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Agent Skill · 开发

axiom-scenekit(公理场景套件)

axiom-scenekit 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

axiom-scenekit 是开发类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为需要联网;许可证信息还不明确,第三方扫描已通过,按安装量在开发类的 21,746 个 Skill 里排第 8,273。

总安装 3,255周安装 137GitHub Stars 868下载 1,140核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:axiom-scenekit(公理场景套件)
来源仓库:https://github.com/charleswiltgen/axiom
仓库路径:skills/axiom-scenekit
安装命令:
npx skills add https://github.com/charleswiltgen/axiom --skill axiom-scenekit
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/charleswiltgen/axiom --skill axiom-scenekit

这个 Skill 是做什么的

开发类 Skill 面向写代码、改代码和排查问题,一般会读写仓库文件,部分还会执行构建或测试命令。

维护现有 SceneKit 代码并提供向 RealityKit 迁移的规划指导。适用于 iOS 8+ 环境下已有 3D 项目的持续维护和升级决策。不建议用于新建项目,推荐直接使用 axiom-realitykit 技能。支持通过 Model I/O 加载 .scn 模型文件的兼容方案。

需关注苹果在 iOS 26+ 对 SceneKit 的官方弃用声明。

来源仓库内路径:skills/axiom-scenekit

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/charleswiltgen/axiom --skill axiom-scenekit;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

axiom-scenekit 怎么安装?

在终端执行 npx skills add https://github.com/charleswiltgen/axiom --skill axiom-scenekit。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

axiom-scenekit 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

axiom-scenekit 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

axiom-scenekit 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

axiom-scenekit 用的人多吗?

公开数据是累计安装 3,255 次,近一周安装 137 次,下载 1,140 次,GitHub 868 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

axiom-scenekit 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理开发类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

开发类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
skill-vetter

技能审查员 · OpenClaw

8,779,018986操作浏览器MIT-0通过
ontology

本体论 · OpenClaw

6,636,960576只读MIT-0通过
entra-app-registration

内部应用程序注册 · Codex、Claude

6,631,872764接触敏感数据未明确通过
entra-app-registration

内部应用程序注册 · Codex、Claude

3,757,680201接触敏感数据未明确通过
nano-banana-pro

纳米香蕉专业版 · OpenClaw

3,526,898364接触敏感数据MIT-0有提醒
axiom-scenekit

公理场景套件 · 本页

3,255868需要联网未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

SceneKit Development Guide

Purpose: Maintain existing SceneKit code safely and plan migration to RealityKit iOS Version: iOS 8+ (SceneKit), deprecated iOS 26+ Xcode: Xcode 15+

When to Use This Skill

Use this skill when:

  • Maintaining existing SceneKit code
  • Building a SceneKit prototype (with awareness of deprecation)
  • Planning migration from SceneKit to RealityKit
  • Debugging SceneKit rendering, physics, or animation issues
  • Integrating SceneKit content with SwiftUI
  • Loading 3D models via Model I/O or SCNSceneSource

Do NOT use this skill for:

  • New 3D projects (use axiom-realitykit)
  • AR experiences (use axiom-realitykit)
  • visionOS development (use axiom-realitykit)
  • SpriteKit 2D games (axiom-spritekit)
  • Metal shader programming (axiom-metal-migration-ref)

Deprecation Context

SceneKit is soft-deprecated as of iOS 26 (WWDC 2025). This means:

  • Existing apps continue to work
  • No new features or general bug fixes
  • Only critical security patches
  • SceneView (SwiftUI) is formally deprecated in iOS 26

Apple's forward path is RealityKit. All new 3D projects should use RealityKit. SceneKit knowledge remains valuable for maintaining legacy code and understanding concepts during migration.

In RealityKit: ECS architecture replaces scene graph. See axiom-scenekit-ref for the complete concept mapping table.


