I would like to preload and use some images for both SpriteKit and SceneKit models (my game uses SceneKit with a SpriteKit overlay), and as far as I can see the only efficient way would be to create and preload SKTexture objects which can be supplied to SKSpriteNode(texture:) and SCNMaterial.diffuse.contents.
The problem is that SKTexture are rendered too bright in SceneKit, for some unknown reason. Here a comparison between rendering an image (from URL) and a SKTexture:
And the code that produces it:
let url = Bundle.main.url(forResource: "art.scnassets/texture.png", withExtension: nil)!
let plane1 = SCNPlane(width: 10, height: 10)
plane1.firstMaterial!.diffuse.contents = url.path
let node1 = SCNNode(geometry: plane1)
node1.position.x = -5
scene.rootNode.addChildNode(node1)
let plane2 = SCNPlane(width: 10, height: 10)
plane2.firstMaterial!.diffuse.contents = SKTexture(image: NSImage(byReferencing: url))
let node2 = SCNNode(geometry: plane2)
node2.position.x = 5
scene.rootNode.addChildNode(node2)
This issue was already mentioned in this other post, but since I wasn't notified of the reply from Quinn asking about the feedback number I created at the time, it didn't make any progress.
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Hello,
I want to use flattenedClone() node for the trees in my landscape and reduce the draw call. If my texture uses a jpg file the result is good. If I use a PNG with transparency there is no draw call reduction.
Can I use PNGs with transparency with the flattenedClone() ?
Below is the structure I'm using:
for child in scene_temp.rootNode.childNodes {
let newtree = tree.clone()
sum_tree.addChildNode(newtree)
}
let sum_tree_flat = sum_tree.flattenedClone()
scene.rootNode.addChildNode(sum_tree_flat)
If the tree texture contains a JPG file (diffuse) I get a draw call reduction (< 200 for my complete map) as expected (but no transparency with my leaves). If I use a PNG file, my draw calls are not reduced (> 2000) but I do have my trees with my leaves in transparency.
I've tried replacing tree.clone() with tree.flattenedClone() with no results.
Thanks for your help.
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I have used SceneKit for several years but recently have a problem where a scene with fewer than 50 nodes is partially drawn, i.e., some nodes are, some aren't, and greater than 50 nodes are always draw correctly. This seems to have happened since concurrency was introduced. (w.r.t. concurrency, I had been using DispatchQueue successfully before then.)
Since all nodes (few or many) are constructed and implemented by the same functions etc. I'm baffled.
When I print the node hierarchy all nodes are present whether few or many.
SceneView() has [.rendersContinually] option selected. Every node created (few or many) has .opacity = 1.0, .isHidden = false
I haven't tried setting-back the compiler version as that is not a long term solution, and I know the same code worked fine then.
Helle there
Currently, I’m attempting to create an interactive learning application with a 3D view. I’ve discovered the framework SceneKit, but I lack the necessary knowledge to animate, load and moving objects. Could someone kindly suggest some good articles or tutorials on this topic?
In my project, I have several nodes (SCNNode) with some levels of detail (SCNLevelOfDetail) and everything works correctly, but when I add animation using morphing (SCNMorpher), the animation works correctly but without the levels of detail. Note: the entire scene is created in Autodesk 3D Studio Max and then exported in (.ASE) format.
The goal is to make animations using morphing that have some levels of detail.
Does anyone know if SCNMorpher supports geometry with some levels of detail?
I appreciate any information about this case.
Thanks everyone!!!
Part of the code I use to load geometries (SCNGeometry) with some levels of detail (SCNLevelOfDetail) using morphing (SCNMorpher).
node.morpher = [SCNMorpher new];
SCNGeometry *geometry = [self geometryWithMesh:mesh];
NSMutableArray <SCNLevelOfDetail*> *mutLevelOfDetail = [NSMutableArray arrayWithCapacity:self.mutLevelsOfDetail.count];
for (int i = 0; i < self.mutLevelsOfDetail.count; i++) {
ASCGeomObject *geomObject = self.mutLevelsOfDetail[i];
SCNGeometry *geometry = [self geometryWithMesh:geomObject.mesh.mutMeshAnimation[i]];
[mutLevelOfDetail addObject:[SCNLevelOfDetail levelOfDetailWithGeometry:geometry worldSpaceDistance:geomObject.worldSpaceDistance]];
}
geometry.levelsOfDetail = mutLevelOfDetail;
node.morpher.targets = [node.morpher.targets arrayByAddingObject:geometry];
I didn't find a suggestion box on Swift's website so I'll post it here.
