axiom-scenekit
SceneKit Development Guide
Purpose: Maintain existing SceneKit code safely and plan migration to RealityKit iOS Version: iOS 8+ (SceneKit), deprecated iOS 26+ Xcode: Xcode 15+
When to Use This Skill
Use this skill when:
- Maintaining existing SceneKit code
- Building a SceneKit prototype (with awareness of deprecation)
- Planning migration from SceneKit to RealityKit
- Debugging SceneKit rendering, physics, or animation issues
- Integrating SceneKit content with SwiftUI
- Loading 3D models via Model I/O or SCNSceneSource
Do NOT use this skill for:
- New 3D projects (use
axiom-realitykit) - AR experiences (use
axiom-realitykit) - visionOS development (use
axiom-realitykit) - SpriteKit 2D games (
axiom-spritekit) - Metal shader programming (
axiom-metal-migration-ref)
Deprecation Context
SceneKit is soft-deprecated as of iOS 26 (WWDC 2025). This means:
- Existing apps continue to work
- No new features or general bug fixes
- Only critical security patches
SceneView(SwiftUI) is formally deprecated in iOS 26
Apple's forward path is RealityKit. All new 3D projects should use RealityKit. SceneKit knowledge remains valuable for maintaining legacy code and understanding concepts during migration.
In RealityKit: ECS architecture replaces scene graph. See axiom-scenekit-ref for the complete concept mapping table.
1. Mental Model
Scene Graph Architecture
SceneKit uses a tree of nodes (SCNNode) attached to a root node in an SCNScene. Each node has a transform (position, rotation, scale) relative to its parent.
SCNScene
└── rootNode
├── cameraNode (SCNCamera)
├── lightNode (SCNLight)
├── playerNode (SCNGeometry + SCNPhysicsBody)
│ ├── weaponNode
│ └── particleNode (SCNParticleSystem)
└── environmentNode
├── groundNode
└── wallNodes
In RealityKit: Entities replace nodes. Components replace node properties. The hierarchy concept persists, but behavior is driven by Systems rather than node callbacks.
Coordinate System
SceneKit uses a right-handed Y-up coordinate system:
+Y (up)
|
|
+──── +X (right)
/
/
+Z (toward viewer)
This matches RealityKit's coordinate system, so spatial concepts transfer directly during migration.
Transform Hierarchy
Transforms cascade parent → child. A child's world transform = parent's world transform × child's local transform.
let parent = SCNNode()
parent.position = SCNVector3(10, 0, 0)
let child = SCNNode()
child.position = SCNVector3(0, 5, 0)
parent.addChildNode(child)
// child.worldPosition = (10, 5, 0)
// child.position (local) = (0, 5, 0)
In RealityKit: Same concept. entity.position is local, entity.position(relativeTo: nil) gives world position.
2. Scene Setup and Rendering
SCNView (UIKit)
let sceneView = SCNView(frame: view.bounds)
sceneView.scene = SCNScene(named: "scene.scn")
sceneView.allowsCameraControl = true
sceneView.showsStatistics = true
sceneView.backgroundColor = .black
view.addSubview(sceneView)
SceneView (SwiftUI) — Deprecated iOS 26
// Still works but deprecated. Use SCNViewRepresentable for new code.
import SceneKit
SceneView(
scene: scene,
pointOfView: cameraNode,
options: [.allowsCameraControl, .autoenablesDefaultLighting]
)
SCNViewRepresentable (SwiftUI replacement)
struct SceneKitView: UIViewRepresentable {
let scene: SCNScene
func makeUIView(context: Context) -> SCNView {
let view = SCNView()
view.scene = scene
view.allowsCameraControl = true
view.autoenablesDefaultLighting = true
return view
}
func updateUIView(_ view: SCNView, context: Context) {}
}
In RealityKit: Use RealityView in SwiftUI — no UIViewRepresentable needed.