1. Mental Model

Scene Graph Architecture

SceneKit uses a tree of nodes (SCNNode) attached to a root node in an SCNScene. Each node has a transform (position, rotation, scale) relative to its parent.

SCNScene
└── rootNode
    ├── cameraNode (SCNCamera)
    ├── lightNode (SCNLight)
    ├── playerNode (SCNGeometry + SCNPhysicsBody)
    │   ├── weaponNode
    │   └── particleNode (SCNParticleSystem)
    └── environmentNode
        ├── groundNode
        └── wallNodes

In RealityKit: Entities replace nodes. Components replace node properties. The hierarchy concept persists, but behavior is driven by Systems rather than node callbacks.

Coordinate System

SceneKit uses a right-handed Y-up coordinate system:

     +Y (up)
      |
      |
      +──── +X (right)
     /
    /
  +Z (toward viewer)

This matches RealityKit's coordinate system, so spatial concepts transfer directly during migration.

Transform Hierarchy

Transforms cascade parent → child. A child's world transform = parent's world transform × child's local transform.

let parent = SCNNode()
parent.position = SCNVector3(10, 0, 0)

let child = SCNNode()
child.position = SCNVector3(0, 5, 0)
parent.addChildNode(child)

// child.worldPosition = (10, 5, 0)
// child.position (local) = (0, 5, 0)

In RealityKit: Same concept. entity.position is local, entity.position(relativeTo: nil) gives world position.


2. Scene Setup and Rendering

SCNView (UIKit)

let sceneView = SCNView(frame: view.bounds)
sceneView.scene = SCNScene(named: "scene.scn")
sceneView.allowsCameraControl = true
sceneView.showsStatistics = true
sceneView.backgroundColor = .black
view.addSubview(sceneView)

SceneView (SwiftUI) — Deprecated iOS 26

// Still works but deprecated. Use SCNViewRepresentable for new code.
import SceneKit

SceneView(
    scene: scene,
    pointOfView: cameraNode,
    options: [.allowsCameraControl, .autoenablesDefaultLighting]
)

SCNViewRepresentable (SwiftUI replacement)

struct SceneKitView: UIViewRepresentable {
    let scene: SCNScene

    func makeUIView(context: Context) -> SCNView {
        let view = SCNView()
        view.scene = scene
        view.allowsCameraControl = true
        view.autoenablesDefaultLighting = true
        return view
    }

    func updateUIView(_ view: SCNView, context: Context) {}
}

In RealityKit: Use RealityView in SwiftUI — no UIViewRepresentable needed.


3. Geometry and Materials

Built-in Geometries

let box = SCNBox(width: 1, height: 1, length: 1, chamferRadius: 0.1)
let sphere = SCNSphere(radius: 0.5)
let cylinder = SCNCylinder(radius: 0.3, height: 1)
let plane = SCNPlane(width: 2, height: 2)
let torus = SCNTorus(ringRadius: 1, pipeRadius: 0.3)
let capsule = SCNCapsule(capRadius: 0.3, height: 1)
let cone = SCNCone(topRadius: 0, bottomRadius: 0.5, height: 1)
let tube = SCNTube(innerRadius: 0.3, outerRadius: 0.5, height: 1)
let text = SCNText(string: "Hello", extrusionDepth: 0.2)

PBR Materials

let material = SCNMaterial()
material.lightingModel = .physicallyBased
material.diffuse.contents = UIColor.red          // or UIImage
material.metalness.contents = 0.8
material.roughness.contents = 0.2
material.normal.contents = UIImage(named: "normal_map")
material.ambientOcclusion.contents = UIImage(named: "ao_map")

let node = SCNNode(geometry: sphere)
node.geometry?.firstMaterial = material

In RealityKit: Use PhysicallyBasedMaterial with similar properties but different API surface. See axiom-scenekit-ref Part 1 for the mapping.

