SceneView

io.github.SceneView由 GitHub 账号 SceneView 发布v3.4.4更新于 Oct 24, 2026

3D & AR SDK for Android, iOS, Web — API docs, samples, validation, and code generation.

概览

AI 生成的概览

让助手获取 SceneView 3D 与 AR SDK 的参考资料、代码校验和示例代码,面向 Android、Apple 与 Web 项目。

可以做什么
该 SceneView MCP 服务器向助手提供该 SDK 的 API 参考与示例。主要工具包括 validate_code(在运行前按真实公开 API 校验代码片段)、get_node_reference(给出准确的节点签名)、list_samples 与 get_sample(38 个示例)、以及 get_setup 与 get_ar_setup(项目接入配置)。说明中称其免费且无需 API 密钥。
适用场景
适合在编写或检查 Jetpack Compose、SwiftUI、Compose Multiplatform、Flutter、React Native 或 Web 的 SceneView 代码时使用,让生成的片段对照真实 API 校验,并基于真实示例而非臆造的签名。
运行要求
以 stdio 在本地运行,通常通过 npx 启动,因此需要 Node.js 以及下载该软件包的网络访问。未声明任何账号、API 密钥、环境变量或请求头。对于只支持 HTTP 的客户端,还提到 HTTP 模式和托管端点。
安装前请注意
该服务器是只读的参考与校验工具,不会写入、发送或删除项目数据。安装会在本机运行第三方 npm 软件包;README 还提到托管 HTTP 端点,使用它会把查询发送到该服务。

安装

在 SourceWeft 中

  1. 打开 控制台中的 SceneView,将其添加到工作区。
  2. 为需要使用其工具的对话启用该服务。

Desktop only,通过 STDIO。 STDIO 服务会启动本地进程,因此需要 SourceWeft 桌面宿主。

其他 MCP 客户端

参照 仓库 中的启动说明。

README

SceneView

The AI-first 3D & AR SDK for Jetpack Compose, SwiftUI and the web.

Declarative 3D and AR for app developers who want a model on screen, or in the room, without a game engine: Filament + ARCore on Android, RealityKit + ARKit on Apple, Filament.js + WebXR in the browser — with Flutter, React Native and Compose Multiplatform bridges on top. Open source, Apache 2.0.

AI-first means one thing here: an assistant that reads llms.txt or the MCP server writes SceneView code that works on the first try. When it doesn't, the API or the doc gets fixed.

[Android 3D] [Android AR] [iOS / macOS / visionOS] [sceneview-web] [Flutter] [React Native] [MCP Server]

[CI] [License] [GitHub Stars] [Discord] [Open Collective]


Try it

[Get it on Google Play]  [Download on the App Store]  [Open the Web Playground]

The demo apps are built from samples/. Any demo opens straight from a link: https://sceneview.github.io/open?demo=<id>. Start with Cosmos, the galaxy the catalogue opens on, or 3D Scan, a space scanned with ARCore and rebuilt in 3D.

Help test the demos

Install the Android demo, record your screen while you use a demo, and tell us what breaks or confuses you: open an issue with the recording attached, or send it from the app (any demo, Settings, then Send feedback). Your first report unlocks SceneView Labs, early access to the experimental demos, straight away.


Quick start

One minimal, working example per platform. The full reference for each is in llms.txt.

Android

kotlin
// build.gradle.ktsimplementation("io.github.sceneview:sceneview:4.65.0")

The app module needs compileSdk = 37, minSdk 24 or higher, AGP 9.4.0+, Kotlin 2.4 and JVM target 21 for both Java and Kotlin: SceneView ships Java 21 bytecode with public inline functions. The quickstart requirements give the Gradle snippet and the reason for each.

kotlin
@Composablefun ModelScreen() {    SceneView(modifier = Modifier.fillMaxSize()) {          // orbit camera + default lighting        rememberModelInstance(modelLoader, "models/helmet.glb")?.let { instance ->            ModelNode(modelInstance = instance, scaleToUnits = 1.0f, autoAnimate = true)        }    }}

models/helmet.glb lives in src/main/assets/. rememberModelInstance returns null until the model is loaded, then recomposes. Never call modelLoader.createModel* from a background coroutine: Filament calls must run on the main thread, and rememberModelInstance handles that.

