sceneview

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Build 3D and AR apps with the SceneView SDK in Jetpack Compose, SwiftUI (iOS/macOS/visionOS via SceneViewSwift), Web (Filament.js), Flutter and React Native. Use whenever the user asks for "3D in Compose", "AR with ARCore in Compose", a model viewer, or any cross-platform 3D/AR app where the dependency is `io.github.sceneview:sceneview` / `io.github.sceneview:arsceneview` / `SceneViewSwift` / `sceneview-web` / `sceneview_flutter` / `@sceneview-sdk/react-native`. Skip for plain ARCore-SDK / Sceneform / Unity / Unreal / RealityKit-without-SceneViewSwift work.

sceneview By sceneview schedule Updated 6/12/2026

name: sceneview description: Build 3D and AR apps with the SceneView SDK in Jetpack Compose, SwiftUI (iOS/macOS/visionOS via SceneViewSwift), Web (Filament.js), Flutter and React Native. Use whenever the user asks for "3D in Compose", "AR with ARCore in Compose", a model viewer, or any cross-platform 3D/AR app where the dependency is io.github.sceneview:sceneview / io.github.sceneview:arsceneview / SceneViewSwift / sceneview-web / sceneview_flutter / @sceneview-sdk/react-native. Skip for plain ARCore-SDK / Sceneform / Unity / Unreal / RealityKit-without-SceneViewSwift work. license: Apache-2.0 metadata: author: SceneView source: https://github.com/sceneview/sceneview last-updated: '2026-05-21' keywords: - sceneview - 3d - ar - arcore - filament - realitykit - jetpack compose - swiftui - model viewer - augmented reality - kotlin multiplatform - kmp - webxr - visionos

What SceneView is

SceneView is a declarative 3D and AR SDK. One mental model across every platform:

  • AndroidSceneView { … } (3D) and ARSceneView { … } (AR) composables. Filament renderer. Artifacts: io.github.sceneview:sceneview:4.18.0 and io.github.sceneview:arsceneview:4.18.0.
  • Apple (iOS / macOS / visionOS)SceneView { } and ARSceneView { } SwiftUI views from the sceneview monorepo via Swift Package Manager (tag 4.18.0). RealityKit renderer.
  • Websceneview-web@4.18.0 on npm (Filament.js + WebXR).
  • Fluttersceneview_flutter plugin (PlatformView bridge).
  • React Native@sceneview-sdk/react-native@4.18.0 (Fabric bridge).
  • MCPsceneview-mcp on npm — gives AI agents direct API access from chat.

Nodes are declared as composables / SwiftUI views inside the parent SceneView's trailing content. No imperative scene.addChild(node).

Authoritative API reference

Always treat llms.txt in the repo root as the source of truth. It carries the full SceneView / ARSceneView signatures, every node type, every helper. URL: https://github.com/sceneview/sceneview/blob/main/llms.txt

Repo-side samples/android-demo/src/main/java/io/github/sceneview/demo/demos/ contains a working demo for every node type — when in doubt, read the demo, do NOT improvise an API.

When to use this skill

Trigger on any of:

  • "Build me a 3D viewer / AR app in Compose / SwiftUI."
  • "Load a .glb / .gltf / .usdz model in Compose."
  • "Place a model on a detected AR plane / image / face."
  • "Render 3D on the web with Filament.js or WebXR."
  • "Bridge a 3D scene to Flutter or React Native."
  • "Convert a 2.x / 3.x SceneView snippet to 4.x."

Skip for plain ARCore-SDK, Sceneform (deprecated), Unity, Unreal, or RealityKit projects that do NOT use the SceneViewSwift wrapper.

