Scenekit

by dpearson26998d90fd121a26No license1.1K starsListed Oct 8, 2026Updated Oct 8, 2026Repository updated 2 months ago

Maintain and extend existing SceneKit 3D scenes and visualizations. Use when working with SCNView, SCNScene, SCNNode scene graphs, SceneKit geometry/materials/lights/cameras, SCNAction animation, SCNPhysicsBody physics, SCNParticleSystem effects, .scn/.dae/.abc SceneKit assets, shader modifiers, or SwiftUI SceneView. SceneKit is soft-deprecated and in maintenance mode; route new apps, significant updates, USD/USDZ pipelines, and migration planning toward RealityKit.

Instructions onlySoftware Development
AI-generated overview

Guides maintenance and extension of existing SceneKit 3D scenes in Apple apps, with RealityKit handoff advice.

What it does
This skill provides reference guidance for working with existing SceneKit 3D scenes: SCNView and SCNScene setup, node graphs, geometry, materials, lighting, cameras, animation, physics, particle systems, asset loading, and SwiftUI SceneView integration. It includes code patterns, common mistakes, and a review checklist, and it directs new projects, major updates, and USD/USDZ pipelines toward RealityKit. It produces advisory instructions and code examples rather than files or scripts.
When to use it
Use it when maintaining or extending an existing SceneKit scene, such as adjusting nodes, materials, lights, cameras, animation, physics, or particles. It is also relevant when reviewing SceneKit code or deciding whether work should be routed to RealityKit instead.
Requirements
No scripts; instructions only. The guidance targets Apple platforms and assumes Swift, SceneKit, and optionally SwiftUI or UIKit, with SceneKit assets such as .scn, .dae, or .abc files.

SceneKit

Maintain existing SceneKit scenes only. Apple deprecated SceneKit at WWDC 2025 and limits it to maintenance; route new projects, major modernization, and USD/USDZ pipelines to RealityKit. Existing apps continue to work.

Contents

Scene Setup

SCNView in UIKit

swift
import SceneKit
let sceneView = SCNView(frame: view.bounds)sceneView.scene = SCNScene()sceneView.allowsCameraControl = truesceneView.autoenablesDefaultLighting = truesceneView.backgroundColor = .blackview.addSubview(sceneView)

allowsCameraControl adds built-in orbit, pan, and zoom gestures. Typically disabled in production where custom camera control is needed.

Creating an SCNScene

swift
let scene = SCNScene()                                          // Emptyguard let scene = SCNScene(named: "art.scnassets/ship.scn")     // .scn in .scnassets    else { fatalError("Missing scene asset") }let url = Bundle.main.url(forResource: "ship", withExtension: "dae")!let scene = try SCNScene(url: url, options: [.checkConsistency: true])

Nodes and Geometry

Every scene has a rootNode. All content exists as descendant nodes. Nodes define position, orientation, and scale in their parent's coordinate system. SceneKit uses a right-handed coordinate system: +X right, +Y up, +Z toward the camera.

swift
let parentNode = SCNNode()scene.rootNode.addChildNode(parentNode)
let childNode = SCNNode()childNode.position = SCNVector3(0, 1, 0)  // 1 unit above parentparentNode.addChildNode(childNode)

Transforms

swift
node.position = SCNVector3(x: 0, y: 2, z: -5)node.eulerAngles = SCNVector3(x: 0, y: .pi / 4, z: 0)  // 45-degree Y rotationnode.scale = SCNVector3(2, 2, 2)node.simdPosition = SIMD3<Float>(0, 2, -5)  // Prefer simd for performance

Built-in Primitives

SCNBox, SCNSphere, SCNCylinder, SCNCone, SCNTorus, SCNCapsule, SCNTube, SCNPlane, SCNFloor, SCNText, SCNShape (extruded Bezier path).

swift
let node = SCNNode(geometry: SCNSphere(radius: 0.5))

Finding Nodes

swift
let maxNode = scene.rootNode.childNode(withName: "Max", recursively: true)let enemies = scene.rootNode.childNodes { node, _ in    node.name?.hasPrefix("enemy") == true}

Materials

SCNMaterial defines surface appearance. Use firstMaterial for single-material geometries or the materials array for multi-material.

