Maintains existing SceneKit scenes, nodes, materials, cameras, lights, animation, physics, particles, assets, shaders, and SwiftUI hosting. Use for SceneKit maintenance; route new 3D apps, major redesigns, USD/USDZ pipelines, and migration planning to RealityKit.
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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.
// 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 SCNViewthienqo/ios-skills
6bf8b62
Canonical home
since May 23, 2026
Also appears in
on Sep 6, 2026
since May 22, 2026
If you maintain this skill, you can claim it as your own. Once claimed, you can manage eval scenarios, bundle related skills, attach documentation or rules, and ensure cross-agent compatibility.