The minimal correct Android example

Verified against samples/android-demo/.../ModelViewerDemo.kt:

@Composable
fun ModelViewerDemo() {
    val engine = rememberEngine()
    val modelLoader = rememberModelLoader(engine)
    val environmentLoader = rememberEnvironmentLoader(engine)
    val modelInstance = rememberModelInstance(modelLoader, "models/helmet.glb")

    SceneView(
        modifier = Modifier.fillMaxSize(),
        engine = engine,
        modelLoader = modelLoader,
        environmentLoader = environmentLoader,
    ) {
        modelInstance?.let { instance ->
            ModelNode(
                modelInstance = instance,
                scaleToUnits = 0.3f,
                centerOrigin = Position(0f, 0f, 0f),
            )
        }
    }
}

AR tap-to-place is the same shape with ARSceneView. Verified against samples/android-demo/.../ARPlacementDemo.kt:

@Composable
fun ARPlacementDemo() {
    val engine = rememberEngine()
    val modelLoader = rememberModelLoader(engine)
    val placedAnchors = remember { mutableStateListOf<Anchor>() }
    var latestFrame by remember { mutableStateOf<Frame?>(null) }

    ARSceneView(
        modifier = Modifier.fillMaxSize(),
        engine = engine,
        modelLoader = modelLoader,
        planeRenderer = true,
        sessionConfiguration = { _, config ->
            config.planeFindingMode = Config.PlaneFindingMode.HORIZONTAL_AND_VERTICAL
            config.lightEstimationMode = Config.LightEstimationMode.ENVIRONMENTAL_HDR
        },
        onSessionUpdated = { _, frame -> latestFrame = frame },
        onGestureListener = rememberOnGestureListener(
            onSingleTapConfirmed = { event, node ->
                if (node != null) return@rememberOnGestureListener
                val frame = latestFrame ?: return@rememberOnGestureListener
                val hit = frame.hitTest(event).firstOrNull {
                    it.trackable is Plane && (it.trackable as Plane).isPoseInPolygon(it.hitPose)
                }
                hit?.createAnchor()?.let { placedAnchors.add(it) }
            }
        ),
    ) {
        placedAnchors.forEach { anchor ->
            key(anchor) {
                AnchorNode(anchor = anchor) {
                    rememberModelInstance(modelLoader, "models/helmet.glb")?.let { instance ->
                        ModelNode(modelInstance = instance, scaleToUnits = 0.3f, isEditable = true)
                    }
                }
            }
        }
    }
}

Note: ARSceneView takes a sessionConfiguration: (Session, Config) -> Unit lambda — there is NO rememberARSession() helper, do NOT invent one. AnchorNode takes a com.google.ar.core.Anchor instance; create one via hit.createAnchor() after a hit-test on the latest Frame.

Critical rules (verified — do not break)

  1. rememberModelInstance returns nullable. First recomposition returns null while loading. Always guard with ?.let { … } or ?:. Never !!.

  2. Filament JNI is main-thread-only. The remember* helpers handle this. For imperative code use modelLoader.loadModelInstanceAsync (see llms.txt § Threading rules).

  3. LightNode accepts both top-level params and apply = { … } for builder extras. The canonical form for intensity/color/direction is top-level (verified against LightingDemo.kt):

    LightNode(
        type = LightManager.Type.POINT,
        intensity = 30_000f,
        direction = Direction(-x, -y, -z),
        position = Position(x, y, z),
        color = colorOf(r = 1.0f, g = 0.95f, b = 0.8f),
        apply = { falloff(6f) },   // only Filament-builder extras go here
    )
    

    type is com.google.android.filament.LightManager.Type (DIRECTIONAL, POINT, FOCUSED_SPOT, SPOT, SUN).

  4. AR anchors come from ARCore. Build an AnchorNode with a real com.google.ar.core.Anchor from hit.createAnchor(). There are NO AnchorNode.image() / .face() / .plane() factory functions on Android in v4.2 — use AugmentedImageNode for tracked images and AugmentedFaceNode for face meshes (both in arsceneview package).

  5. SceneView vs ARSceneView ship in different artifacts. Don't mix. 3D-only → io.github.sceneview:sceneview. AR → io.github.sceneview:arsceneview (it transitively includes sceneview).