SwiftCharts are great but limited. I need more data on a single chart. Candlestick and OHLC type charts would be an excellent addition. Hopefully, influencers from Apple can make that happen.
Thanks.
In Xcode version 16.2 (16C5032a) I created:
One [ScenekitApp] [File/New/Project/iOS/Game/Game Technology: SceneKit].
Three custom Frameworks [File/New/Project/iOS/Framework] [ASCSource.framework, ASCCommon.framework and ASCCoreData.framework].
In the four projects the [Minimum Deployments=iOS 15.0], [Swift version=6.0] and [BUILD_LIBRARY_FOR_DISTRIBUTION=Yes].
I directly installed the [Zip.framework] in [ASCSource.framework] without [pod init/pod install] and in the [General tab] [Frameworks, Libraries and Embeded Content] [Zip.framework Embed&Sign].
I installed the three frameworks [ASCSource.framework, ASCCommon.framework and ASCCoreData.framework] in [ScenekitApp] and everything works perfectly in Xcode version 16.2(16C5032a).
I updated Xcode version 16.2(16C5032a) to Xcode version 16.3(16E140) and some errors in the SDKs were indicated.
[Failed to build module 'ASCSource'; this SDK is not supported by the compiler (the SDK is built with 'Apple Swift version 6.0.3 effective-5.10 (swiftlang-6.0.3.1.10 clang-1600.0.30.1)', while this compiler is 'Apple Swift version 6.1 effective-5.10 (swiftlang-6.1.0.110.21 clang-1700.0.13.3)'). Please select a toolchain which matches the SDK].
[Failed to build module 'Zip'; this SDK is not supported by the compiler (the SDK is built with 'Apple Swift version 6.0.3 effective-5.10 (swiftlang-6.0.3.1.10 clang-1600.0.30.1)', while this compiler is 'Apple Swift version 6.1 effective-5.10 (swiftlang-6.1.0.110.21 clang-1700.0.13.3)'). Please select a toolchain which matches the SDK].
If I recompile all frameworks in Xcode version 16.3 (16E140) it will work, but I don't think it will be a good solution.
I found some discussions in links like the following without success.
https://github.com/firebase/firebase-ios-sdk/issues/13727
https://stackoverflow.com/questions/70556401/swift-version-conflict-this-sdk-is-not-supported-by-the-compiler-please-select
Any help is welcome.
Thanks everyone!!!
In the SceneKit framework, I want to render a point cloud and need to set the minimumPointScreenSpaceRadius property of the SCNGeometryElement class, but it doesn't work. I searched for related issues on the Internet, but didn't get a final solution.
Here is my code:
- (SCNGeometry *)createGeometryWithVector3Data:(NSData *)vData colorData: (NSData * _Nullable)cData{
int stride = sizeof(SCNVector3);
long count = vData.length / stride;
SCNGeometrySource *dataSource = [SCNGeometrySource geometrySourceWithData:vData
semantic:SCNGeometrySourceSemanticVertex
vectorCount:count
floatComponents:YES
componentsPerVector:3
bytesPerComponent:sizeof(float)
dataOffset:0
dataStride:stride];
SCNGeometryElement *element = [SCNGeometryElement geometryElementWithData:nil
primitiveType:SCNGeometryPrimitiveTypePoint
primitiveCount:count
bytesPerIndex:sizeof(int)];
element.minimumPointScreenSpaceRadius = 1.0; // not work
element.maximumPointScreenSpaceRadius = 20.0;
SCNGeometry *pointCloudGeometry;
SCNGeometrySource *colorSource;
if (cData && cData.length != 0) {
colorSource = [SCNGeometrySource geometrySourceWithData:cData
semantic:SCNGeometrySourceSemanticColor
vectorCount:count
floatComponents:YES
componentsPerVector:3
bytesPerComponent:sizeof(float)
dataOffset:0
dataStride:stride];
pointCloudGeometry = [SCNGeometry geometryWithSources:@[dataSource, colorSource] elements:@[element]];
} else {
pointCloudGeometry = [SCNGeometry geometryWithSources:@[dataSource] elements:@[element]];
}
return pointCloudGeometry;
}
Hello there,
I'm having trouble matching what I see in the scenekit editor and the output of the resulting scene in a scnview.
