Agent skill

scenekit

Build 3D scenes and visualizations using SceneKit. Use when creating 3D views with SCNView and SCNScene, building node hierarchies with SCNNode, applying materials and lighting, animating with SCNAction, simulating physics with SCNPhysicsBody, loading 3D models (.usdz, .scn), adding particle effects, or embedding SceneKit in SwiftUI with SceneView. Note: SceneKit was deprecated at WWDC 2025 and is in maintenance mode; RealityKit is recommended for new projects.

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SKILL.md

SceneKit

Apple's high-level 3D rendering framework for building scenes and visualizations on iOS using Swift 6.3. Provides a node-based scene graph, built-in geometry primitives, physically based materials, lighting, animation, and physics.

Deprecation notice (WWDC 2025): SceneKit is officially deprecated across all Apple platforms and is now in maintenance mode (critical bug fixes only). Existing apps continue to work. For new projects or major updates, Apple recommends RealityKit. See WWDC 2025 session 288 for migration guidance.

Contents

  • Scene Setup
  • Nodes and Geometry
  • Materials
  • Lighting
  • Cameras
  • Animation
  • Physics
  • Particle Systems
  • Loading Models
  • SwiftUI Integration
  • Common Mistakes
  • Review Checklist
  • References

Scene Setup

SCNView in UIKit

swift
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.

Creating an SCNScene

swift
let scene = SCNScene()                                          // Empty
guard let scene = SCNScene(named: "art.scnassets/ship.scn")     // .scn asset catalog
    else { fatalError("Missing scene asset") }
let scene = try SCNScene(url: Bundle.main.url(                  // .usdz from bundle
    forResource: "spaceship", withExtension: "usdz")!)

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 parent
parentNode.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 rotation
node.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 color
material.diffuse.contents = UIImage(named: "brick") // Texture
material.normal.contents = UIImage(named: "brick_normal")
sphere.firstMaterial = material

Physically Based Rendering (PBR)

swift
let 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")

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 = 0.5
material.transparencyMode = .dualLayer
material.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 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 = 60

Attach to a node:

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

Shadows

swift
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)

Category Bit Masks

swift
light.categoryBitMask = 1 << 1     // Category 2
node.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                        // Degrees
camera.zNear = 0.1
camera.zFar = 500
camera.automaticallyAdjustsZRange = true

// Orthographic
camera.usesOrthographicProjection = true
camera.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]))

// 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 (Implicit Animation)

swift
SCNTransaction.begin()
SCNTransaction.animationDuration = 1.0
node.position = SCNVector3(5, 0, 0)
node.opacity = 0.5
SCNTransaction.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 = 2
animation.repeatCount = .infinity
node.addAnimation(animation, forKey: "spin")

Physics

Physics Bodies

swift
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-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 = 2.0
node.physicsBody?.restitution = 0.3

Applying Forces

swift
node.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)

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.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)
}

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 = 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.

Loading Models

SceneKit loads .usdz, .scn, .dae, .obj, and .abc. Prefer .usdz.

swift
guard let scene = SCNScene(named: "art.scnassets/ship.scn") else { return }
let scene = try SCNScene(url: Bundle.main.url(
    forResource: "model", withExtension: "usdz")!)
guard let modelNode = scene.rootNode.childNode(withName: "mesh", recursively: true) else { return }

Use SCNReferenceNode with .onDemand loading policy for large models. Use SCNSceneSource to inspect or selectively load entries from a file.

SwiftUI Integration

SceneView embeds SceneKit in SwiftUI:

swift
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.

Common Mistakes

Not adding a camera or lights

swift
// 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

Using exact geometry for physics shapes

swift
// DON'T
node.physicsBody = SCNPhysicsBody(type: .dynamic,
    shape: SCNPhysicsShape(geometry: complexMesh))

// DO: Simplified primitive
node.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 simulation
dynamicNode.position = SCNVector3(5, 0, 0)

// DO: Use forces/impulses
dynamicNode.physicsBody?.applyForce(SCNVector3(10, 0, 0), asImpulse: true)

Exceeding 8 lights per node

swift
// DON'T: 20 lights with no attenuation
for _ in 0..<20 {
    let light = SCNNode()
    light.light = SCNLight()
    light.light?.type = .omni
    scene.rootNode.addChildNode(light)
}

// DO: Set attenuationEndDistance so SceneKit skips distant lights
light.light?.attenuationEndDistance = 10

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
  • 3D assets use .usdz format where possible
  • 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

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