3. Geometry and Materials
Built-in Geometries
let box = SCNBox(width: 1, height: 1, length: 1, chamferRadius: 0.1)
let sphere = SCNSphere(radius: 0.5)
let cylinder = SCNCylinder(radius: 0.3, height: 1)
let plane = SCNPlane(width: 2, height: 2)
let torus = SCNTorus(ringRadius: 1, pipeRadius: 0.3)
let capsule = SCNCapsule(capRadius: 0.3, height: 1)
let cone = SCNCone(topRadius: 0, bottomRadius: 0.5, height: 1)
let tube = SCNTube(innerRadius: 0.3, outerRadius: 0.5, height: 1)
let text = SCNText(string: "Hello", extrusionDepth: 0.2)
PBR Materials
let material = SCNMaterial()
material.lightingModel = .physicallyBased
material.diffuse.contents = UIColor.red // or UIImage
material.metalness.contents = 0.8
material.roughness.contents = 0.2
material.normal.contents = UIImage(named: "normal_map")
material.ambientOcclusion.contents = UIImage(named: "ao_map")
let node = SCNNode(geometry: sphere)
node.geometry?.firstMaterial = material
In RealityKit: Use PhysicallyBasedMaterial with similar properties but different API surface. See axiom-scenekit-ref Part 1 for the mapping.
Shader Modifiers
SceneKit supports GLSL/Metal shader snippets injected at specific entry points:
// Fragment modifier — custom effect on surface
material.shaderModifiers = [
.fragment: """
float stripe = sin(_surface.position.x * 20.0);
_output.color.rgb *= step(0.0, stripe);
"""
]
Entry points: .geometry, .surface, .lightingModel, .fragment
In RealityKit: Use ShaderGraphMaterial with Reality Composer Pro, or CustomMaterial with Metal functions.
4. Lighting
Light Types
| Type | Description | Shadows |
|---|---|---|
.omni |
Point light, radiates in all directions | No |
.directional |
Parallel rays (sun) | Yes |
.spot |
Cone-shaped beam | Yes |
.area |
Rectangle emitter (soft shadows) | Yes |
.IES |
Real-world light profile | Yes |
.ambient |
Uniform, no direction | No |
.probe |
Environment lighting from cubemap | No |
let light = SCNLight()
light.type = .directional
light.intensity = 1000
light.castsShadow = true
light.shadowRadius = 3
light.shadowSampleCount = 8
let lightNode = SCNNode()
lightNode.light = light
lightNode.eulerAngles = SCNVector3(-Float.pi / 4, 0, 0)
scene.rootNode.addChildNode(lightNode)
In RealityKit: Use DirectionalLightComponent, PointLightComponent, SpotLightComponent as components on entities. Image-based lighting via EnvironmentResource.
5. Animation
SCNAction (Declarative)
let moveUp = SCNAction.moveBy(x: 0, y: 2, z: 0, duration: 1)
let fadeOut = SCNAction.fadeOut(duration: 0.5)
let sequence = SCNAction.sequence([moveUp, fadeOut])
let forever = SCNAction.repeatForever(moveUp.reversed())
node.runAction(sequence)
Implicit Animation (SCNTransaction)
SCNTransaction.begin()
SCNTransaction.animationDuration = 0.5
node.position = SCNVector3(0, 5, 0)
node.opacity = 0.5
SCNTransaction.commit()
Explicit Animation (CAAnimation bridge)
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")
Loading Animations from Files
let scene = SCNScene(named: "character.dae")!
let animationPlayer = scene.rootNode
.childNode(withName: "mixamorig:Hips", recursively: true)!
.animationPlayer(forKey: nil)!
characterNode.addAnimationPlayer(animationPlayer, forKey: "walk")
animationPlayer.play()
In RealityKit: Use entity.playAnimation() with animations loaded from USD files. Transform animations via entity.move(to:relativeTo:duration:).