Shader Modifiers

SceneKit supports GLSL/Metal shader snippets injected at specific entry points:

// Fragment modifier — custom effect on surface
material.shaderModifiers = [
    .fragment: """
    float stripe = sin(_surface.position.x * 20.0);
    _output.color.rgb *= step(0.0, stripe);
    """
]

Entry points: .geometry, .surface, .lightingModel, .fragment

In RealityKit: Use ShaderGraphMaterial with Reality Composer Pro, or CustomMaterial with Metal functions.


4. Lighting

Light Types

TypeDescriptionShadows
.omniPoint light, radiates in all directionsNo
.directionalParallel rays (sun)Yes
.spotCone-shaped beamYes
.areaRectangle emitter (soft shadows)Yes
.IESReal-world light profileYes
.ambientUniform, no directionNo
.probeEnvironment lighting from cubemapNo
let light = SCNLight()
light.type = .directional
light.intensity = 1000
light.castsShadow = true
light.shadowRadius = 3
light.shadowSampleCount = 8

let lightNode = SCNNode()
lightNode.light = light
lightNode.eulerAngles = SCNVector3(-Float.pi / 4, 0, 0)
scene.rootNode.addChildNode(lightNode)

In RealityKit: Use DirectionalLightComponent, PointLightComponent, SpotLightComponent as components on entities. Image-based lighting via EnvironmentResource.


5. Animation

SCNAction (Declarative)

let moveUp = SCNAction.moveBy(x: 0, y: 2, z: 0, duration: 1)
let fadeOut = SCNAction.fadeOut(duration: 0.5)
let sequence = SCNAction.sequence([moveUp, fadeOut])
let forever = SCNAction.repeatForever(moveUp.reversed())
node.runAction(sequence)

Implicit Animation (SCNTransaction)

SCNTransaction.begin()
SCNTransaction.animationDuration = 0.5
node.position = SCNVector3(0, 5, 0)
node.opacity = 0.5
SCNTransaction.commit()

Explicit Animation (CAAnimation bridge)

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")

Loading Animations from Files

let scene = SCNScene(named: "character.dae")!
let animationPlayer = scene.rootNode
    .childNode(withName: "mixamorig:Hips", recursively: true)!
    .animationPlayer(forKey: nil)!

characterNode.addAnimationPlayer(animationPlayer, forKey: "walk")
animationPlayer.play()

In RealityKit: Use entity.playAnimation() with animations loaded from USD files. Transform animations via entity.move(to:relativeTo:duration:).


6. Physics

Physics Bodies

// Dynamic — simulation controls position
node.physicsBody = SCNPhysicsBody(type: .dynamic,
    shape: SCNPhysicsShape(geometry: node.geometry!, options: nil))

// Static — immovable collision surface
ground.physicsBody = SCNPhysicsBody(type: .static, shape: nil)

// Kinematic — code controls position, participates in collisions
platform.physicsBody = SCNPhysicsBody(type: .kinematic, shape: nil)

Collision Categories

struct PhysicsCategory {
    static let player:    Int = 1 << 0   // 1
    static let enemy:     Int = 1 << 1   // 2
    static let projectile: Int = 1 << 2  // 4
    static let wall:      Int = 1 << 3   // 8
}

playerNode.physicsBody?.categoryBitMask = PhysicsCategory.player
playerNode.physicsBody?.collisionBitMask = PhysicsCategory.wall | PhysicsCategory.enemy
playerNode.physicsBody?.contactTestBitMask = PhysicsCategory.enemy | PhysicsCategory.projectile

Contact Delegate

class GameScene: SCNScene, SCNPhysicsContactDelegate {
    func setupPhysics() {
        physicsWorld.contactDelegate = self
    }

    func physicsWorld(_ world: SCNPhysicsWorld,
                      didBegin contact: SCNPhysicsContact) {
        let nodeA = contact.nodeA
        let nodeB = contact.nodeB
        // Handle collision
    }
}

In RealityKit: Use PhysicsBodyComponent, CollisionComponent, and collision event subscriptions via scene.subscribe(to: CollisionEvents.Began.self).