For a glitter effect I have set a high value on the diffuse intensity which looks fine in the editor but when running the game the colors are much darker. To see if the intensity value is merely capped I have set the same multiplier on the hat below - but it is blown out which looks to me like there is some grading going on
I have tried to switch on hdr rendering but that didn't make a difference.
I tried disabling linear rendering and that simply made everything darker still - which I expect.
Does someone have an idea what else this could be? What rendering is the scenekit editor using and how can I match it?
Interestingly when I take a screenshot of the editor window for this post, the image is also blown out... what is going on? :)
Thanks so much for any pointers,
Seb
I use SCNScene.write To file ".usdz",
then open the ".usdz" by SCNScene.url , all Nodes color fades.
Export and load only once. The fading is not obvious. Return and repeat 4 or 5 times. It is obvious that the color is inconsistent with the original color and has become much lighter.
Hello,
I'm currently working on my first SceneKit game and have encountered an issue related to moving an SCNNode using a UIPanGestureRecognizer.
When I deploy the game to my iPhone via Xcode in debug mode, all interactions are smooth. However, when I stop the debugging session and run the game directly from the device (outside of Xcode), the SCNNode movement behaves inconsistently — it works sometimes smoothly and sometimes not and the interaction becomes choppy. The SCNNode movement is controlled using a UIPanGestureRecognizer.
Do you have any ideas what might be causing the issue?
Now that SceneKit has been marked as soft deprecated, is there a planned date or timeframe when it will be completely removed from iOS? I’m concerned about how long my existing SceneKit-based game will continue to work, especially as an indie developer without the resources for a quick rewrite to RealityKit.
Hi, I’m facing an issue with SceneKit.
I’m developing a 3D mobile game. I have a character 3D model and several skeletal animations CAAnimation. I import both the model and the animations from Maya in *.dae format.
The character’s animations play continuously one after the other, with each new animation being triggered randomly.
The transition between animations makes smoothly by setting the fadeInDuration and fadeOutDuration properties. Here’s an example of the code:
import UIKit
import QuartzCore
import SceneKit
//----------------------
class TestAnimationController: UIViewController {
var bodyNode: SCNNode?
override func viewDidLoad() {
super.viewDidLoad()
let scnView = SCNView(frame: self.view.bounds)
scnView.backgroundColor = .black // Set your desired background color
scnView.autoresizingMask = [.flexibleWidth, .flexibleHeight]
let scene = SCNScene(named: "art.scnassets/scene/Base_room/ROOM5.scn")!
bodyNode = collada2SCNNode(filepath: "art.scnassets/female/girl_body_races.dae")!
bodyNode?.renderingOrder = 10
scene.rootNode.addChildNode(bodyNode!)
playIdleAnimation()
scnView.scene = scene // Assign the scene to the SCNView
self.view.addSubview(scnView) // Add the SCNView to your main view)
}
func collada2SCNNode(filepath:String) -> SCNNode? {
if let scene = SCNScene(named: filepath) {
let node = scene.rootNode.childNodes[0]
return node
} else {
return nil
}
}
func playIdleAnimation() {
let array = [
"art.scnassets/female/animations/idle/girl_idle_4.dae",
"art.scnassets/female/animations/idle/girl_idle1.dae",
"art.scnassets/female/animations/idle/girl_idle2.dae",
"art.scnassets/female/animations/idle/Girl_idle3.dae",
]
let animation = CAAnimation.animationWithSceneNamed(array.randomElement() ?? "")!