AR (Android)

kotlin
// build.gradle.ktsimplementation("io.github.sceneview:arsceneview:4.65.0")   // includes the 3D module
kotlin
@Composablefun ARScreen() {    var anchor by remember { mutableStateOf<Anchor?>(null) }
    ARSceneView(        modifier = Modifier.fillMaxSize(),        planeRenderer = true,        onSessionUpdated = { _, frame ->            if (anchor == null) {                anchor = frame.getUpdatedPlanes()                    .firstOrNull { it.type == Plane.Type.HORIZONTAL_UPWARD_FACING }                    ?.let { it.createAnchorOrNull(it.centerPose) }            }        }    ) {        val helmet = rememberModelInstance(modelLoader, "models/helmet.glb")        anchor?.let { a ->            AnchorNode(anchor = a) {                helmet?.let { ModelNode(modelInstance = it, scaleToUnits = 0.5f) }            }        }    }}

Plane detected → anchor set → Compose recomposes → the model appears. AR state is just Kotlin state. For placement without a tap, grounded and gesture-ready, start from AutoPlacementScene (see llms.txt).

arsceneview already declares the CAMERA permission and marks ARCore as optional. An AR Optional app declares android.hardware.camera.ar and android.hardware.camera as <uses-feature … android:required="false" />; an AR Required app overrides the ARCore value with tools:replace="android:value". Both snippets are in the AR manifest section.

iOS / macOS / visionOS (SwiftUI)

Swift Package Manager: https://github.com/sceneview/sceneview.git, from 4.63.0.

swift
import SwiftUIimport SceneViewSwift
struct ModelScreen: View {    @State private var model: ModelNode?
    var body: some View {        SceneView { root in            if let model { root.addChild(model.entity) }        }        .contentID(model != nil)      // re-run the builder once the model has loaded        .environment(.studio)        .cameraControls(.orbit)        .task { model = try? await ModelNode.load("helmet.usdz") }    }}

The content closure runs once unless its .contentID(_:) changes: without that line, a model that finishes loading after the scene appears is never added.

Web

html
<canvas id="viewer" style="width: 100%; height: 480px"></canvas><script src="https://cdn.jsdelivr.net/gh/sceneview/[email protected]/website-static/js/filament/filament.js"></script><script src="https://cdn.jsdelivr.net/gh/sceneview/[email protected]/website-static/js/sceneview.js"></script><script> SceneView.modelViewer("viewer", "model.glb") </script>

Compose Multiplatform (Android · iOS · desktop)

kotlin
// commonMain dependenciesimplementation("io.github.sceneview:sceneview-compose:4.65.0")
kotlin
SceneViewer(model = ModelSource.Asset("models/helmet.glb"), modifier = Modifier.fillMaxSize())

A viewer by design — load, orbit, light, tap; no AR. Scope and the one-time iOS setup: sceneview-compose/.

Flutter

dart
// pubspec.yaml → flutter_sceneview: ^4.65.0final controller = SceneViewController();
SceneView(  controller: controller,  onViewCreated: () => controller.loadModel(    const ModelNode(modelPath: 'models/helmet.glb'),  ),)

React Native

tsx
// npm install @sceneview-sdk/react-nativeimport { SceneView } from '@sceneview-sdk/react-native';
<SceneView  style={{ flex: 1 }}  modelNodes={[{ src: 'models/helmet.glb', position: [0, 0, -2] }]}  cameraControlMode="orbit"/>

Flutter and React Native bridge a subset of the native API — see flutter/ and react-native/ for what is covered.

Your AI assistant

bash
claude mcp add sceneview -- npx -y sceneview-mcp   # Claude Codecodex  mcp add sceneview -- npx -y sceneview-mcp   # Codex

Then ask: "Add a 3D model viewer to my Compose screen." Every other client is in Use with AI.


Runs on

Each row is a published package plus an app or page you can open today, backed by a real capture of it.

Shipped means released and publicly reachable; the second word is the API maturity. The other platforms in the table below join this section once a capture backs them.


