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Reality Composer Pro 3による空間ワークフローの強化
Reality Composer Proのグラフベースの優れたツールセットを活用して、豊富なインタラクションと魅力的なビジュアルエフェクトをすべてReality Composer Pro内で構築する方法を学びましょう。Shader Graphによるダイナミックな素材の作成、Animation Graphによるスケルトンアニメーションのブレンディング、Compute Graphによるパーティクルエフェクトのシミュレーションについて解説します。Script Graphによるアプリへのインタラクションの実装、Sequencerによるシーンイベントの制御、Behavior TreesによるインテリジェントなNPCの動作の設計などを、すべてエディタ内で実行する方法も紹介します。
関連する章
- 0:00 - Introduction
- 2:10 - Animation Graph
- 6:21 - Behavior Tree
- 11:22 - Script Graph
- 14:46 - Navigation Mesh
- 17:08 - Compute Graph
- 19:43 - Shader Graph enhancements
- 21:12 - Next steps
リソース
関連ビデオ
WWDC26
- 進化したRealityKitの機能
- Reality Composer Pro 3によるノーコードでのゲーム設計
- Reality Composer Pro 3による空間シーンのイテレーションの高速化
- XcodeによるReality Composer Pro 3の機能の拡張
WWDC23
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このビデオを検索
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- 0:00 - Introduction
Overview of the visual, node-based tools in Reality Composer Pro 3 — Animation Graph, Behavior Tree, Script Graph, Navigation Mesh, Compute Graph, and Shader Graph — and how they combine to build an interactive spatial scene without code.
- 2:10 - Animation Graph
Learn how to use Animation Graph to blend character animations at runtime. Covers building a State Machine with Idle and Walk states, defining transition conditions, configuring runtime parameters, and connecting Animation Clip nodes to drive smooth character movement.
- 6:21 - Behavior Tree
Explore how Behavior Trees author autonomous, multi-step character routines directly in Reality Composer Pro. Covers Composite nodes (Sequence, Selector, Parallel), built-in Action nodes (Move To, Rotate To Face, Wait, Parameter Setter), and how to compose a full patrol-and-react routine for the alchemist character.
- 11:22 - Script Graph
See how Script Graph adds event-driven interactivity to a scene without writing code. Covers using On Initialize and On Tap nodes, connecting subgraphs to set Behavior Tree parameters, and using Live Preview on Apple Vision Pro to test and iterate on behavior in real time.
- 14:46 - Navigation Mesh
Discover how the Navigation Mesh component enables characters to pathfind around obstacles automatically. Covers configuring the bounding box for mesh generation, defining off-mesh connections for non-contiguous surfaces like ladders, and tuning generation parameters such as cell size for mesh accuracy.
- 17:08 - Compute Graph
Build GPU-driven particle simulations with Compute Graph, a visual node-based tool backed by Metal. Walks through the four phases of a Compute Graph — Emitter, Initialize, Simulate, and Output — showing how to create a realistic smoke effect for a cauldron with custom spawn shapes, velocity, lifetime, color shifts, and Shader Graph materials.
- 19:43 - Shader Graph enhancements
Survey the new Shader Graph surface capabilities in Reality Composer Pro 3, including RealityKit PBR Surface 2 with sheen and subsurface scattering, the Hair Surface shader for realistic strand lighting, and new portal-rendering support.
- 21:12 - Next steps
Summary of the visual tools covered in the session and encouragement to download Reality Composer Pro 3. Links to related sessions: Design No-Code Games with Reality Composer Pro 3 and Explore Advances in RealityKit.