(ThreadSafeReference(to: frozenItem))!)
                    }.onDelete(perform: delete)
                        .onMove(perform: move)
                    .navigationBarTitle("Items", displayMode: .large)
                        leading: self.leadingBarButton,
                        // Edit button on the right to enable rearranging items
                        trailing: EditButton())

                // Action bar at bottom contains Add button.
                HStack {
                    Button(action: addItem) { Image(systemName: "plus") }

    /// Adds a new randomly-named item to the group.
    func addItem() {
        let newItem = Item()
        guard let realm = items.realm else {
        try! realm.write {

    /// Deletes the given item.
    func delete(at offsets: IndexSet) {
        guard let realm = items.realm else {
            items.remove(at: offsets.first!)
        try! realm.write {

    /// Rearranges the given item in the group.
    /// This is persisted because the items are stored in a Realm List.
    func move(fromOffsets offsets: IndexSet, toOffset to: Int) {
        guard let realm = items.realm else {
            items.move(fromOffsets: offsets, toOffset: to)
        try! realm.write {
            items.move(fromOffsets: offsets, toOffset: to)

/// Represents an Item in a list.
struct ItemRow: View {
    var item: Item
    var body: some View {
        // You can click an item in the list to navigate to an edit details screen.
        NavigationLink(destination: ItemDetailsView(item)) {
            if item.isFavorite {
                // If the user "favorited" the item, display a heart icon
                Image(systemName: "heart.fill")

/// Represents a screen where you can edit the item's name.
struct ItemDetailsView: View {
    var item: Item

    // ⚠️ Beware using a Realm object or its properties directly in a @Binding.
    // Writes to Realm objects MUST occur in a transaction (realm.write() block),
    // but a default Binding will not do that for you. Therefore, either use a
    // separate @State object to hold the data before writing (as we do here),
    // or create a custom Binding that handles writes in a transaction.
    @State var newItemName: String = ""

    init(_ item: Item) {
        // Ensure the item was thawed before passing in
        self.item = item
        self.newItemName =

    var body: some View {
        VStack(alignment: .leading) {
            Text("Enter a new name:")
            // Write the new name to the newItemName state variable.
            // On commit, call our commit() function.
            TextField(, text: $newItemName, onCommit: { self.commit() })
                .navigationBarItems(trailing: FavoriteToggle(item: item))

    /// Writes the given name to the realm in a transaction.
    private func commit() {
        guard let realm = item.realm else {
   = newItemName
        try! realm.write {
   = newItemName

/// A control for toggling an item's isFavorite property. Demonstrates using a custom binding
/// to modify a Realm object in a transaction.
struct FavoriteToggle: View {
    var item: Item
    var body: some View {
        // ⚠️ We cannot use the item property directly, as sets will not
        // automatically run in a transaction. Here we provide a custom
        // binding to handle the update in a transaction.
        Toggle(isOn: Binding(get: {
            // Return the value as normal.
        }, set: { (value) in
            // If the item is associated with a realm,
            // open a transaction on it in order to do
            // the write.
            guard let realm = item.realm else {
                item.isFavorite = value
            try! realm.write {
                item.isFavorite = value
        })) {
            // 💡 It might have been nice to use a Button instead
            // of a Toggle, but that wouldn't demonstrate custom bindings.
            Image(systemName: item.isFavorite ? "heart.fill" : "heart")

// MARK: General View
/// Simple activity indicator to telegraph that the app is active in the background.
struct ActivityIndicator: UIViewRepresentable {
    func makeUIView(context: Context) -> some UIView {
        return UIActivityIndicatorView(style: .large)

    func updateUIView(_ uiView: UIViewType, context: Context) {
        (uiView as! UIActivityIndicatorView).startAnimating()

The Explanation

App Flow

If you opted in to using Realm Sync, the first screen is the LoginView. Otherwise, you start at the ItemsView.

In the LoginView, you can implement email/password authentication or another authentication provider. For simplicity, the example uses Anonymous authentication.

When you press the Log in button, the app navigates to the ItemsView, where you see a list of items in a single group. The app demonstrates a single group, but you can add more in the group management screen.

On the ItemsView, you can log out (if using Realm Sync), edit the list, and add items. Press the Add button on the bottom right of the screen to add randomly generated items. Press the Edit button on the top right to modify the list order, which the app persists in the realm. You can also swipe to delete items.

When you have items in the list, you can press one of the items to navigate to the ItemDetailsView. This is where you can modify the item name or mark it as a favorite. Press the text field in the center of the screen and type a new name. When you press Return, the item name should update across the app. You can also toggle its favorite status by pressing the toggle in the top right.


If you are using Realm Sync, you can see the changes you make sync to the backend and across devices.

It’s a small app, but it demonstrates a few key points about using Realm with SwiftUI and Combine that we discuss in the following sections.