Platforms

PlatformRendererFrameworkStatus
AndroidFilamentJetpack ComposeStable
Android TVFilamentCompose TVAlpha
iOS / macOS / visionOSRealityKitSwiftUIAlpha
WebFilament.js (WebGL2 / WASM)JavaScript + Kotlin/JSAlpha
Compose MultiplatformFilament (Android, desktop) · RealityKit (iOS)sceneview-composeAlpha — viewer subset
Desktop (JVM)Filament, via filament-kmpCompose Desktop (sceneview-compose)Alpha
FlutterNative per platformPlatformViewAlpha
React NativeNative per platformFabricAlpha
AI assistants—llms.txt, MCP server, skillsStable

Install

PlatformCoordinate
Android 3Dio.github.sceneview:sceneview:4.65.0
Android ARio.github.sceneview:arsceneview:4.65.0
Compose Multiplatformio.github.sceneview:sceneview-compose:4.65.0
KMP core only (math, collision, physics)io.github.sceneview:sceneview-core:4.65.0
Apple (SPM)https://github.com/sceneview/sceneview.git, from 4.63.0
Web, script tagthe two <script> tags in Web
Web, bundler (Kotlin/JS)npm install sceneview-web — see SceneView Web
Flutterflutter_sceneview on pub.dev
React Native@sceneview-sdk/react-native on npm
AI assistantsnpx -y sceneview-mcp — see Use with AI

Use with AI

Everything an assistant needs to write SceneView code ships with the SDK:

  • llms.txt — the complete API reference in one file: composables, every node type, threading rules, recipes. Its Kotlin snippets are compiled in CI. Served at https://sceneview.github.io/llms.txt for tools without MCP support.
  • Rules files — AGENTS.md (Codex, Cursor, GitHub Copilot, Gemini in Android Studio and others), CLAUDE.md (Claude Code), .github/copilot-instructions.md, and .cursorrules for older Cursor versions.
  • The MCP server — free, no API key. The tools assistants reach for most: validate_code (checks a snippet for known pitfalls and unknown symbols before you run it; it does not check argument names), get_node_reference (the exact node signature, not an invented one), list_samples / get_sample (38 samples to start from), and get_setup / get_ar_setup (project wiring).

MCP setup

bash
claude mcp add sceneview -- npx -y sceneview-mcp   # Claude Codecodex  mcp add sceneview -- npx -y sceneview-mcp   # Codexcopilot mcp add sceneview -- npx -y sceneview-mcp  # GitHub Copilot CLI
json
// Cursor (.cursor/mcp.json), Cline, JetBrains AI Assistant{ "mcpServers": { "sceneview": { "command": "npx", "args": ["-y", "sceneview-mcp"] } } }// VS Code (.vscode/mcp.json) uses the "servers" key instead{ "servers": { "sceneview": { "type": "stdio", "command": "npx", "args": ["-y", "sceneview-mcp"] } } }

Clients that only speak HTTP (Gemini in Android Studio, ChatGPT) use the hosted endpoint https://mcp.sceneview.dev/mcp, or run their own with npx sceneview-mcp --http. Per-client snippets: sceneview.github.io/#ai-setup. Listed on the MCP Registry.

ChatGPT / Codex plugin

This repository is also an OpenAI plugin: .codex-plugin/plugin.json points at the three skills under agents/ (sceneview, sceneview-ios, sceneview-web). From a checkout:

bash
codex plugin marketplace add "$PWD"    # absolute path — a relative one does not resolvecodex plugin add sceneview@sceneview-local

Codex also discovers the skills from .agents/skills/ on its own. Over HTTP the MCP server carries an inline view_3d_model widget that renders a public GLB/glTF URL in the conversation. Listing copy and test prompts: agents/OPENAI-PLUGIN.md.

Claude Code plugin

/plugin marketplace add sceneview/claude-marketplace, then /plugin install sceneview@sceneview, installs the same three skills as the Codex plugin together with the MCP server. The commands used to work on this repository are a separate plugin, sceneview-contrib@sceneview — see sceneview/claude-marketplace.

Vertical MCP servers (Rerun AR debugging and others) are listed in the MCP README.


Android in depth

3D scene

SceneView is a composable that renders a Filament viewport. Nodes are composables inside it.

kotlin
val engine = rememberEngine()val modelLoader = rememberModelLoader(engine)val environmentLoader = rememberEnvironmentLoader(engine)
SceneView(    modifier = Modifier.fillMaxSize(),    engine = engine,    modelLoader = modelLoader,    environment = rememberEnvironment(environmentLoader) {        environmentLoader.createHDREnvironment("envs/studio.hdr")            ?: createEnvironment(environmentLoader)    },    cameraManipulator = rememberCameraManipulator()) {    // Model — async loaded, appears when ready    rememberModelInstance(modelLoader, "models/helmet.glb")?.let {        ModelNode(modelInstance = it, scaleToUnits = 1.0f, autoAnimate = true)    }
    // Geometry — procedural shapes    CubeNode(size = Size(0.2f))    SphereNode(radius = 0.1f, position = Position(x = 0.5f))
    // Nesting — same as Column { Row { } }    Node(position = Position(y = 1.0f)) {        LightNode(type = LightManager.Type.POINT, apply = { intensity(50_000f) })        CubeNode(size = Size(0.05f))    }}