Color and Texture

swift
let material = SCNMaterial()material.diffuse.contents = UIColor.systemBlue     // Solid colormaterial.diffuse.contents = UIImage(named: "brick") // Texturematerial.normal.contents = UIImage(named: "brick_normal")sphere.firstMaterial = material

Physically Based Rendering (PBR)

swift
let pbr = SCNMaterial()pbr.lightingModel = .physicallyBasedpbr.diffuse.contents = UIImage(named: "albedo")pbr.metalness.contents = 0.8       // Scalar or texturepbr.roughness.contents = 0.2       // Scalar or texturepbr.normal.contents = UIImage(named: "normal")pbr.ambientOcclusion.contents = UIImage(named: "ao")

Lighting Models

.physicallyBased (metalness/roughness), .blinn (default), .phong, .lambert (diffuse-only), .constant (unlit), .shadowOnly.

Each material property is an SCNMaterialProperty accepting UIColor, UIImage, CGFloat scalar, SKTexture, CALayer, or AVPlayer.

Transparency

swift
material.transparency = 0.5material.transparencyMode = .dualLayermaterial.isDoubleSided = true

Lighting

Attach an SCNLight to a node. The light's direction follows the node's negative Z-axis.

Light Types

swift
// Ambient: uniform, no directionlet ambient = SCNLight()ambient.type = .ambientambient.color = UIColor(white: 0.3, alpha: 1)
// Directional: parallel rays (sunlight)let directional = SCNLight()directional.type = .directionaldirectional.castsShadow = true
// Omni: point light, all directionslet omni = SCNLight()omni.type = .omniomni.attenuationEndDistance = 20
// Spot: cone-shapedlet spot = SCNLight()spot.type = .spotspot.spotInnerAngle = 20spot.spotOuterAngle = 60

Attach to a node:

swift
let lightNode = SCNNode()lightNode.light = directionallightNode.eulerAngles = SCNVector3(-Float.pi / 3, 0, 0)lightNode.position = SCNVector3(0, 10, 10)scene.rootNode.addChildNode(lightNode)

Shadows

swift
light.castsShadow = truelight.shadowMapSize = CGSize(width: 2048, height: 2048)light.shadowSampleCount = 8light.shadowRadius = 3.0light.shadowColor = UIColor(white: 0, alpha: 0.5)

Category Bit Masks

swift
light.categoryBitMask = 1 << 1     // Category 2node.categoryBitMask = 1 << 1      // Only lit by category-2 lights

SceneKit renders a maximum of 8 lights per node. Use attenuationEndDistance on point/spot lights so SceneKit skips them for distant nodes.

Cameras

Attach an SCNCamera to a node to define a viewpoint.

swift
let cameraNode = SCNNode()cameraNode.camera = SCNCamera()cameraNode.position = SCNVector3(0, 5, 15)cameraNode.look(at: SCNVector3Zero)scene.rootNode.addChildNode(cameraNode)sceneView.pointOfView = cameraNode

Configuration

swift
camera.fieldOfView = 60                        // Degreescamera.zNear = 0.1camera.zFar = 500camera.automaticallyAdjustsZRange = true
// Orthographiccamera.usesOrthographicProjection = truecamera.orthographicScale = 10

Depth-of-field (wantsDepthOfField, focusDistance, fStop) and HDR effects (wantsHDR, bloomIntensity, bloomThreshold, screenSpaceAmbientOcclusionIntensity) are configured directly on SCNCamera.

Animation

SceneKit provides three animation approaches.

SCNAction (Declarative, Game-Oriented)

Reusable, composable animation objects attached to nodes.

swift
let move = SCNAction.move(by: SCNVector3(0, 2, 0), duration: 1)let rotate = SCNAction.rotateBy(x: 0, y: .pi, z: 0, duration: 1)node.runAction(.group([move, rotate]))
// Sequentialnode.runAction(.sequence([.fadeOut(duration: 0.3), .removeFromParentNode()]))
// Infinite looplet pulse = SCNAction.sequence([    .scale(to: 1.2, duration: 0.5),    .scale(to: 1.0, duration: 0.5)])node.runAction(.repeatForever(pulse))

