I’m using Reality Composer Pro 3 for a visionOS project, and I have a question about the editability of Shader Graph and other node-based systems.
In RCP, Shader Graphs and other node graphs can be created and edited visually in the editor. I would like to know whether these graphs also have a supported code-based or text-based editing workflow.
Specifically:
Is there a public, documented file format for Shader Graphs in Reality Composer Pro 3 that developers can edit directly outside the RCP GUI?
Can Shader Graph nodes, connections, parameters, and materials be generated or modified through code, scripts, or text files in a supported way?
Does the same apply to other node graphs in RCP, such as behavior graphs or animation-related node graphs?
If these graphs are stored internally inside the Reality Composer Pro project package, is it safe or supported to edit those underlying files directly?
If direct editing is not supported, is there any recommended workflow for version control, reuse, templating, or programmatic generation of similar Shader Graph setups across multiple assets?
My reason for asking is that I’m trying to build a more scriptable asset pipeline. For models and scene structure, it is often practical to generate or modify content through code. However, for complex Shader Graphs or node graphs, manually rebuilding similar node setups in the GUI can become repetitive and difficult to maintain.
I’m not asking about private or unsupported internal formats. I’d like to understand whether Apple currently provides, or recommends, any supported workflow for code-driven editing, generation, reuse, or version control of Shader Graphs and other node graphs in Reality Composer Pro 3.
Any guidance would be appreciated.