Node composables — 27 in 3D, 15 more in AR

CategoryNodesWhat they do
ModelsModelNodeglTF/GLB with skeletal/morph animations. isEditable = true for gestures.
PrimitivesCubeNode · SphereNode · CylinderNode · ConeNode · TorusNode · CapsuleNode · TubeNode · PlaneNodeProcedural geometry, parametric size/segments
Curves & shapesLineNode · PathNode · ShapeNodeSingle segments, polylines, extruded 2D polygons
Custom geometryMeshNodeYour own Filament VertexBuffer / IndexBuffer
SurfacesImageNode · VideoNode · BillboardNodePNG/JPG plane, video plane (MediaPlayer), camera-facing sprite
3D textTextNodeWorld-space text label that always faces the camera
Compose-in-3DViewNodeAny Compose UI rendered as a 3D surface, fully touch-interactive
Gaussian splatsSplatNodeRender a Gaussian-splat capture
Lighting & skyLightNode · ReflectionProbeNode · DynamicSkyNode · FogNodeSun/dir/point/spot lights, local IBL, time-of-day sky, atmospheric fog
PhysicsPhysicsNodeSimple rigid-body simulation (gravity, collisions)
CamerasCameraNode · SecondaryCameraMain and picture-in-picture cameras
GroupNodeEmpty pivot for nesting and transform inheritance

AR scene

ARSceneView is SceneView with ARCore: the camera follows real-world tracking. See the AR quick start above.

NodeWhat it does
AnchorNodePin a node to a real-world ARCore Anchor
HitResultNode · DepthHitResultNodeLive surface cursor from each frame's hit-test (planes or depth)
PoseNodePosition a node at any ARCore Pose
PlaneNode · ReticleNodeRender a detected plane, or a placement reticle
PointCloudNode · DepthMeshNode · SceneMeshNodeFeature points, depth mesh, classified geospatial scene mesh
AugmentedImageNodeImage tracking — pose + 2D extent of a detected image
AugmentedFaceNodeFace mesh overlay (front camera)
CloudAnchorNodePersistent cross-device anchor (host + resolve)
StreetscapeGeometryNodeGeospatial — semantic city mesh (buildings, terrain)
TerrainAnchorNodeGeospatial — anchor pinned to ground at a lat/lng
RooftopAnchorNodeGeospatial — anchor pinned to a building rooftop
FeatureAPI surface
Automatic placementAutoPlacementScene + AutoPlacementModel — grounded, gesture-ready, no tap
Plane / depth / instant placementARSceneView(planeRenderer = …, depthMode = …, instantPlacementMode = …)
Geospatial (VPS)Streetscape + Terrain + Rooftop anchors via Earth session
Cloud AnchorsCloudAnchorNode.host(ttlDays = N) + .resolve(id)
Augmented Faces & ImagesAugmentedFaceNode, AugmentedImageDatabase, runtime image add
Image Stabilization (EIS)ARSceneView(imageStabilizationMode = ImageStabilizationMode.EIS)
Camera exposure & focusARSceneView(sessionCameraConfig = …, focusMode = …, cameraExposure = …)
Record & ReplayrememberARRecorder() to capture, ARSceneView(playbackDataset = file) to replay 1:1 — see AR debugging
Rerun.io live debugrememberRerunBridge() streams poses, planes and point clouds to the Rerun viewer
Permission flowARPermissionHandler — auto-detected from ComponentActivity