SCNTransaction (Implicit Animation)

swift
SCNTransaction.begin()SCNTransaction.animationDuration = 1.0node.position = SCNVector3(5, 0, 0)node.opacity = 0.5SCNTransaction.completionBlock = { print("Done") }SCNTransaction.commit()

Explicit Animations (Core Animation)

swift
let animation = CABasicAnimation(keyPath: "rotation")animation.toValue = NSValue(scnVector4: SCNVector4(0, 1, 0, Float.pi * 2))animation.duration = 2animation.repeatCount = .infinitynode.addAnimation(animation, forKey: "spin")

Physics

Physics Bodies

swift
node.physicsBody = SCNPhysicsBody(type: .dynamic, shape: nil)   // Forces + collisionsfloor.physicsBody = SCNPhysicsBody(type: .static, shape: nil)    // Immovableplatform.physicsBody = SCNPhysicsBody(type: .kinematic, shape: nil) // Code-driven

When shape is nil, SceneKit derives it from geometry. For performance, use simplified shapes:

swift
let shape = SCNPhysicsShape(    geometry: SCNBox(width: 1, height: 2, length: 1, chamferRadius: 0),    options: nil)node.physicsBody = SCNPhysicsBody(type: .dynamic, shape: shape)node.physicsBody?.mass = 2.0node.physicsBody?.restitution = 0.3

Applying Forces

swift
node.physicsBody?.applyForce(SCNVector3(0, 10, 0), asImpulse: false) // Continuousnode.physicsBody?.applyForce(SCNVector3(0, 5, 0), asImpulse: true)   // Instantnode.physicsBody?.applyTorque(SCNVector4(0, 1, 0, 2), asImpulse: true)

Collision Detection

swift
struct PhysicsCategory {    static let player:     Int = 1 << 0    static let enemy:      Int = 1 << 1    static let ground:     Int = 1 << 2}
playerNode.physicsBody?.categoryBitMask = PhysicsCategory.playerplayerNode.physicsBody?.collisionBitMask = PhysicsCategory.ground | PhysicsCategory.enemyplayerNode.physicsBody?.contactTestBitMask = PhysicsCategory.enemy
scene.physicsWorld.contactDelegate = self
func physicsWorld(_ world: SCNPhysicsWorld, didBegin contact: SCNPhysicsContact) {    handleCollision(between: contact.nodeA, and: contact.nodeB)}

Gravity

swift
scene.physicsWorld.gravity = SCNVector3(0, -9.8, 0)node.physicsBody?.isAffectedByGravity = false

Particle Systems

SCNParticleSystem creates effects like fire, smoke, rain, and sparks.

swift
let particles = SCNParticleSystem()particles.birthRate = 100particles.particleLifeSpan = 2particles.particleSize = 0.1particles.particleColor = .orangeparticles.emitterShape = SCNSphere(radius: 0.5)particles.particleVelocity = 2particles.isAffectedByGravity = trueparticles.blendMode = .additive
let emitterNode = SCNNode()emitterNode.addParticleSystem(particles)scene.rootNode.addChildNode(emitterNode)

Load from Xcode particle editor with SCNParticleSystem(named: "fire.scnp", inDirectory: nil). Particles can collide with geometry via colliderNodes.

Loading Models

SceneKit's documented scene-source formats are .scn, .dae, and .abc. For bundled assets, place scene files in a .scnassets folder and texture images in asset catalogs so Xcode can optimize them for target devices.

USD/USDZ is the RealityKit migration path, not the default SceneKit loading path. For new projects, significant updates, or SCN-to-USD asset conversion, handoff to the RealityKit skill.

swift
enum SceneAssetError: Error { case missingResource, missingNode(String) }
func loadCheckedScene() throws -> SCNScene {    guard let url = Bundle.main.url(forResource: "model", withExtension: "dae")    else { throw SceneAssetError.missingResource }
    let scene = try SCNScene(url: url, options: [.checkConsistency: true])    guard scene.rootNode.childNode(withName: "mesh", recursively: true) != nil    else { throw SceneAssetError.missingNode("mesh") }    return scene}

Use this as an authoring/import gate: stop on a consistency or required-node failure, fix the source asset or import options, then repeat the same check. For generated .scn files, load Scene Serialization [blocked] and require both export success and a checked reload before commit.