A common Realm data modeling use case is to have “things” and “containers of things”. This app defines two related Realm object models: item and group.

An item has two user-facing properties:

  • A randomly generated name, which the user can edit.
  • An isFavorite boolean property, which indicates whether the user “favorited” the item.

A group contains items. You can extend the group to have a name and an association with a specific user, but that is out of scope of this quick start.

State Objects

We recommend keeping app state separate from Views as much as possible. A View should only be aware of what it needs. We define the AppState class to centralize the state of the app. As the app grows in complexity, we might consider breaking functionality into smaller classes that become members of the AppState class. For now, this class reports authentication events and holds the list of items.

When the app launches, the AppState opens a realm if either of the following conditions are true:

  • A user from a previous session still logged in.
  • We are not using Realm Sync and authentication at all.

Otherwise, the AppState opens a realm when a user logs in.

When opening a synced realm for the first time, it’s a good idea to use asyncOpen() in order to download the realm completely from the backend before opening it. When using the local-only realm, we can use the Realm constructor directly.

Once the realm opens, the AppState retrieves the group in the realm or creates one if one does not exist already. The AppState stores the list of items in the group. Any views observing this state object refresh themselves in response.

On logout, the AppState clears its reference to the items, and any views observing this state object refresh themselves in response.


Switching Views Depending on the App State

The ContentView is the main entrypoint of the app. It owns and observes an instance of the AppState. It uses the AppState to determine which view to present:

  • If the AppState instance has a reference to the items of a group, we present the ItemsView.
  • If the AppState instance does not have reference to the items of a group, we must be waiting for login and for the realm to open, so we present the LoginView.

When the AppState changes, this view renders again and has the opportunity to present a different view based on the new state.

Handling Authentication (Realm Sync)

The LoginView uses the Realm app instance to log in anonymously. On success, it forwards the event to the AppState’s loginPublisher.

Likewise, the LogoutButton uses the Realm app instance to log out and forward the event to the AppState’s logoutPublisher.

Presenting Lists of Realm Objects

The ItemsView receives the list of items from the ContentView and observes it. You must freeze a list when iterating over it in a SwiftUI view, even if you do not modify the list while iterating. Otherwise, unexpected behavior will occur when modifying the list, especially when deleting objects.


To understand why freezing a list is necessary, consider that SwiftUI caches several copies of a list depending on the state of the view. When you delete from a list, the view still shows a cached copy of that list for a moment. However, Realm lists are “live”, so the cached copy actually reflects the latest state of the Realm list. SwiftUI expects a cached list to reflect the previous state and assumes the number of elements in the list has not changed. Consequently, the view tries to display a list element that no longer exists. Freezing the list removes its “live” property, allowing the list copy to behave in line with SwiftUI’s expectation.

Before passing each item to the ItemRow and ItemDetailsView views, we “thaw” the frozen object by fetching it again from the realm. This is only necessary because the ItemDetailsView may edit the item, and you cannot modify a frozen item. However, we must be careful to treat the item as frozen until we intend to modify it.

Note that the ItemRow and ItemDetailsView views do not observe their items. That is, they do not declare the item as @ObservedObject var item: Item but rather var item: Item. Otherwise, if these views observed an invalid object caused by deleting an item, the app could crash.


Always treat the items in a list as “frozen” in SwiftUI views. When an item gets deleted, the view observing the list of items (ItemsView) will notice and re-render its list of ItemRows, so you do not need to and should not observe individual items in a list.

Modifying Properties of Presented Realm Objects

The ItemDetailsView allows users to edit the name of an item with a TextField. We use a @State variable to hold the new name value entered by a user. It’s important to avoid directly updating the item’s name property here, because that would result in an attempt to modify a Realm object outside of a transaction.


You may only update a Realm object’s properties in a transaction. If we used the object’s properties directly here, any edits to the TextField would automatically apply to the item’s name outside of a transaction, resulting in a fatal exception.

There are two approaches to binding an editable Realm object property to a SwiftUI control:

  • Use another variable to hold the value until ready to commit it in a write transaction.
  • Create a custom binding that handles writes in a transaction.

We use the first approach to handle the update to the name because we want to wait until the user actually commits the edit in the TextField before writing to the realm.

Meanwhile, the user can also update the isFavorite property on the item using the FavoriteToggle view. In this case, we want to write the update immediately rather than waiting for the user to commit their edit in a TextField, so we create a custom binding that handles writes in transactions.


  • The quick start demonstrates both local-only and Realm Sync use cases.
  • Only provide views with the state they need. Avoid “wrapping” Realm where possible; use the SDK directly.
  • Always freeze a list when iterating over it. Do not observe iterated list items, or unexpected behavior will occur when modifying the list.
  • Avoid using Realm object properties directly where they can be edited by the UI. Instead, store the new value in another variable until you’re ready to commit the change in a transaction, or wrap the property in a custom binding that opens a transaction on write.


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