RCP3 to xcode? - bug or human error?

Hello, I have an app preset meant for none vr/ar game. Th RCP3 was linked to the xcode successfully.

I want to do everything in code as much as possible. not inside RCP3.

So i would like to load my assets into variables in xcode, and then initialize them the way i like.

(Get entities, get each of their ModelComponents, and place those components in my own array)

But for some reason i cant get xcode to load my linked content using the API commands. Maybe it have something to do with the fact im using the APP present not an visionOS preset?

xcode cant find the RCP3 project. if i drag and drop the realitycomposerpro into my xcode outliner, it will find the project but will refuse to find any entity or root

Is it possible to have please a baby step tutorial from start to finish how to import content from RCP3 beta 3 into xcode Version 26.5 using the app preset ?

Thank you

Answered by Vision Pro Engineer in 897393022

Hi @just_some_game_dev In RCP3 the only thing that binds your .realitycomposerpro project and Xcode is a Reality File. You no longer need a Swift Package like you used to on previous Reality Composer Pro.

So your flow would be:

  • Compose your scene, edit shaders, VFX, etc
  • In the Project Browser, do a manual export by right clicking your scene (entity asset) and export it to a Reality File into a location where your Xcode project can load it up.
  • From there, you build your project in Xcode like you normally would.

If you're using RCP3's Xcode Integration, we do exactly that on your behalf. So your flow becomes:

  • Write your Xcode code
  • Iterate over your scene in RCP3
  • Build & Run in RCP3 into a device or simulator.

Hi @just_some_game_dev In RCP3 the only thing that binds your .realitycomposerpro project and Xcode is a Reality File. You no longer need a Swift Package like you used to on previous Reality Composer Pro.

So your flow would be:

  • Compose your scene, edit shaders, VFX, etc
  • In the Project Browser, do a manual export by right clicking your scene (entity asset) and export it to a Reality File into a location where your Xcode project can load it up.
  • From there, you build your project in Xcode like you normally would.

If you're using RCP3's Xcode Integration, we do exactly that on your behalf. So your flow becomes:

  • Write your Xcode code
  • Iterate over your scene in RCP3
  • Build & Run in RCP3 into a device or simulator.
RCP3 to xcode? - bug or human error?
 
 
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