Capabilities

CapabilityWhat it gives youWhere it lives
GesturesDrag, pinch-to-scale, two-finger rotate, elevate, tap. Per-node opt-in via isEditable.NodeGestureDelegate, OnGestureListener
AnimationsSkeletal/morph from glTF, plus per-node spring/property/smooth-transform.ModelNode.playAnimation(), NodeAnimationDelegate
PhysicsRigid-body dynamics — gravity, collisions, impulses. Pure Kotlin Multiplatform, no JNI.PhysicsNode, sceneview-core
Collision & raycastingRay vs box / sphere intersections, hit-testing, frustum culling.CollisionSystem, Ray, Box, Sphere
Procedural geometryCube/sphere/cylinder/cone/torus/capsule generators, extrusion from 2D shapes (Earcut + Delaunator).sceneview-core geometry + triangulation
HDR environmentIBL lighting + skybox from .hdr / .ktx. Async load + reactive swap.EnvironmentLoader, rememberEnvironment
Custom materialsFilament .filamat materials with parameters, plus built-in unlit / lit / overlay variants.MaterialLoader
Post-processingBloom, depth of field, SSAO, vignette, color grading, tone mapping.View.bloomOptions, dynamicResolutionOptions, …
Compose UI in 3DAny @Composable as a textured plane in world space. Touches are forwarded, so Button.onClick, ripples and inner scrolling work.ViewNode + ViewNode.WindowManager
Multiple camerasPicture-in-picture, mini-map, security-camera views.SecondaryCamera
Reactive scene graphChange state → the tree updates. No imperative parent.addChild().SceneScope / ARSceneScope DSL

Model formats

FormatAndroidAppleWeb
glTF / GLB✅— convert to USDZ (tools/convert-usdz.sh)✅
USDZ / Reality / USD—✅ RealityKit—
STL (binary + ASCII)✅ converted to GLB in memory✅ ModelIO, millimetres by default—
OBJ + MTL✅ converted to GLB, material colours✅ ModelIO—
PLY (binary + ASCII)✅ converted to GLB, vertex colours✅ ModelIO, vertex colours—
3MF✅ converted to GLB, declared units honoured✅ SceneViewSwift parser, declared units honoured—

There is no per-format API on Android: rememberModelInstance(modelLoader, path) accepts all of them. On Apple, RealityKit reads no glTF, so .gltf / .glb are deliberately not in ModelFormat; USD/Reality load through RealityKit and the mesh formats through MeshAsset. The format is decided by the file's bytes, not its extension, so a file shared into your app as application/octet-stream with no name still opens. The converters are dependency-free Kotlin in sceneview-core. Tracked next: one ModelFormat entry point and every format on the web. Details: Model formats.


Apple (iOS / macOS / visionOS)

Native Swift Package built on RealityKit, with a node set mirroring the Android API. Content you can build synchronously uses the @NodeBuilder form:

swift
SceneView {    GeometryNode.cube(size: 0.1, color: .blue)        .position(.init(x: 0.5, y: 0, z: 0))    LightNode.directional(intensity: 1000)}.environment(.studio).cameraControls(.orbit)

AR on iOS — tap a detected plane to place content:

swift
ARSceneView(    planeDetection: .horizontal,    onTapOnPlane: { position, arView in        let anchor = AnchorNode.world(position: position)        anchor.add(GeometryNode.cube(size: 0.1, color: .blue).entity)        arView.scene.addAnchor(anchor.entity)    })

Nodes — ModelNode · GeometryNode (cube/sphere/cylinder/cone/torus/capsule/plane) · LightNode · ImageNode · VideoNode · TextNode · ViewNode · BillboardNode · MeshNode · LineNode · PathNode · ShapeNode · PhysicsNode · ReflectionProbeNode · DynamicSkyNode · FogNode · CameraNode · AnchorNode · AugmentedImageNode · SceneReconstructionNode (visionOS scene mesh). Plus an iOS RerunBridge with the same wire format as Android.

Full guide: SceneViewSwift/README.md.


SceneView Web

Two <script> tags and one call (see Web above). The wrapper is ~24 KB gzipped; the engine it drives is Filament — the same renderer as Android SceneView — compiled to WebAssembly (~2.3 MB gzipped).

JavaScript API (script tag):

  • SceneView.modelViewer(canvasOrId, url, options?) — all-in-one viewer with orbit + auto-rotate
  • SceneView.create(canvasOrId, options?) — empty viewer, load a model later
  • viewer.loadModel(url) — load or replace a glTF/GLB model
  • viewer.setAutoRotate(enabled) — toggle rotation
  • viewer.dispose() — release resources

Kotlin/JS (sceneview-web, npm only) — the power-user API: OrbitCameraController, the geometry DSL, reactive node updates, and WebXR through ARSceneView (immersive-ar, hit-test, anchors, light estimation), VRSceneView (immersive-vr, controllers) and the low-level WebXRSession. The module builds a webpack bundle, so it has no Maven coordinate:

bash
npm install sceneview-web

The package expects a Filament global and does not include the SceneView.modelViewer script helpers. A Kotlin Multiplatform project that only needs the shared core (collision, math, geometry, animation, physics — no renderer) uses implementation("io.github.sceneview:sceneview-core-js:4.65.0").