Use SCNReferenceNode with .onDemand loading policy for large models. For import-time unit conversion, use SCNSceneSource.LoadingOption:

swift
let source = SCNSceneSource(url: url, options: nil)!let scene = try source.scene(options: [.convertUnitsToMeters: 1.0])

Do not use SCNScene.Attribute.unit or UnitMetersPerUnit. SCNScene.Attribute is metadata only: .startTime, .endTime, .frameRate, and .upAxis.

SwiftUI Integration

SceneView embeds SceneKit in SwiftUI:

swift
import SwiftUIimport SceneKit
struct SceneKitView: View {    let scene: SCNScene = {        let scene = SCNScene()        let sphere = SCNNode(geometry: SCNSphere(radius: 1))        sphere.geometry?.firstMaterial?.lightingModel = .physicallyBased        sphere.geometry?.firstMaterial?.diffuse.contents = UIColor.systemBlue        sphere.geometry?.firstMaterial?.metalness.contents = 0.8        scene.rootNode.addChildNode(sphere)        return scene    }()
    var body: some View {        SceneView(scene: scene,                  options: [.allowsCameraControl, .autoenablesDefaultLighting])    }}

Options: .allowsCameraControl, .autoenablesDefaultLighting, .jitteringEnabled, .temporalAntialiasingEnabled.

For render loop control, wrap SCNView in UIViewRepresentable with an SCNSceneRendererDelegate coordinator. See references/scenekit-patterns.md [blocked].

Common Mistakes

Not adding a camera or lights

swift
// DON'T: Scene renders blank or black -- no camera, no lightssceneView.scene = scene
// DO: Add camera + lights, or use convenience flagslet cameraNode = SCNNode()cameraNode.camera = SCNCamera()cameraNode.position = SCNVector3(0, 5, 15)scene.rootNode.addChildNode(cameraNode)sceneView.pointOfView = cameraNodesceneView.autoenablesDefaultLighting = true

Using exact geometry for physics shapes

swift
// DON'Tnode.physicsBody = SCNPhysicsBody(type: .dynamic,    shape: SCNPhysicsShape(geometry: complexMesh, options: nil))
// DO: Simplified primitivenode.physicsBody = SCNPhysicsBody(type: .dynamic,    shape: SCNPhysicsShape(        geometry: SCNBox(width: 1, height: 2, length: 1, chamferRadius: 0),        options: nil))

Modifying transforms on dynamic bodies

swift
// DON'T: Resets physics simulationdynamicNode.position = SCNVector3(5, 0, 0)
// DO: Use forces/impulsesdynamicNode.physicsBody?.applyForce(SCNVector3(10, 0, 0), asImpulse: true)

Review Checklist

  • Scene has at least one camera node set as pointOfView
  • Scene has appropriate lighting (or autoenablesDefaultLighting for prototyping)
  • Physics shapes use simplified geometry, not full mesh detail
  • contactTestBitMask set for bodies that need collision callbacks
  • SCNPhysicsContactDelegate assigned to scene.physicsWorld.contactDelegate
  • Dynamic body transforms changed via forces/impulses, not direct position
  • Lights limited to 8 per node; attenuationEndDistance set on point/spot lights
  • Materials use .physicallyBased lighting model for realistic rendering
  • SceneKit assets use documented .scn, .dae, or .abc scene-source formats
  • Imported and exported assets pass consistency and required-node checks before commit
  • Bundled SceneKit textures/images use asset catalogs or Xcode-optimized resources
  • Scene metadata/import options use documented API; no invented SCNScene.Attribute.unit
  • New USD/USDZ pipelines or significant updates are routed to RealityKit
  • Game Center authentication, leaderboards, achievements, or multiplayer are handed off to GameKit
  • SCNReferenceNode used for large models to enable lazy loading
  • Particle birthRate and particleLifeSpan balanced to control particle count
  • categoryBitMask used to scope lights and cameras to relevant nodes
  • SwiftUI scenes use SceneView or UIViewRepresentable-wrapped SCNView
  • Deprecation acknowledged; RealityKit evaluated for new projects

References

Source and attribution

Source:dpearson2699/swift-ios-skillsinskills/scenekitat commit8d90fd1

License: No license

Content belongs to its original authors. SourceWeft indexes it from a public repository.

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