Token导航 LogoToken导航

Agent Skill · 研究检索

scenekit(scenekit 搜索)

scenekit 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。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。

scenekit 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为只读;许可证信息还不明确,第三方扫描已通过,按安装量在研究检索类的 73,674 个 Skill 里排第 8,862。

总安装 15,425周安装 618GitHub Stars 486下载 4,993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:scenekit(scenekit 搜索)
来源仓库:https://github.com/dpearson2699/swift-ios-skills
仓库路径:skills/scenekit
安装命令:
npx skills add https://github.com/dpearson2699/swift-ios-skills --skill 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/dpearson2699/swift-ios-skills --skill scenekit

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

用于搜索与 Apple SceneKit 框架相关的开发资源。适合在 iOS 3D 应用开发中查找教程、API 示例。可过滤版本和类别,输出链接和简要说明。scenekit 属于研究检索类 Skill,可作为该场景下的辅助能力补充。安装依赖 GitHub 仓库,需确认网络可访问性。

搜索结果不包含私有或付费内容,注意甄别质量。

来源仓库内路径:skills/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/dpearson2699/swift-ios-skills --skill 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

    它标注为只读,先用只读任务试一次,确认行为符合预期再扩大使用范围。

常见问题

6 条

scenekit 怎么安装?

在终端执行 npx skills add https://github.com/dpearson2699/swift-ios-skills --skill scenekit。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

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。

scenekit 需要什么权限?

权限级别是只读。该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

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。

scenekit 用的人多吗?

公开数据是累计安装 15,425 次,近一周安装 618 次,下载 4,993 次,GitHub 486 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。

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。
  • 标注为只读权限,试用阶段不容易误改本地文件。

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。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。
  • 只想先试试效果、不希望它改动本地文件的人。

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。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
scenekit

scenekit 搜索 · 本页

15,425486只读未明确通过

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

Apple's high-level 3D rendering framework for building scenes and visualizations on iOS using Swift 6.3. Provides a node-based scene graph, built-in geometry primitives, physically based materials, lighting, animation, and physics.

Deprecation notice (WWDC 2025): SceneKit is officially deprecated across all Apple platforms and is now in maintenance mode (critical bug fixes only). Existing apps continue to work. For new projects or major updates, Apple recommends RealityKit. See WWDC 2025 session 288 for migration guidance.

Contents

Scene Setup

SCNView in UIKit

import SceneKit

let sceneView = SCNView(frame: view.bounds)
sceneView.scene = SCNScene()
sceneView.allowsCameraControl = true
sceneView.autoenablesDefaultLighting = true
sceneView.backgroundColor = .black
view.addSubview(sceneView)

allowsCameraControl adds built-in orbit, pan, and zoom gestures. Typically disabled in production where custom camera control is needed.

Creating an SCNScene

let scene = SCNScene()                                          // Empty
guard let scene = SCNScene(named: "art.scnassets/ship.scn")     // .scn asset catalog
    else { fatalError("Missing scene asset") }
let scene = try SCNScene(url: Bundle.main.url(                  // .usdz from bundle
    forResource: "spaceship", withExtension: "usdz")!)

Nodes and Geometry

Every scene has a rootNode. All content exists as descendant nodes. Nodes define position, orientation, and scale in their parent's coordinate system. SceneKit uses a right-handed coordinate system: +X right, +Y up, +Z toward the camera.

let parentNode = SCNNode()
scene.rootNode.addChildNode(parentNode)

let childNode = SCNNode()
childNode.position = SCNVector3(0, 1, 0)  // 1 unit above parent
parentNode.addChildNode(childNode)

Transforms

node.position = SCNVector3(x: 0, y: 2, z: -5)
node.eulerAngles = SCNVector3(x: 0, y: .pi / 4, z: 0)  // 45-degree Y rotation
node.scale = SCNVector3(2, 2, 2)
node.simdPosition = SIMD3<Float>(0, 2, -5)  // Prefer simd for performance

Built-in Primitives

SCNBox, SCNSphere, SCNCylinder, SCNCone, SCNTorus, SCNCapsule, SCNTube, SCNPlane, SCNFloor, SCNText, SCNShape (extruded Bezier path).

let node = SCNNode(geometry: SCNSphere(radius: 0.5))

Finding Nodes

let maxNode = scene.rootNode.childNode(withName: "Max", recursively: true)
let enemies = scene.rootNode.childNodes { node, _ in
    node.name?.hasPrefix("enemy") == true
}

Materials

SCNMaterial defines surface appearance. Use firstMaterial for single-material geometries or the materials array for multi-material.

Color and Texture

let material = SCNMaterial()
material.diffuse.contents = UIColor.systemBlue     // Solid color
material.diffuse.contents = UIImage(named: "brick") // Texture
material.normal.contents = UIImage(named: "brick_normal")
sphere.firstMaterial = material

Physically Based Rendering (PBR)

let pbr = SCNMaterial()
pbr.lightingModel = .physicallyBased
pbr.diffuse.contents = UIImage(named: "albedo")
pbr.metalness.contents = 0.8       // Scalar or texture
pbr.roughness.contents = 0.2       // Scalar or texture
pbr.normal.contents = UIImage(named: "normal")
pbr.ambientOcclusion.contents = UIImage(named: "ao")

Lighting Models

.physicallyBased (metalness/roughness), .blinn (default), .phong, .lambert (diffuse-only), .constant (unlit), .shadowOnly.

