scenekit — Claude Code skill for maintaining SceneKit 3D scenes
Keeps existing SceneKit scenes working: nodes, materials, lights, cameras, animation and physics. Points new projects toward RealityKit.
npx skills add dpearson2699/swift-ios-skills --skill scenekit -a claude-codeWhat scenekit does
The skill covers SCNView, SCNScene and the SCNNode graph: geometry, materials, lights, cameras, SCNAction animation, SCNPhysicsBody physics, SCNParticleSystem effects, shader modifiers and SwiftUI SceneView. It ships as reference sections with Swift snippets plus a review checklist.
Apple put SceneKit into maintenance mode at WWDC 2025, and the skill says so up front: new apps, major updates and USD/USDZ pipelines belong in RealityKit. Existing apps keep running, and that is the case this skill targets. Worth checking where your 3D effort goes if you plan to keep building on it.
Install runs through npx skills add for Claude, Codex, Cursor, Gemini CLI and OpenCode; GitHub Copilot uses gh skill install. The skill file lands in the platform's skills directory, for example ~/.claude/skills/scenekit/SKILL.md.
What it helps with
- find a node by name in a deep scene graph
- set up a PBR material with normal and ambient occlusion maps
- add shadows and cap how many lights hit one node
- chain several
SCNActionsteps into one sequence - attach physics to a node with
SCNPhysicsBody
Example prompts for the agent
- My node stops moving after
runAction— look at the code and tell me why - How do I set
lightingModel = .physicallyBasedonSCNMaterialfor a metal surface? - I want to limit lights by
categoryBitMaskso distant nodes stay unlit
How to install scenekit
1Skills CLI (Vercel)
npx skills add dpearson2699/swift-ios-skills --skill scenekit -a claude-code2Manually: put the files in place
~/.claude/skills/scenekit/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/scenekit/
1Skills CLI (Vercel)
npx skills add dpearson2699/swift-ios-skills --skill scenekit -a codex2Manually: put the files in place
.agents/skills/scenekit/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add dpearson2699/swift-ios-skills --skill scenekit -a cursor2Manually: put the files in place
.cursor/skills/scenekit/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install dpearson2699/swift-ios-skills scenekit2Manually: put the files in place
.github/skills/scenekit/SKILL.md1Skills CLI (Vercel)
npx skills add dpearson2699/swift-ios-skills --skill scenekit -a gemini-cli2Platform CLI
gemini skills install https://github.com/dpearson2699/swift-ios-skills --path skills/scenekitManually: put the files in place
.devin/skills/scenekit/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add dpearson2699/swift-ios-skills --skill scenekit -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about scenekit
How do I install scenekit in Claude?
Run npx skills add dpearson2699/swift-ios-skills --skill scenekit -a claude-code. The skill ends up at ~/.claude/skills/scenekit/SKILL.md.
What does scenekit do?
It helps maintain and extend existing SceneKit 3D scenes: nodes, materials, lights, cameras, animation, physics and particles. For new projects it routes you to RealityKit.
Why does the skill recommend RealityKit for new projects?
Apple moved SceneKit into maintenance mode at WWDC 2025. Existing apps still work, but new scenes and USD/USDZ pipelines are better built on RealityKit.