This guide takes you from a fresh Untold Engine checkout to a working Vision Pro project. By the end of this short tutorial, you will be able to render this Archviz model in the Vision Pro/Simulator
Click the image below for a video.

Recommendation: Use the latest stable release instead of the
developbranch. Thedevelopbranch is the bleeding-edge version of Untold Engine and is updated frequently, so it may contain unstable changes or regressions.
Clone the repository and launch the demo:
git clone https://github.com/untoldengine/UntoldEngine.git
cd UntoldEngine
git checkout v0.16.0
swift run ShowcaseDemoYou can create projects using the Untold Engine Command Line Interface.
Use untoldengine to generate a ready-to-run Xcode project with Untold Engine wired in.
Install it from the repository:
./scripts/install-untoldengine-create.shNow create an Xcode project. The example below uses --platform visionos to
create a Vision Pro project.
cd ~/Projects
untoldengine create VisionGame --platform visionos
open VisionGame/VisionGame.xcodeprojIf you want to create a project for other platforms, you can use the flags below:
# visionOS (Apple Vision Pro)
untoldengine create MyGame --platform visionos
# macOS (default)
untoldengine create MyGame --platform macos
# iOS with ARKit
untoldengine create MyGame --platform ios-ar
# iOS
untoldengine create MyGame --platform iosDependency behavior by platform:
visionos:UntoldEngineXR+UntoldEngineARios-ar:UntoldEngineARiosandmacos:UntoldEngine
After your project is created, you'll get an Xcode project with a GameData folder that contains the assets your game loads at runtime.
Once your project is created, install the Archviz Starter Asset Pack directly from the CLI:
cd MyGame
untoldengine assets install starter-archvizThe Archviz Starter Pack includes an archviz model ready to run immediately. The CLI downloads the pack and merges its contents into your project's GameData folder automatically. If a file already exists you will be prompted before it is overwritten.
To see all available asset packs:
untoldengine assets listOnce in your Xcode project, head over to the init() function in Sources/<ProjectName>/GameScene.swift.
Use setEntityMeshAsync to load an .untold file as an always-resident asset.
This is the right choice for props, characters, and any object that should stay
in memory for the lifetime of the scene.
//...After configureEngineSystems()
let entity = createEntity()
setEntityMeshAsync(entityId: entity, filename: "Bedroom", withExtension: "untold"){ success in
if success {
// Load blender authored color management
loadSceneAuthored(filename: "Bedroom", withExtension: "untold")
// Enable environement settings
setRendering(.environment(.ibl(true)))
setRendering(.environment(.asset("forest.exr")))
setRendering(.environment(.intensity(0.9)))
setRendering(.environment(.visible(true)))
// set scene ready if loading was successful
setSceneReady(success)
}
}setEntityMeshAsync is non-blocking. The completion block fires on the main thread
once the mesh is parsed and uploaded to GPU memory.
Now, let's configure the Untold Engine so that it can accept input gestures along with other important settings:
Head to configureEngineSystems() and make sure to add the following:
private func configureEngineSystems() {
gameMode = true
// Register XR input gestures
registerXREvents()
setInput(.xr(.pickingBackend(.octreeGPUPreferred)))
setInput(.xr(.twoHandRotateAxisMode(.dynamicSnapped)))
setInput(.xr(.sceneReady(true)))
// Enable post processing and anti-aliasing
setRendering(.postProcessing(.enabled))
setRendering(.antiAliasing(.msaa))
setPostFX(.ssao(.enabled(false)))
// Enable super detail textures
TextureStreamingSystem.shared.apply(.superdetailed)
}Now let's add logic to the input handling function. For this tutorial, we want to be able to drag the root scene by pinching our fingers, to do so, we call the Spatial Manipulation System, as shown below:
func handleInput() {
// Skip logic if not in game mode
if gameMode == false { return }
if isSceneReady() == false {return}
let state = getXRSpatialInputState()
// transform scene root.
// Pinch + Drag to move scene root
// Two-hands rotate to rotate the scene root
SpatialManipulationSystem.shared.processAnchoredSceneManipulationLifecycle(
from: state,
dragSensitivity: 10.0,
rotateSensitivity: 1.0
)
}Now, Build and Run. Click on Start Experience and you should see the archviz rendered on either the Vision Pro Simulator or in the actual device.
Now, let's say that you want to load a large scene, for example a city model with many buildings. In those instances, you should render the scene using the Tile Streaming feature of the engine. More especifically, you should use setEntityStreamScene to load a large scene that streams tiles in and out of GPU memory based on camera proximity.
