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.
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The canonical home for this skill is dpearson2699/swift-ios-skills
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.
import SceneKit
let sceneView = SCNView(frame: view.bounds)
sceneView.scene = SCNScene()
sceneView.allowsCameraControl = true
sceneView.autoenablesDefaultLighting = true
sceneView.backgroundColor = .black
view.addSubview(sceneView)allowsCameraControl adds built-in orbit, pan, and zoom gestures. Typically
disabled in production where custom camera control is needed.
let scene = SCNScene() // Empty
guard 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])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.
let parentNode = SCNNode()
scene.rootNode.addChildNode(parentNode)
let childNode = SCNNode()
childNode.position = SCNVector3(0, 1, 0) // 1 unit above parent
parentNode.addChildNode(childNode)node.position = SCNVector3(x: 0, y: 2, z: -5)
node.eulerAngles = SCNVector3(x: 0, y: .pi / 4, z: 0) // 45-degree Y rotation
node.scale = SCNVector3(2, 2, 2)
node.simdPosition = SIMD3<Float>(0, 2, -5) // Prefer simd for performanceSCNBox, SCNSphere, SCNCylinder, SCNCone, SCNTorus, SCNCapsule,
SCNTube, SCNPlane, SCNFloor, SCNText, SCNShape (extruded Bezier path).
let node = SCNNode(geometry: SCNSphere(radius: 0.5))let maxNode = scene.rootNode.childNode(withName: "Max", recursively: true)
let enemies = scene.rootNode.childNodes { node, _ in
node.name?.hasPrefix("enemy") == true
}SCNMaterial defines surface appearance. Use firstMaterial for single-material
geometries or the materials array for multi-material.
let material = SCNMaterial()
material.diffuse.contents = UIColor.systemBlue // Solid color
material.diffuse.contents = UIImage(named: "brick") // Texture
material.normal.contents = UIImage(named: "brick_normal")
sphere.firstMaterial = materiallet pbr = SCNMaterial()
pbr.lightingModel = .physicallyBased
pbr.diffuse.contents = UIImage(named: "albedo")
pbr.metalness.contents = 0.8 // Scalar or texture
pbr.roughness.contents = 0.2 // Scalar or texture
pbr.normal.contents = UIImage(named: "normal")
pbr.ambientOcclusion.contents = UIImage(named: "ao").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.
material.transparency = 0.5
material.transparencyMode = .dualLayer
material.isDoubleSided = trueAttach an SCNLight to a node. The light's direction follows the node's
negative Z-axis.
// Ambient: uniform, no direction
let ambient = SCNLight()
ambient.type = .ambient
ambient.color = UIColor(white: 0.3, alpha: 1)
// Directional: parallel rays (sunlight)
let directional = SCNLight()
directional.type = .directional
directional.castsShadow = true
// Omni: point light, all directions
let omni = SCNLight()
omni.type = .omni
omni.attenuationEndDistance = 20
// Spot: cone-shaped
let spot = SCNLight()
spot.type = .spot
spot.spotInnerAngle = 20
spot.spotOuterAngle = 60Attach to a node:
let lightNode = SCNNode()
lightNode.light = directional
lightNode.eulerAngles = SCNVector3(-Float.pi / 3, 0, 0)
lightNode.position = SCNVector3(0, 10, 10)
scene.rootNode.addChildNode(lightNode)light.castsShadow = true
light.shadowMapSize = CGSize(width: 2048, height: 2048)
light.shadowSampleCount = 8
light.shadowRadius = 3.0
light.shadowColor = UIColor(white: 0, alpha: 0.5)light.categoryBitMask = 1 << 1 // Category 2
node.categoryBitMask = 1 << 1 // Only lit by category-2 lightsSceneKit renders a maximum of 8 lights per node. Use attenuationEndDistance
on point/spot lights so SceneKit skips them for distant nodes.
Attach an SCNCamera to a node to define a viewpoint.
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
cameraNode.position = SCNVector3(0, 5, 15)
cameraNode.look(at: SCNVector3Zero)
scene.rootNode.addChildNode(cameraNode)
sceneView.pointOfView = cameraNodecamera.fieldOfView = 60 // Degrees
camera.zNear = 0.1
camera.zFar = 500
camera.automaticallyAdjustsZRange = true
// Orthographic
camera.usesOrthographicProjection = true
camera.orthographicScale = 10Depth-of-field (wantsDepthOfField, focusDistance, fStop) and HDR effects
(wantsHDR, bloomIntensity, bloomThreshold, screenSpaceAmbientOcclusionIntensity)
are configured directly on SCNCamera.
SceneKit provides three animation approaches.
Reusable, composable animation objects attached to nodes.
