---
title: "Design no-code games with Reality Composer Pro 3"
description: "Use Reality Composer Pro 3 ScriptGraph to prototype RealityKit games with visual nodes, physics, custom events, reusable subgraphs, and SwiftUI attachments."
shoutout: "Unofficial, made with love by Superwall - the best way to monetize your apps."
category: "Design"
---

# Design no-code games with Reality Composer Pro 3


[Watch on Apple Developer](https://developer.apple.com/videos/play/wwdc2026/252/)

Use Reality Composer Pro 3 ScriptGraph to prototype RealityKit games with visual nodes, physics, custom events, reusable subgraphs, and SwiftUI attachments.

## TL;DR

- ScriptGraph is Reality Composer Pro 3's node-based, event-driven visual scripting system for building RealityKit interactions without writing gameplay code.
- The session builds a visionOS squirrel game around a draggable nut using Input Target, Collision, Hover Effect, Scripting, Physics Body, On Drag, Set Transform, Add Force, and Set PhysicsBodyComponent nodes.
- Advanced workflows include public input variables and overrides, prototyped subgraphs for reusable logic, custom node libraries/events for communication between ScriptGraphs, and material-parameter changes from graph logic.
- ScriptGraph scene events can bridge into Swift/Xcode so a SwiftUI attachment, such as a speech bubble, reacts to no-code graph events.

## ScriptGraph basics

ScriptGraph in Reality Composer Pro 3 is node-based visual scripting for RealityKit content. Logic starts from event nodes, transforms event data through math or control-flow nodes, and then uses set/action nodes to modify entities, components, variables, physics, materials, or events.

The workflow is designed for fast iteration: build graph logic in Reality Composer Pro, press Play to test it in the viewport, and use device preview on Vision Pro to evaluate spatial interactions in context.

- Use event nodes such as drag or pinch events to start graph execution.
- Use Set nodes to write data back into components, variables, and other graph state.
- Use math and logic nodes to adjust gesture data before applying it.
- Live preview on device is described as available later in the year; Reality Composer Pro can also run the experience through Xcode when SwiftUI integration is needed.

## Building a draggable nut interaction

The sample game begins with a squirrel and a nut represented as simple textured planes. To make the nut interactive, the entity is configured with components that make it targetable, define its hit volume, show hover feedback, and attach ScriptGraph logic.

- Add an Input Target Component so the nut can receive gaze/input interaction.
- Add a Collision Component to define the interactive target size.
- Add a Hover Effect Component so the nut highlights when gazed at.
- Create a Script Graph asset, add a Scripting Component to the nut, and assign the graph to that component.
- Start with an On Drag event and connect its scene location or translation data into transform or physics logic.

## Iteration with public variables and overrides

The first drag implementation directly connects On Drag data to a Set Transform node. After testing on Vision Pro, the drag feel is adjusted by multiplying drag translation with a public ScriptGraph input variable named dragSpeed.

Public variables appear in the entity's Scripting Component. Changing one there creates an override, meaning multiple entities can share the same graph while each uses different variable values.

- Create an input variable in the ScriptGraph Inspector, for example dragSpeed of type number.
- Mark it public so it can be edited from the Scripting Component on the entity.
- Use an Input node to feed the variable into graph logic, such as a Multiply by Number node.
- Use overrides to tune per-entity behavior without duplicating the ScriptGraph.

## Physics-driven dragging

To make the nut feel dynamic and throwable, the graph moves from direct transform updates to physics. A Physics Body Component puts the nut into the physics simulation, and an Add Force node applies force based on how the drag changes over time.

Because the drag event does not directly provide the desired delta, the graph stores the current target position in a variable, subtracts the previous position from the current position, stores the result as dragDelta, and feeds a scaled version into Add Force. Gravity and damping are adjusted while the nut is being held to improve control.

- Add a Physics Body Component to the nut entity.
- Store drag translation/position in a graph variable such as targetPosition.
- Compute dragDelta by comparing the current and previous drag positions.
- Pass a scaled dragDelta into Add Force to make the nut move and be tossable.
- Use Set PhysicsBodyComponent to disable gravity while dragging and increase linear damping for less finicky motion; restore settings when dropped.

## Reusable graph logic and cross-entity events

As graphs grow, Reality Composer Pro 3 supports organizing selected nodes into subgraphs. A subgraph can be converted into a prototyped subgraph so it appears in the asset browser and add-node menu for reuse across scripts.

The squirrel gets its own ScriptGraph and reacts to the nut through a custom event. A Custom Node Library defines a custom event named nutIsDragged with a nutPosition property. The nut graph sends that event with the nut's world position, and the squirrel graph listens for it to rotate toward the nut.

- Use Compose Subgraph to collapse a group of nodes into a named unit, such as logic that detects when a Bool changes.
- Use Convert to Prototyped Subgraph to make reusable node logic available in other graphs.
- Create a Custom Node Library for custom events used across ScriptGraphs.
- Use Send "nutIsDragged" from the nut graph and On "nutIsDragged" from the squirrel graph.
- Use Set Material Parameter to drive a public Shader Graph material input, such as a Bool named isNutDragged, to swap the squirrel's expression texture.

## SwiftUI attachments through scene events

ScriptGraph can also communicate with Swift. The session uses a Send Scene Event node named squirrelTalk with a String value named sayThis. Xcode code subscribes to that scene event, stores the string, and uses it to show a SwiftUI speech-bubble attachment over the squirrel entity.

Reality Composer Pro 3 can create an Xcode project for running the experience when SwiftUI interface elements are needed. The graph remains responsible for gameplay timing, while SwiftUI renders the bubble.

- Switch preview mode to Run with Xcode when SwiftUI integration is needed.
- Send a scene event from ScriptGraph, for example squirrelTalk, with a string payload such as sayThis.
- Subscribe to the event from Swift and update SwiftUI state.
- Render the speech bubble using a SwiftUI Attachment with the event payload as text.

### Subscribe to a ScriptGraph scene event and show a SwiftUI attachment

Swift listens for the squirrelTalk scene event sent by ScriptGraph, extracts the sayThis string payload, and uses it as the text for a SwiftUI attachment.

```text
if let scene = entity.scene {
    scene.subscribe(forEventName: "squirrelTalk", on: { event in
        if let sayThis: String = try? event.value("sayThis") {
            self.sayThis = sayThis
        }
    })
    .store(in: &cancellables)
}

attachments: {
    Attachment(id: "squirrelTalk") {
        SquirrelTalkAttachmentView(text: sayThis)
    }
}
```

## Related Sessions

- [Explore advances in RealityKit](https://wwdc.ai/2026/279)
- [Extend Reality Composer Pro 3 functionality with Xcode](https://wwdc.ai/2026/281)
- [Iterate your spatial scenes faster with Reality Composer Pro 3](https://wwdc.ai/2026/280)
- [Supercharge your spatial workflows with Reality Composer Pro 3](https://wwdc.ai/2026/393)

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