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# view(_:nodeFor:)

Asks the delegate to provide a SpriteKit node corresponding to a newly added anchor.

```
optional func view(_ view: ARSKView, nodeFor anchor: ARAnchor) -> SKNode?
```

## Parameters

`view`

The [`ARSKView`](/documentation/ARKit/ARSKView) object rendering the scene.

`anchor`

The anchor for which a node is requested.

## Return Value

A new SpriteKit node, which ARKit will add to the scene and update to follow its corresponding AR anchor.

## Discussion

Depending on the session configuration, ARKit may automatically add anchors to a session, such as the origin of the world coordinate system and detected planes. ARKit also calls this method to provide visual content for any [`ARAnchor`](/documentation/ARKit/ARAnchor) objects you manually add using the session’s [`add(anchor:)`](/documentation/ARKit/ARSession/add(anchor:)) method.

You can implement this method to provide a new <doc://com.apple.documentation/documentation/SpriteKit/SKNode> object (or instance of any system or custom <doc://com.apple.documentation/documentation/SpriteKit/SKNode> subclass) you plan to use as a visual representation of the anchor.

Note that ARKit controls the node’s position, rotation, and scale to simulate a billboarded 3D effect even for 2D sprites. If you provide a `SKTransformLayer` node, ARKit applies a 3D transformation.

Alternatively, if you do not implement this method, ARKit creates an empty node, and you can implement the [`view(_:didAdd:for:)`](/documentation/ARKit/ARSKViewDelegate/view(_:didAdd:for:)) method instead to provide visual content by adding children to that node.

---

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