6. Physics
Physics Bodies
// Dynamic — simulation controls position
node.physicsBody = SCNPhysicsBody(type: .dynamic,
shape: SCNPhysicsShape(geometry: node.geometry!, options: nil))
// Static — immovable collision surface
ground.physicsBody = SCNPhysicsBody(type: .static, shape: nil)
// Kinematic — code controls position, participates in collisions
platform.physicsBody = SCNPhysicsBody(type: .kinematic, shape: nil)
Collision Categories
struct PhysicsCategory {
static let player: Int = 1 << 0 // 1
static let enemy: Int = 1 << 1 // 2
static let projectile: Int = 1 << 2 // 4
static let wall: Int = 1 << 3 // 8
}
playerNode.physicsBody?.categoryBitMask = PhysicsCategory.player
playerNode.physicsBody?.collisionBitMask = PhysicsCategory.wall | PhysicsCategory.enemy
playerNode.physicsBody?.contactTestBitMask = PhysicsCategory.enemy | PhysicsCategory.projectile
Contact Delegate
class GameScene: SCNScene, SCNPhysicsContactDelegate {
func setupPhysics() {
physicsWorld.contactDelegate = self
}
func physicsWorld(_ world: SCNPhysicsWorld,
didBegin contact: SCNPhysicsContact) {
let nodeA = contact.nodeA
let nodeB = contact.nodeB
// Handle collision
}
}
In RealityKit: Use PhysicsBodyComponent, CollisionComponent, and collision event subscriptions via scene.subscribe(to: CollisionEvents.Began.self).
7. Hit Testing and Interaction
// In SCNView tap handler
let results = sceneView.hitTest(tapLocation, options: [
.searchMode: SCNHitTestSearchMode.closest.rawValue,
.boundingBoxOnly: false
])
if let hit = results.first {
let tappedNode = hit.node
let worldPosition = hit.worldCoordinates
}
In RealityKit: Use ManipulationComponent for drag/rotate/scale gestures, or collision-based hit testing.
8. Asset Pipeline
Supported Formats
| Format | Extension | Notes |
|---|---|---|
| USD/USDZ | .usdz, .usda, .usdc |
Preferred format, works in both SceneKit and RealityKit |
| Collada | .dae |
Legacy, still supported |
| SceneKit Archive | .scn |
Xcode-specific, not portable to RealityKit |
| Wavefront OBJ | .obj |
Geometry only, no animations |
| Alembic | .abc |
Animation baking |
Loading Models
// From bundle
let scene = SCNScene(named: "model.usdz")!
// From URL
let scene = try SCNScene(url: modelURL, options: nil)
// Via Model I/O (for format conversion)
let asset = MDLAsset(url: modelURL)
let scene = SCNScene(mdlAsset: asset)
Migration tip: Convert .scn files to .usdz using xcrun scntool --convert file.scn --format usdz before migrating to RealityKit.
9. ARKit Integration (Legacy)
// ARSCNView — SceneKit + ARKit (legacy approach)
let arView = ARSCNView(frame: view.bounds)
arView.delegate = self
arView.session.run(ARWorldTrackingConfiguration())
// Adding virtual content at anchors
func renderer(_ renderer: SCNSceneRenderer,
didAdd node: SCNNode, for anchor: ARAnchor) {
let box = SCNBox(width: 0.1, height: 0.1, length: 0.1, chamferRadius: 0)
node.addChildNode(SCNNode(geometry: box))
}
In RealityKit: Use RealityView with AnchorEntity types. ARSCNView is legacy — all new AR development should use RealityKit.
10. Anti-Patterns
Anti-Pattern 1: Starting New Projects in SceneKit
Time cost: Weeks of rework when you eventually must migrate
SceneKit is deprecated. New projects should use RealityKit from the start, even if the learning curve is steeper initially.
Anti-Pattern 2: Using .scn Files Without USDZ Conversion
Time cost: Hours when migration begins
.scn files are SceneKit-specific and cannot be loaded in RealityKit. Convert early:
xcrun scntool --convert model.scn --format usdz --output model.usdz
Anti-Pattern 3: Deep Shader Modifier Customization
Time cost: Complete rewrite during migration
SceneKit shader modifiers use a proprietary entry-point system. Heavy investment here has zero portability to RealityKit's ShaderGraphMaterial.
Anti-Pattern 4: Relying on SCNRenderer for Custom Pipelines
Time cost: Architecture redesign during migration
If you need custom render pipelines, build on Metal directly or use RealityRenderer (RealityKit's Metal-level API).
Anti-Pattern 5: Ignoring Deprecation Warnings
Time cost: Surprise breakage when Apple removes APIs
Track SceneView deprecation warnings and plan UIViewRepresentable fallback or RealityKit migration.