7. Hit Testing and Interaction

// In SCNView tap handler
let results = sceneView.hitTest(tapLocation, options: [
    .searchMode: SCNHitTestSearchMode.closest.rawValue,
    .boundingBoxOnly: false
])

if let hit = results.first {
    let tappedNode = hit.node
    let worldPosition = hit.worldCoordinates
}

In RealityKit: Use ManipulationComponent for drag/rotate/scale gestures, or collision-based hit testing.


8. Asset Pipeline

Supported Formats

FormatExtensionNotes
USD/USDZ.usdz, .usda, .usdcPreferred format, works in both SceneKit and RealityKit
Collada.daeLegacy, still supported
SceneKit Archive.scnXcode-specific, not portable to RealityKit
Wavefront OBJ.objGeometry only, no animations
Alembic.abcAnimation baking

Loading Models

// From bundle
let scene = SCNScene(named: "model.usdz")!

// From URL
let scene = try SCNScene(url: modelURL, options: nil)

// Via Model I/O (for format conversion)
let asset = MDLAsset(url: modelURL)
let scene = SCNScene(mdlAsset: asset)

Migration tip: Convert .scn files to .usdz using xcrun scntool --convert file.scn --format usdz before migrating to RealityKit.


9. ARKit Integration (Legacy)

// ARSCNView — SceneKit + ARKit (legacy approach)
let arView = ARSCNView(frame: view.bounds)
arView.delegate = self
arView.session.run(ARWorldTrackingConfiguration())

// Adding virtual content at anchors
func renderer(_ renderer: SCNSceneRenderer,
              didAdd node: SCNNode, for anchor: ARAnchor) {
    let box = SCNBox(width: 0.1, height: 0.1, length: 0.1, chamferRadius: 0)
    node.addChildNode(SCNNode(geometry: box))
}

In RealityKit: Use RealityView with AnchorEntity types. ARSCNView is legacy — all new AR development should use RealityKit.


10. Anti-Patterns

Anti-Pattern 1: Starting New Projects in SceneKit

Time cost: Weeks of rework when you eventually must migrate

SceneKit is deprecated. New projects should use RealityKit from the start, even if the learning curve is steeper initially.

Anti-Pattern 2: Using.scn Files Without USDZ Conversion

Time cost: Hours when migration begins

.scn files are SceneKit-specific and cannot be loaded in RealityKit. Convert early:

xcrun scntool --convert model.scn --format usdz --output model.usdz

Anti-Pattern 3: Deep Shader Modifier Customization

Time cost: Complete rewrite during migration

SceneKit shader modifiers use a proprietary entry-point system. Heavy investment here has zero portability to RealityKit's ShaderGraphMaterial.

Anti-Pattern 4: Relying on SCNRenderer for Custom Pipelines

Time cost: Architecture redesign during migration

If you need custom render pipelines, build on Metal directly or use RealityRenderer (RealityKit's Metal-level API).

Anti-Pattern 5: Ignoring Deprecation Warnings

Time cost: Surprise breakage when Apple removes APIs

Track SceneView deprecation warnings and plan UIViewRepresentable fallback or RealityKit migration.

Anti-Pattern 6: Creating Hundreds of Nodes in a Loop

Time cost: 2-4 hours debugging frame drops, often misdiagnosed as GPU issue

// ❌ WRONG: Each SCNNode has overhead (transform, bounding box, hit test)
for i in 0..<500 {
    let node = SCNNode(geometry: SCNSphere(radius: 0.05))
    node.position = randomPosition()
    scene.rootNode.addChildNode(node)  // 500 nodes = terrible frame rate
}

// ✅ RIGHT: Use SCNParticleSystem for particle-like effects
let particles = SCNParticleSystem()
particles.birthRate = 500
particles.particleSize = 0.05
particles.emitterShape = SCNBox(width: 5, height: 5, length: 5, chamferRadius: 0)
particleNode.addParticleSystem(particles)

// ✅ RIGHT: Use geometry instancing for identical objects
let source = SCNGeometrySource(/* instance transforms */)
geometry.levelsOfDetail = [SCNLevelOfDetail(geometry: lowPoly, screenSpaceRadius: 20)]

Rule: If >50 identical objects, use SCNParticleSystem or flatten geometry. If different objects, use SCNNode.flattenedClone() to reduce draw calls.


