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  • Summary
  • Supercharge your spatial workflows with Reality Composer Pro 3

    Discover how to build rich interactivity and stunning visual effects entirely within Reality Composer Pro using its powerful suite of graph-based tools. Learn to craft dynamic materials with Shader Graph, blend skeletal animations with Animation Graph, and simulate particle effects with Compute Graph. Go further by wiring up app interactivity with Script Graph, coordinating scene events with Sequencer, and designing intelligent NPC behaviors with Behavior Trees — all without leaving the editor.

    Chapters

    • 0:00 - Introduction
    • 2:10 - Animation Graph
    • 6:21 - Behavior Tree
    • 11:22 - Script Graph
    • 14:46 - Navigation Mesh
    • 17:08 - Compute Graph
    • 19:43 - Shader Graph enhancements
    • 21:12 - Next steps

    Resources

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    Related Videos

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    WWDC23

    • Explore materials in Reality Composer Pro
  • Search this video…
    • 0:00 - Introduction
    • Overview of the visual, node-based tools in Reality Composer Pro 3 — Animation Graph, Behavior Tree, Script Graph, Navigation Mesh, Compute Graph, and Shader Graph — and how they combine to build an interactive spatial scene without code.

    • 2:10 - Animation Graph
    • Learn how to use Animation Graph to blend character animations at runtime. Covers building a State Machine with Idle and Walk states, defining transition conditions, configuring runtime parameters, and connecting Animation Clip nodes to drive smooth character movement.

    • 6:21 - Behavior Tree
    • Explore how Behavior Trees author autonomous, multi-step character routines directly in Reality Composer Pro. Covers Composite nodes (Sequence, Selector, Parallel), built-in Action nodes (Move To, Rotate To Face, Wait, Parameter Setter), and how to compose a full patrol-and-react routine for the alchemist character.

    • 11:22 - Script Graph
    • See how Script Graph adds event-driven interactivity to a scene without writing code. Covers using On Initialize and On Tap nodes, connecting subgraphs to set Behavior Tree parameters, and using Live Preview on Apple Vision Pro to test and iterate on behavior in real time.

    • 14:46 - Navigation Mesh
    • Discover how the Navigation Mesh component enables characters to pathfind around obstacles automatically. Covers configuring the bounding box for mesh generation, defining off-mesh connections for non-contiguous surfaces like ladders, and tuning generation parameters such as cell size for mesh accuracy.

    • 17:08 - Compute Graph
    • Build GPU-driven particle simulations with Compute Graph, a visual node-based tool backed by Metal. Walks through the four phases of a Compute Graph — Emitter, Initialize, Simulate, and Output — showing how to create a realistic smoke effect for a cauldron with custom spawn shapes, velocity, lifetime, color shifts, and Shader Graph materials.

    • 19:43 - Shader Graph enhancements
    • Survey the new Shader Graph surface capabilities in Reality Composer Pro 3, including RealityKit PBR Surface 2 with sheen and subsurface scattering, the Hair Surface shader for realistic strand lighting, and new portal-rendering support.

    • 21:12 - Next steps
    • Summary of the visual tools covered in the session and encouragement to download Reality Composer Pro 3. Links to related sessions: Design No-Code Games with Reality Composer Pro 3 and Explore Advances in RealityKit.

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  • Supercharge your spatial workflows with Reality Composer Pro 3
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