Anti-Pattern 6: Creating Hundreds of Nodes in a Loop
Time cost: 2-4 hours debugging frame drops, often misdiagnosed as GPU issue
// ❌ WRONG: Each SCNNode has overhead (transform, bounding box, hit test)
for i in 0..<500 {
let node = SCNNode(geometry: SCNSphere(radius: 0.05))
node.position = randomPosition()
scene.rootNode.addChildNode(node) // 500 nodes = terrible frame rate
}
// ✅ RIGHT: Use SCNParticleSystem for particle-like effects
let particles = SCNParticleSystem()
particles.birthRate = 500
particles.particleSize = 0.05
particles.emitterShape = SCNBox(width: 5, height: 5, length: 5, chamferRadius: 0)
particleNode.addParticleSystem(particles)
// ✅ RIGHT: Use geometry instancing for identical objects
let source = SCNGeometrySource(/* instance transforms */)
geometry.levelsOfDetail = [SCNLevelOfDetail(geometry: lowPoly, screenSpaceRadius: 20)]
Rule: If >50 identical objects, use SCNParticleSystem or flatten geometry. If different objects, use SCNNode.flattenedClone() to reduce draw calls.
11. Migration Decision Tree
Should you migrate to RealityKit?
│
├─ Is this a new project?
│ └─ YES → Use RealityKit from the start. No question.
│
├─ Does the app need AR features?
│ └─ YES → Migrate. ARSCNView is legacy, RealityKit is the only forward path.
│
├─ Does the app target visionOS?
│ └─ YES → Must migrate. SceneKit doesn't support visionOS spatial features.
│
├─ Is the codebase heavily invested in SceneKit?
│ ├─ YES, and app is stable → Maintain in SceneKit for now, plan phased migration.
│ └─ YES, but needs new features → Migrate incrementally (new features in RealityKit).
│
├─ Is performance a concern?
│ └─ YES → RealityKit is optimized for Apple Silicon with Metal-first rendering.
│
└─ Is the app in maintenance mode?
└─ YES → Keep SceneKit until critical. Security patches will continue.
12. Pressure Scenarios
Scenario 1: "Just Use SceneKit, It Works Fine"
Pressure: Team familiarity with SceneKit, deadline to ship
Wrong approach: Start new project in SceneKit because the team knows it.
Correct approach: Invest in RealityKit learning. SceneKit will receive no new features. The longer you wait, the larger the migration debt.
Push-back template: "SceneKit is deprecated as of iOS 26. Starting new work in it creates migration debt that grows with every feature we add. RealityKit's ECS model is different but learnable — let's invest the time now."
Scenario 2: "We Don't Have Time to Learn RealityKit"
Pressure: Tight deadline, team unfamiliar with ECS
Wrong approach: Build everything in SceneKit to meet the deadline.
Correct approach: Build the prototype in SceneKit if necessary, but document every SceneKit dependency and plan the migration. Use USDZ assets from the start so they're portable.
Push-back template: "Let's use USDZ assets and keep the SceneKit layer thin. When we migrate, the assets transfer directly and only the code layer changes."
Scenario 3: "Port Everything At Once"
Pressure: Desire for a clean migration
Wrong approach: Attempt to rewrite the entire SceneKit codebase in RealityKit at once.
Correct approach: Migrate incrementally. New features in RealityKit. Existing SceneKit code stays until it needs changes. Modularize with Swift packages (per Apple's migration guide).
Push-back template: "Apple's own migration guide recommends modularizing into Swift packages and migrating system by system. A big-bang rewrite risks introducing new bugs across the entire app."
Code Review Checklist
- No new SceneKit code in projects targeting iOS 26+ without migration plan
- Assets in USDZ format (not .scn) for portability
- No deep shader modifier customization without RealityKit equivalent identified
- SCNTransaction used for implicit animations (not direct property changes without animation context)
- Physics categoryBitMask explicitly set (not relying on defaults)
- Contact delegate set and protocol conformance added
-
[weak self]in completion handlers and closures - Debug overlays enabled during development (
showsStatistics = true)
Resources
WWDC: 2014-609, 2014-610, 2017-604, 2019-612
Docs: /scenekit, /scenekit/scnscene, /scenekit/scnnode, /scenekit/scnmaterial, /scenekit/scnphysicsbody
Skills: axiom-scenekit-ref, axiom-realitykit, axiom-realitykit-ref