  6. Don't recompose-thrash the loaders. rememberEngine / rememberModelLoader / rememberMaterialLoader / rememberEnvironmentLoader belong at the top of the screen-level composable, NOT inside scroll lists or item composables.

Performance / hot paths

Never call a decomposing or allocating getter inside onFrame (or any 30–60 Hz loop). Set the whole node.transform = … once instead of writing position / quaternion / scale one at a time (one-at-a-time writes recompose the matrix and drift — issue #2187); use Mat4.copyColumnsInto(scratch) not Mat4.toColumnsFloatArray() for per-frame uniform uploads; prefer the TRS-tuple slerp(startPosition, startQuaternion, startScale, …) when you already hold the components. Reading node.worldPosition / worldQuaternion per frame is fine now — those are cached. Always load via rememberModelInstance / rememberNode (cached + main-thread). Full table: docs/docs/performance.md § Hot Paths & Allocation-Free APIs (audit umbrella #2263).

Toolchain pairing

This skill is most useful paired with the android-cli skill:

  • android run --apks=APK --activity=PKG/.MainActivity — install + launch in one call.
  • android screen capture --annotate -o ui.png + android screen resolve --screenshot=ui.png --string="tap #N" — visual UI testing of a 3D scene.
  • android layout --pretty -o ui.json — Compose UI tree dump (the 3D viewport reports as a single AndroidView, so for in-3D tap targets you still need pointerInput / hit testing).
  • android docs search "compose canvas" — underlying Compose APIs.

Haptic feedback

io.github.sceneview.haptic.SceneViewHaptic wraps Android's Vibrator behind seven semantic presets plus low-level escape hatches. Get an instance with rememberHapticFeedback() inside a @Composable; it is a silent no-op (one Log.d, never throws) when the device has no vibrator or the consumer app omits the permission.

import io.github.sceneview.haptic.rememberHapticFeedback

@Composable
fun PlaceAnchorButton(onPlace: () -> Unit) {
    val haptic = rememberHapticFeedback()
    Button(onClick = { haptic.medium(); onPlace() }) { Text("Place") }
}
  • Presets: light() medium() heavy() success() warning() error() selection(). Escape hatches: continuous(intensity, durationMs) and pattern(events). cancel() stops an in-progress vibration — rememberHapticFeedback() calls it automatically on dispose.
  • The consumer app MUST opt in by adding <uses-permission android:name="android.permission.VIBRATE" /> to its manifest — the sceneview library does not auto-merge it.
  • The same API ships on iOS (SceneViewSwift.SceneViewHaptic) and Web (sceneview.haptic.*). See llms.txt § Haptic Feedback.

Resources

  • Cheat sheet — every public composable, node, and helper, with their actual signatures pulled from llms.txt.
  • Recipes — pointers to the working demo in samples/android-demo/ for each of the 13 canonical patterns. Read the demo file, copy from it. Do not improvise.
  • Migration to 4.x — see also docs/docs/migration.md for the full rename map.

Workflow guidance

When the user asks for a SceneView feature:

  1. Confirm the platform. Android / iOS / Web / Flutter / RN — don't assume.
  2. Pick the right entrypoint. SceneView { } for 3D-only, ARSceneView { } for AR. Mention the matching Gradle artifact.
  3. Read the matching demo in samples/android-demo/.../demos/ before writing code. If you can't find one, fall back to llms.txt. Never invent an API.
  4. Use the remember* helpers at the top of the composable. Never call raw constructors for Engine / ModelLoader.
  5. Handle the null from rememberModelInstance with ?.let { … }.
  6. For AR, remind the user about Manifest.permission.CAMERA and the com.google.ar.core <meta-data> entry.
  7. If the user pastes 2.x / 3.x code, point them at docs/docs/migration.md and the local references/migration.md.
Install via CLI
npx skills add https://github.com/sceneview/sceneview --skill sceneview
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