11. Migration Decision Tree

Should you migrate to RealityKit?
│
├─ Is this a new project?
│   └─ YES → Use RealityKit from the start. No question.
│
├─ Does the app need AR features?
│   └─ YES → Migrate. ARSCNView is legacy, RealityKit is the only forward path.
│
├─ Does the app target visionOS?
│   └─ YES → Must migrate. SceneKit doesn't support visionOS spatial features.
│
├─ Is the codebase heavily invested in SceneKit?
│   ├─ YES, and app is stable → Maintain in SceneKit for now, plan phased migration.
│   └─ YES, but needs new features → Migrate incrementally (new features in RealityKit).
│
├─ Is performance a concern?
│   └─ YES → RealityKit is optimized for Apple Silicon with Metal-first rendering.
│
└─ Is the app in maintenance mode?
    └─ YES → Keep SceneKit until critical. Security patches will continue.

12. Pressure Scenarios

Scenario 1: "Just Use SceneKit, It Works Fine"

Pressure: Team familiarity with SceneKit, deadline to ship

Wrong approach: Start new project in SceneKit because the team knows it.

Correct approach: Invest in RealityKit learning. SceneKit will receive no new features. The longer you wait, the larger the migration debt.

Push-back template: "SceneKit is deprecated as of iOS 26. Starting new work in it creates migration debt that grows with every feature we add. RealityKit's ECS model is different but learnable — let's invest the time now."

Scenario 2: "We Don't Have Time to Learn RealityKit"

Pressure: Tight deadline, team unfamiliar with ECS

Wrong approach: Build everything in SceneKit to meet the deadline.

Correct approach: Build the prototype in SceneKit if necessary, but document every SceneKit dependency and plan the migration. Use USDZ assets from the start so they're portable.

Push-back template: "Let's use USDZ assets and keep the SceneKit layer thin. When we migrate, the assets transfer directly and only the code layer changes."

Scenario 3: "Port Everything At Once"

Pressure: Desire for a clean migration

Wrong approach: Attempt to rewrite the entire SceneKit codebase in RealityKit at once.

Correct approach: Migrate incrementally. New features in RealityKit. Existing SceneKit code stays until it needs changes. Modularize with Swift packages (per Apple's migration guide).

Push-back template: "Apple's own migration guide recommends modularizing into Swift packages and migrating system by system. A big-bang rewrite risks introducing new bugs across the entire app."


Code Review Checklist

  • No new SceneKit code in projects targeting iOS 26+ without migration plan
  • Assets in USDZ format (not.scn) for portability
  • No deep shader modifier customization without RealityKit equivalent identified
  • SCNTransaction used for implicit animations (not direct property changes without animation context)
  • Physics categoryBitMask explicitly set (not relying on defaults)
  • Contact delegate set and protocol conformance added
  • [weak self] in completion handlers and closures
  • Debug overlays enabled during development (showsStatistics = true)

Resources

WWDC: 2014-609, 2014-610, 2017-604, 2019-612

Docs: /scenekit, /scenekit/scnscene, /scenekit/scnnode, /scenekit/scnmaterial, /scenekit/scnphysicsbody

Skills: axiom-scenekit-ref, axiom-realitykit, axiom-realitykit-ref

平台分布

Codex

36.34%
按下载量换算414

Claude

29.73%
按下载量换算339

Cursor

19.82%
按下载量换算226

Gemini CLI

9.63%
按下载量换算110

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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