---
title: "Supercharge your spatial workflows with Reality Composer Pro 3"
description: "Use Reality Composer Pro 3's visual graph tools to author character animation, behaviors, interactivity, navigation, particles, and materials for spatial scenes."
shoutout: "Unofficial, made with love by Superwall - the best way to monetize your apps."
category: "Spatial Computing"
---

# Supercharge your spatial workflows with Reality Composer Pro 3


[Watch on Apple Developer](https://developer.apple.com/videos/play/wwdc2026/393/)

Use Reality Composer Pro 3's visual graph tools to author character animation, behaviors, interactivity, navigation, particles, and materials for spatial scenes.

## TL;DR

- Reality Composer Pro 3 adds visual, node-based workflows for authoring runtime animation, autonomous character behavior, scene interactivity, navigation, GPU particles, and materials in the editor.
- Animation Graph can blend character states with State Machines, Animation Clip nodes, transition conditions, and runtime parameters such as an `isWalking` Boolean.
- Behavior Tree and Script Graph work together: Behavior Tree defines ordered routines and preconditions, while Script Graph responds to events like initialization and taps to set entity parameters.
- Navigation Mesh supports editor-authored pathfinding bounds, off-mesh connections, and generation tuning; Compute Graph builds Metal-backed particle simulations with Shader Graph materials.

## Reality Composer Pro 3 graph workflows

Reality Composer Pro 3 is positioned as a visual editor for building spatial scenes with animation, interactivity, visual effects, lighting, and materials. The session's example scene is an alchemy area from the Chaparral Village game, where an alchemist character walks through a routine and a cauldron emits smoke.

The core workflow combines multiple graph systems: Animation Graph for runtime animation blending, Behavior Tree for autonomous character routines, Script Graph for event-driven interactivity, Navigation Mesh for pathfinding, Compute Graph for particles, and Shader Graph for material rendering.

- Use Animation Graph when a character needs runtime animation state changes such as idle-to-walk transitions.
- Use Behavior Tree to define multi-step autonomous routines such as patrols, reactions, or scripted character tasks.
- Use Script Graph to connect scene or entity events to behavior changes without writing code.
- Use Compute Graph and Shader Graph together for GPU-driven effects and custom particle rendering.

## Animation Graph: blend idle and walk states

Animation Graph is a visual, node-based editor for controlling character animation at runtime. The demo builds a simple State Machine that chooses between idle and walk animation clips based on a runtime Boolean input.

The graph starts from a Final Pose node, connects to a State Machine, and defines two states: Idle and Walk. Transitions use Bool Conditions tied to an `isWalking` input: `true` transitions from Idle to Walk, and `false` transitions back to Idle. Each state input is then wired to an Animation Clip node for the corresponding animation.

- Final Pose displays the pose flowing into it.
- State Machine determines which animation state is active.
- Animation State nodes represent Idle and Walk states.
- Transition conditions reference runtime parameters from the Inputs Inspector.
- The editor highlights active states during playback, which helps debug larger animation graphs.

## Behavior Tree: author the character routine

Behavior Trees in Reality Composer Pro define behavior as a hierarchy evaluated from top to bottom and left to right. Composite nodes control flow, while Action nodes perform work. The alchemist routine uses a Sequence so steps happen in order: turn toward a destination, move to it, and optionally wait or continue based on parameters.

The session uses built-in Action nodes including Move To, Rotate To Face, Wait, and Parameter Setter. Parameter Setter nodes update the Animation Graph's `isWalking` input before and after movement so the walk animation only plays while the character is moving.

- Sequence runs children one by one and stops if one fails.
- Selector evaluates children until one succeeds.
- Parallel runs children at the same time.
- Inputs such as `tablePosition`, `cauldronPosition`, `rotationRate`, and `movementRate` feed movement and rotation nodes.
- A `readyToBrew` Boolean precondition on the cauldron sub-sequence makes the character wait at the table until an interaction enables the next step.

## Script Graph: connect events to behavior

Script Graph is Reality Composer Pro's visual scripting system for event-driven scene and entity behavior. It can run in response to scene-level or entity-specific events, making it useful for prototyping interactivity in the editor without a build cycle.

The demo uses an On Initialize node for setup, connected to a reusable subgraph that finds the table and cauldron entities and writes their world positions to entity parameters. It then adds an On Tap node and a Set Entity Parameter node to set `readyToBrew` to `true`, allowing the Behavior Tree to continue from the table to the cauldron.

The session also shows testing the interaction with Live Preview on Apple Vision Pro through the Reality Composer Pro Companion App.

- On Initialize is used for setup when the Scripting component initializes.
- Subgraphs package reusable visual logic, similar to functions.
- On Tap listens for tap gesture events on an entity.
- Set Entity Parameter bridges Script Graph events into Behavior Tree preconditions and other entity-driven logic.

## Navigation Mesh: pathfinding through spatial scenes

The Navigation Mesh component defines walkable surfaces so navigation can route characters between points while avoiding obstacles. In the village example, the character can navigate to a tapped location while avoiding trees and water.

The component includes Shapes, Off-Mesh Connections, and Generation Parameters. Shapes define the bounding box used to select scene geometry for mesh generation. Off-mesh connections link areas that would not otherwise be connected, such as a ladder from the ground to a rooftop. Generation parameters tune how geometry is sampled, including cell size: smaller values capture finer detail, while larger values create a more approximate mesh.

- Use the bounding box to control which scene geometry contributes to the Navigation Mesh resource.
- Use off-mesh connections for ladders, bridges, or other non-contiguous traversal links.
- Adjust generation parameters such as cell size to balance detail and approximation.
- Once configured, the Navigation Mesh can be used with Behavior Tree, Animation Graph, or a custom Swift system through the navigation component.

## Compute Graph and Shader Graph enhancements

Compute Graph is a visual, node-based tool for Metal-backed GPU particle simulations. A Compute Graph is organized into four phases: Emitter, Initialize, Simulate, and Output. The cauldron smoke effect uses continuous emission, randomized size and lifetime, a custom Spawn in Sphere node from a Compute Graph bundle, upward motion from negative gravity, and output rules for fade, scale, and color changes over time.

Compute Graph renders particles using a Shader Graph material; the demo material draws a circular billboard for rounder smoke particles. Reality Composer Pro 3 also enhances Shader Graph with RealityKit PBR Surface 2, Hair Surface, Portal Surface, and Portal Geometry Modifier.

- Emitter Phase controls when particles are born, including continuous, burst, or single-shot emission.
- Initialize Phase runs once at birth to set values such as velocity, lifetime, size, and initial position.
- Simulate Phase runs every frame to apply forces such as gravity and turbulence.
- Output Phase controls particle appearance as particles age and move.
- RealityKit PBR Surface 2 adds properties such as sheen and subsurface scattering, plus more accurate diffuse and occlusion shading.

## Related Sessions

- [Design no-code games with Reality Composer Pro 3](https://wwdc.ai/2026/252)
- [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)
- [Explore materials in Reality Composer Pro](https://developer.apple.com/videos/play/wwdc2023/10202)

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