scenekit — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited scenekit (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
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.
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 asset catalog
else { fatalError("Missing scene asset") }
let scene = try SCNScene(url: Bundle.main.url( // .usdz from bundle
forResource: "spaceship", withExtension: "usdz")!)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 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.
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))
// 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)// 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 = 10pointOfViewautoenablesDefaultLighting 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.usdz format where possibleSCNReferenceNode 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 SCNViewnode constraints, morph targets, hit testing, scene serialization, render loop delegates, performance optimization, SpriteKit overlay, LOD, and Metal shaders.
~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.