Swift-ios-skills 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.

install
source · Clone the upstream repo
git clone https://github.com/dpearson2699/swift-ios-skills
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/dpearson2699/swift-ios-skills "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/scenekit" ~/.claude/skills/dpearson2699-swift-ios-skills-scenekit && rm -rf "$T"
manifest: skills/scenekit/SKILL.md
source content

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

SCNView in UIKit

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

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.

let parentNode = SCNNode()
scene.rootNode.addChildNode(parentNode)

let childNode = SCNNode()
childNode.position = SCNVector3(0, 1, 0)  // 1 unit above parent
parentNode.addChildNode(childNode)

Transforms

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).

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

Finding Nodes

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

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)

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

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

// 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:

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

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

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.

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

Configuration

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.

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)

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)

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

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:

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

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

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

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

Particle Systems

SCNParticleSystem
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
.

Loading Models

SceneKit loads

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

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:

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

// 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

// 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

// 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

// 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

References