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]))
// Sequential
node.runAction(.sequence([.fadeOut(duration: 0.3), .removeFromParentNode()]))
// Infinite loop
let pulse = SCNAction.sequence([
.scale(to: 1.2, duration: 0.5),
.scale(to: 1.0, duration: 0.5)
])
node.runAction(.repeatForever(pulse))SCNTransaction.begin()
SCNTransaction.animationDuration = 1.0
node.position = SCNVector3(5, 0, 0)
node.opacity = 0.5
SCNTransaction.completionBlock = { print("Done") }
SCNTransaction.commit()let animation = CABasicAnimation(keyPath: "rotation")
animation.toValue = NSValue(scnVector4: SCNVector4(0, 1, 0, Float.pi * 2))
animation.duration = 2
animation.repeatCount = .infinity
node.addAnimation(animation, forKey: "spin")node.physicsBody = SCNPhysicsBody(type: .dynamic, shape: nil) // Forces + collisions
floor.physicsBody = SCNPhysicsBody(type: .static, shape: nil) // Immovable
platform.physicsBody = SCNPhysicsBody(type: .kinematic, shape: nil) // Code-drivenWhen shape is nil, SceneKit derives it from geometry. For performance, use
simplified shapes:
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 = 2.0
node.physicsBody?.restitution = 0.3node.physicsBody?.applyForce(SCNVector3(0, 10, 0), asImpulse: false) // Continuous
node.physicsBody?.applyForce(SCNVector3(0, 5, 0), asImpulse: true) // Instant
node.physicsBody?.applyTorque(SCNVector4(0, 1, 0, 2), asImpulse: true)struct PhysicsCategory {
static let player: Int = 1 << 0
static let enemy: Int = 1 << 1
static let ground: Int = 1 << 2
}
playerNode.physicsBody?.categoryBitMask = PhysicsCategory.player
playerNode.physicsBody?.collisionBitMask = PhysicsCategory.ground | PhysicsCategory.enemy
playerNode.physicsBody?.contactTestBitMask = PhysicsCategory.enemy
scene.physicsWorld.contactDelegate = self
func physicsWorld(_ world: SCNPhysicsWorld, didBegin contact: SCNPhysicsContact) {
handleCollision(between: contact.nodeA, and: contact.nodeB)
}scene.physicsWorld.gravity = SCNVector3(0, -9.8, 0)
node.physicsBody?.isAffectedByGravity = falseSCNParticleSystem creates effects like fire, smoke, rain, and sparks.
let particles = SCNParticleSystem()
particles.birthRate = 100
particles.particleLifeSpan = 2
particles.particleSize = 0.1
particles.particleColor = .orange
particles.emitterShape = SCNSphere(radius: 0.5)
particles.particleVelocity = 2
particles.isAffectedByGravity = true
particles.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.
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.
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 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:
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.
SceneView embeds SceneKit in SwiftUI:
import SwiftUI
import 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.
// DON'T: Scene renders blank or black -- no camera, no lights
sceneView.scene = scene
// DO: Add camera + lights, or use convenience flags
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
cameraNode.position = SCNVector3(0, 5, 15)
scene.rootNode.addChildNode(cameraNode)
sceneView.pointOfView = cameraNode
sceneView.autoenablesDefaultLighting = true// DON'T
node.physicsBody = SCNPhysicsBody(type: .dynamic,
shape: SCNPhysicsShape(geometry: complexMesh, options: nil))
// DO: Simplified primitive
node.physicsBody = SCNPhysicsBody(type: .dynamic,
shape: SCNPhysicsShape(
geometry: SCNBox(width: 1, height: 2, length: 1, chamferRadius: 0),
options: nil))// DON'T: Resets physics simulation
dynamicNode.position = SCNVector3(5, 0, 0)
// DO: Use forces/impulses
dynamicNode.physicsBody?.applyForce(SCNVector3(10, 0, 0), asImpulse: true)pointOfViewautoenablesDefaultLighting for prototyping)contactTestBitMask set for bodies that need collision callbacksSCNPhysicsContactDelegate assigned to scene.physicsWorld.contactDelegateattenuationEndDistance set on point/spot lights.physicallyBased lighting model for realistic rendering.scn, .dae, or .abc scene-source formatsSCNScene.Attribute.unitSCNReferenceNode used for large models to enable lazy loadingbirthRate and particleLifeSpan balanced to control particle countcategoryBitMask used to scope lights and cameras to relevant nodesSceneView or UIViewRepresentable-wrapped SCNViewdpearson2699/swift-ios-skills
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Canonical home
since May 23, 2026
Also appears in
on Nov 2, 2026
on Sep 6, 2026
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