Landing page · Playground · npm


The Compose-native successor to Sceneform

Google archived Sceneform in 2021 and ships no first-party declarative AR renderer. SceneView descends from the maintained Sceneform community fork: ARCore for perception, Filament for rendering, Jetpack Compose for the API, and glTF (.glb / .gltf) instead of the deprecated .sfb format.

Coming from Sceneform? The migration guide maps it concept by concept (ArFragment → ARSceneView { }, ModelRenderable → rememberModelInstance, and so on).


AR debugging

  • Record & Replay — capture an ARCore session once with rememberARRecorder(), replay it 1:1 at your desk with ARSceneView(playbackDataset = file). See docs/docs/ar-recording.md and the Record & Playback demo.
  • Hosted Rerun viewer — export a scan's Rerun recording from the 3D Scan demo, host the .rrd file at an https address that ends in .rrd, and open https://sceneview.github.io/rerun/?url=<encoded-url> to scrub the session frame by frame in a browser, with no local install. The host has to allow cross-origin requests (CORS): a public GitHub repository's raw.githubusercontent.com link and GitHub Pages do, a GitHub release asset does not (checked 2026-10-13); an R2 or S3 bucket does with a CORS rule that allows https://sceneview.github.io. Architecture and the Kotlin API (RerunBridge.requestSaveAndShare) are in the AR Debug — Rerun.io section of llms.txt.

Architecture

Each platform uses its native renderer. Shared logic lives in Kotlin Multiplatform.

sceneview-core (Kotlin Multiplatform)├── math, collision, geometry, physics, animation, model-format converters│├── sceneview (Android)          → Filament + Jetpack Compose├── arsceneview (Android)        → ARCore├── sceneview-compose (KMP)      → one SceneViewer for Android, iOS and desktop├── SceneViewSwift (Apple)       → RealityKit + SwiftUI├── sceneview-web (Web)          → Filament.js + WebXR└── flutter/ · react-native/     → bridges to the native views

Samples

SamplePlatformRun
samples/android-demoAndroid — 3D & AR./gradlew :samples:android-demo:assembleDebug
samples/android-tv-demoAndroid TV./gradlew :samples:android-tv-demo:assembleDebug
samples/ios-demoiOS — 3D & AROpen in Xcode
samples/web-demoWebcd samples/web-demo && cp ../../website-static/js/sceneview.js site/js/sceneview.js && npx http-server site -p 8080
samples/desktop-demoDesktop (JDK 21+)./gradlew :samples:desktop-demo:run
samples/flutter-demoFluttercd samples/flutter-demo && flutter run
samples/react-native-demoReact NativeSee its README

Built with SceneView

  • 3D AR Model Viewer — open a 3D file from any app or link (GLB, glTF, STL, OBJ, PLY, 3MF) and see it in your room at real size.
  • Will It Fit — enter a piece of furniture's dimensions and see whether it fits before you buy.

Maintainer

Thomas Gorisse — Mobile SDKs and the AI agent pipeline behind them · Creator of SceneView, open-source 3D & AR

Links

Sponsors

SceneView runs in commercial products. Sponsor it or buy support.

Commercial products ship SceneView. Almost nobody contributes back, in code or in funding, while the maintainers carry every fix and every release. If SceneView is part of your product, sponsor it or buy support, now.

Sponsor. Funds the fixes, Filament upgrades and releases your product depends on. Open Source Collective issues the invoice and the receipt; your company is listed nowhere unless you ask.

Sponsor on Open Collective · or through GitHub Sponsors

Commercial support.

  • Incident, $600. One reproducible problem. Within 3 business days: a minimal reproduction, the cause, and a workaround or a costed fix.
  • 2.3 LTS, $1,800 for 90 days. One identified integration. Answers within 2 business days and up to 1 day of work a month; more work is quoted. The $600 of an Incident already bought is deducted.

Contracted and invoiced through Open Source Collective, the fiscal host; the money goes to the collective's budget. Payment comes before any work. Every version stays under Apache 2.0. Write to [email protected].

[Logos of the companies sponsoring SceneView on Open Collective]

[Avatars of the people backing SceneView on Open Collective]

How sponsorship works

来源:README.md,提交 828f3a1

工具

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版本历史

1
  1. v3.4.4最新Sep 16, 2026

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