Hello @sadaotokuyama ! Thank you for your question.
Could you please submit feedback using Feedback Assistant?
And then share the ticket number here. I think understanding your usecase would be helpful for us, and you'll be able to receive updates about any changes or improvements in the future.
It is true that when you modify content inside your RealityKitContent package, the entire package will need to be rebuilt.
This is inconvenient, especially when you need to make frequent changes during development.
For now, I recommend focusing on ways to reduce the frequency of changes you make to the asset itself that would require a rebuild in the first place.
For example, are there ways you could verify changes in an external DCC?
One thing you could do now: try placing your large USDZ file outside the RealityKitContent package, and inside a separate bundle, like the main bundle.
Then, when you make changes to the large USDZ file, your entire RealityKitContent package won't need to be rebuilt.
Depending on how your file is set up, you could go further and split up your large USDZ file into separate smaller files placed in spearate resource bundles that you reassemble at runtime.
Important: this should only be a temporary solution, because there are important performance benefits to including your assets in the RealityKitContent package for release.
Let me know if all that makes sense and if you have any more questions! Thanks!