reality-composer-pro

Author visionOS 3D scenes and Shader Graph materials in the RealityKitContent package.

Updated Jun 8, 2026
One-click install
npx skills add https://github.com/likw99/agent-plugins --skill reality-composer-pro-likw99
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: reality-composer-pro
Source: https://github.com/likw99/agent-plugins/tree/main/plugins/build-visionos-apps/skills/reality-composer-pro
Command: npx skills add https://github.com/likw99/agent-plugins --skill reality-composer-pro-likw99

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Building visionOS apps requires organizing 3D assets, composing RealityKit scenes, and authoring materials, and doing this ad hoc in code leads to unstable scene names, bloated bundles, and content that code cannot load reliably. ## Core Features & Use Cases - Scene and asset organization: Structure the RealityKitContent Swift package, split reusable content into separate .usda scenes, and keep entity names stable for code loading. - Shader Graph materials: Author node-based materials in Reality Composer Pro, promote inputs to named parameters, and set them at runtime via ShaderGraphMaterial. - Components and effects: Add collision, input target, hover effect, particle emitter, audio, and image-based lighting components either in RCP or in code. - Use Case: You are building a visionOS app with an interactive diorama. Use this Skill to organize the .rkassets package, author a tintable material with promoted parameters, add collision and input target components for gestures, and load the scene by name from realityKitContentBundle in a RealityView. ## Quick Start Use the reality-composer-pro skill to organize my RealityKitContent package, author a Shader Graph material with a promoted tintColor parameter, and load the Scene entity into my RealityView.

Frequently Asked Questions about reality-composer-pro

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I load a Reality Composer Pro scene in a visionOS app?▼

Load a scene by name from the realityKitContentBundle vended by the RealityKitContent package: try await Entity(named: "Scene", in: realityKitContentBundle), then add it to a RealityView. The scene name must exactly match the .usda file authored in Reality Composer Pro.

How do I change a Shader Graph material parameter at runtime?▼

Promote the input in Reality Composer Pro so it becomes a named parameter, then load the material with ShaderGraphMaterial(named:from:in:) and call setParameter with a matching MaterialParameters.Value type such as .color or .float. Write the modified material back into the entity's ModelComponent.

When should I use Shader Graph materials instead of SimpleMaterial?▼

Use SimpleMaterial, PhysicallyBasedMaterial, or UnlitMaterial in code for straightforward PBR or unlit looks. Use Shader Graph when you need procedural effects, custom blending, or visually authored parameters that are tunable at runtime.

Why are my Reality Composer Pro changes not showing up in the app?▼

RCP saves into the package on disk, but there is no live reload; you must rebuild and rerun the app to pick up package changes. Also verify the scene or entity name in code still matches the renamed content in RCP.

Should dynamic or remote 3D models go in the RealityKitContent package?▼

No. Reserve the package for authored static content built in Reality Composer Pro. Load dynamic or remote models at runtime in code instead, and keep textures reasonably sized to control app bundle size and GPU memory.