Let's download a Stream Starter Scene
untoldengine assets install starter-tiled-scene
To load a Tiled-Stream scene, you need to use setEntityStreamScene and pass the json extension as shown below.
//..After configureEngineSystems()
let sceneRoot = createEntity()
setEntityName(entityId: sceneRoot, name: "City")
// Local manifest
setEntityStreamScene(entityId: sceneRoot, manifest: "City", withExtension: "json") { success in
setSceneReady(success)
}Now, build and run the vision pro app and you should see a streaming city getting rendered. Click the image below for a video.
To stream a remote scene, use the same setEntityStreamScene(...) API with a URL to your manifest JSON file.
// Remote manifest (downloaded and cached on demand)
if let url = URL(string: "https://cdn.example.com/City/City.json") {
setEntityStreamScene(entityId: sceneRoot, url: url) { success in
setSceneReady(success)
}
}setEntityStreamScene registers lightweight stub entities for every tile in the
manifest, all parented under sceneRoot (no geometry is parsed at this point).
GeometryStreamingSystem then loads and unloads tile geometry as the camera moves.
See Tile-Based Streaming for the full streaming
architecture.
Legacy overloads —
loadTiledScene(manifest:)andloadTiledScene(url:)remain available for backwards compatibility. They create an internal root entity automatically.
Everything up to this point uses the Starter Pack. Eventually, you will want to
use your own 3D models. The sections that follow cover installing the exporter
tools, converting assets to the engine's .untold format, and streaming large
scenes.
Before exporting or optimizing assets, install the external tools the CLI
relies on — the astcenc texture compressor and the Pillow/lz4 Python
packages — in one step:
untoldengine bootstrapThis downloads a pinned, checksum-verified astcenc release into
~/.untoldengine/tools and pip installs the Python packages. Nothing to
download by hand or wire up with environment variables. Re-running bootstrap
is a no-op once everything is installed; pass --force to reinstall. See
Optimizations for details.
Untold Engine uses .untold as its native runtime asset format. You author
assets in Blender (or any DCC tool that exports USD/USDZ), then convert them
to .untold before loading them in the engine. The exporter accepts either a
.blend file directly or a USD/USDZ asset.
The .untold format is a binary container optimised for fast runtime parsing with
no ModelIO dependency. It supports runtime mesh data, PBR materials, texture references,
transforms, bounds, and exported animation clips.
.untold assets can also carry scene-authored data from Blender, including
lights, cameras, and an optional baked color-management LUT. Mesh loading APIs
load geometry and materials; call loadSceneAuthored(...) when you want the
Blender-authored scene lighting, cameras, and color transform too. See
Load Blender-Authored Lights, Cameras, and Color Management
for the runtime pattern.
You can convert assets with either the Untold Engine Blender addon or the CLI.
To convert a USDZ file into the .untold format using the add-on, follow the directions in Using Blender Addon.
After the model has been converted to .untold format, copy it into your Xcode project under Sources/<ProjectName>/GameData/Models/<assetname>/.
Use untoldengine export to convert a single asset — a .blend file or a USD/USDZ asset — into .untold:
untoldengine export \
--input /path/to/your/model/robot/robot.blend \
--output /path/to/your/project/GameData/Models/robot/robot.untold \
--convert-orientationUSD/USDZ input works the same way:
untoldengine export \
--input /path/to/your/model/robot/robot.usdz \
--output /path/to/your/project/GameData/Models/robot/robot.untold \
--convert-orientationAdd --optimize to also LZ4-compress geometry and, if the asset has textures,
compress them with astcenc into .utex — equivalent to running
--compress-geometry followed by untoldengine texbake --dir and
--patch-refs. Run untoldengine bootstrap once beforehand so the tools it
needs are available:
untoldengine export \
--input /path/to/your/model/robot/robot.blend \
--output /path/to/your/project/GameData/Models/robot/robot.untold \
--convert-orientation \
--optimizeFor animation assets, use the --animation flag:
untoldengine export \
--input /path/to/your/animation/robot/robot.usdz \
--output /path/to/your/project/GameData/Animations/robot/robot.untold \
--convert-orientation \
--animationFor large scenes that need tile-based streaming, use export-untold-tiles to
partition the scene and generate a manifest JSON:
./scripts/export-untold-tiles \
--input /path/to/your/model/dungeon/dungeon.usdz \
--output-dir /path/to/your/project/GameData/StreamModels/dungeon/tile_exports \
--tile-size-x 25 \
--tile-size-z 25 \
--generate-hlod \
--generate-lodFor the full list of options, validation flags, and expected output layout see Using The Exporter. For optional asset optimization workflows, see Optimizations.