self.setAnimationAdd(
fadeInDuration: 1.0,
fadeOutDuration: 1.0,
keyTime: 0.99,
animation,
isLooped: false
) { [weak self] in
guard let self = self else { return }
try? self.playBoringAnimations()
}
}
func playBoringAnimations() {
let array = [
"art.scnassets/female/animations/boring/girl_boring1.dae",
"art.scnassets/female/animations/boring/girl_boring2.dae",
"art.scnassets/female/animations/boring/girl_boring3.dae",
"art.scnassets/female/animations/boring/girl_boring4.dae",
"art.scnassets/female/animations/boring/girl_boring5.dae",
"art.scnassets/female/animations/boring/girl_boring6.dae",
"art.scnassets/female/animations/boring/girl_boring8.dae"
]
let animation = CAAnimation.animationWithSceneNamed(array.randomElement() ?? "")!
self.setAnimationAdd(
fadeInDuration: 1.0,
fadeOutDuration: 1.0,
keyTime: 0.99,
animation,
isLooped: false
) { [weak self] in
guard let self = self else { return }
try? self.playIdleAnimation()
}
}
func setAnimationAdd(fadeInDuration : CGFloat, fadeOutDuration : CGFloat, keyTime : CGFloat, _ animation: CAAnimation, isLooped: Bool, completion: (() -> Void)?) {
animation.fadeInDuration = fadeInDuration
animation.fadeOutDuration = fadeOutDuration
if !isLooped {
animation.repeatCount = 1
} else {
animation.repeatCount = Float.greatestFiniteMagnitude
}
animation.animationEvents = [
SCNAnimationEvent(keyTime: keyTime, block: { _, _, _ in completion?() })
]
bodyNode?.addAnimation(animation, forKey: "avatarAnimation")
}
}
Everything worked perfectly until I updated to iOS 18. On a physical device, the animations now transition abruptly without the smooth blending that was present in earlier iOS versions.
The switch between them is very noticeable, as if the fadeInDuration and fadeOutDuration parameters are being ignored.
However, in the iOS 18 simulator, the animations still transition smoothly as before.
Here two example videos - IOS 17.5 and IOS 18
https://youtube.com/shorts/jzoMRF4skAQ - IOS 17,5 smooth
https://youtube.com/shorts/VJXrZzO9wl0 - IOS 18 not smooth
Topic:
Graphics & Games
SubTopic:
SceneKit
Apple, please bring back SceneKit.
The Actions Editor doesn't seem to work in Xcode 16.1.
With a node selected, when I try to drag an action from the Library into the Actions panel nothing happens, the action icon just disappears. Clicking the '+' button to create a new action doesn't work either.
Actions do work when created in code, though.
Is this a bug, or am I missing something?
Description:
I'm developing an AR effect using SceneKit and applying a transparent material to a face mesh. However, I'm facing an issue where the front faces of the mesh overlap each other, causing incorrect rendering.
Problem:
The front faces of the mesh overlap with each other when transparency is applied.
This causes areas like the cheeks to be visible through the nose, even though they should be occluded.
Expected Behavior: The material should behave as if it were opaque to itself—that is, overlapping front faces should be occluded properly, while still allowing transparency for background elements.
Actual Behavior: The mesh renders its own front faces incorrectly, making parts of the face visible through others when they should be blocked.
What I Have Tried:
testMaterial.writesToDepthBuffer = true
testMaterial.readsFromDepthBuffer = true
Question:
👉 How can I prevent SceneKit's transparent material from rendering overlapping front faces?
👉 Is there a way to force SceneKit to treat its own mesh as opaque for itself while still being transparent to the background?
👉 Does SceneKit support a proper depth pre-pass or an equivalent to Unity’s ZWrite shaders to solve this issue?
Attached screenshots demonstrate the problem visually. Any help would be greatly appreciated! 🚀
Any body have the link to the sample code for the “Bring your SceneKit project to RealityKit” session.
I can’t see it any where in the Dev sample code pages
Topic:
Graphics & Games
SubTopic:
SceneKit