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.