Each material property is an SCNMaterialProperty accepting UIColor, UIImage, CGFloat scalar, SKTexture, CALayer, or AVPlayer.

Transparency

material.transparency = 0.5
material.transparencyMode = .dualLayer
material.isDoubleSided = true

Lighting

Attach an SCNLight to a node. The light's direction follows the node's negative Z-axis.

Light Types

// Ambient: uniform, no direction
let ambient = SCNLight()
ambient.type = .ambient
ambient.color = UIColor(white: 0.3, alpha: 1)

// Directional: parallel rays (sunlight)
let directional = SCNLight()
directional.type = .directional
directional.castsShadow = true

// Omni: point light, all directions
let omni = SCNLight()
omni.type = .omni
omni.attenuationEndDistance = 20

// Spot: cone-shaped
let spot = SCNLight()
spot.type = .spot
spot.spotInnerAngle = 20
spot.spotOuterAngle = 60

Attach to a node:

let lightNode = SCNNode()
lightNode.light = directional
lightNode.eulerAngles = SCNVector3(-Float.pi / 3, 0, 0)
lightNode.position = SCNVector3(0, 10, 10)
scene.rootNode.addChildNode(lightNode)

Shadows

light.castsShadow = true
light.shadowMapSize = CGSize(width: 2048, height: 2048)
light.shadowSampleCount = 8
light.shadowRadius = 3.0
light.shadowColor = UIColor(white: 0, alpha: 0.5)

Category Bit Masks

light.categoryBitMask = 1 << 1     // Category 2
node.categoryBitMask = 1 << 1      // Only lit by category-2 lights

SceneKit renders a maximum of 8 lights per node. Use attenuationEndDistance on point/spot lights so SceneKit skips them for distant nodes.

Cameras

Attach an SCNCamera to a node to define a viewpoint.

let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
cameraNode.position = SCNVector3(0, 5, 15)
cameraNode.look(at: SCNVector3Zero)
scene.rootNode.addChildNode(cameraNode)
sceneView.pointOfView = cameraNode

Configuration

camera.fieldOfView = 60                        // Degrees
camera.zNear = 0.1
camera.zFar = 500
camera.automaticallyAdjustsZRange = true

// Orthographic
camera.usesOrthographicProjection = true
camera.orthographicScale = 10

Depth-of-field (wantsDepthOfField, focusDistance, fStop) and HDR effects (wantsHDR, bloomIntensity, bloomThreshold, screenSpaceAmbientOcclusionIntensity) are configured directly on SCNCamera.

Animation

SceneKit provides three animation approaches.

SCNAction (Declarative, Game-Oriented)

Reusable, composable animation objects attached to nodes.

let move = SCNAction.move(by: SCNVector3(0, 2, 0), duration: 1)
let rotate = SCNAction.rotateBy(x: 0, y: .pi, z: 0, duration: 1)
node.runAction(.group([move, rotate]))

// Sequential
node.runAction(.sequence([.fadeOut(duration: 0.3), .removeFromParentNode()]))

// Infinite loop
let pulse = SCNAction.sequence([
    .scale(to: 1.2, duration: 0.5),
    .scale(to: 1.0, duration: 0.5)
])
node.runAction(.repeatForever(pulse))

SCNTransaction (Implicit Animation)

SCNTransaction.begin()
SCNTransaction.animationDuration = 1.0
node.position = SCNVector3(5, 0, 0)
node.opacity = 0.5
SCNTransaction.completionBlock = { print("Done") }
SCNTransaction.commit()

Explicit Animations (Core Animation)

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")

Physics

Physics Bodies

node.physicsBody = SCNPhysicsBody(type: .dynamic, shape: nil)   // Forces + collisions
floor.physicsBody = SCNPhysicsBody(type: .static, shape: nil)    // Immovable
platform.physicsBody = SCNPhysicsBody(type: .kinematic, shape: nil) // Code-driven

When shape is nil, SceneKit derives it from geometry. For performance, use simplified shapes:

let shape = SCNPhysicsShape(
    geometry: SCNBox(width: 1, height: 2, length: 1, chamferRadius: 0),
    options: nil
)
node.physicsBody = SCNPhysicsBody(type: .dynamic, shape: shape)
node.physicsBody?.mass = 2.0
node.physicsBody?.restitution = 0.3

Applying Forces

node.physicsBody?.applyForce(SCNVector3(0, 10, 0), asImpulse: false) // Continuous
node.physicsBody?.applyForce(SCNVector3(0, 5, 0), asImpulse: true)   // Instant
node.physicsBody?.applyTorque(SCNVector4(0, 1, 0, 2), asImpulse: true)

Collision Detection

struct PhysicsCategory {
    static let player:     Int = 1 << 0
    static let enemy:      Int = 1 << 1
    static let ground:     Int = 1 << 2
}

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

scene.physicsWorld.contactDelegate = self

func physicsWorld(_ world: SCNPhysicsWorld, didBegin contact: SCNPhysicsContact) {
    handleCollision(between: contact.nodeA, and: contact.nodeB)
}

Gravity

scene.physicsWorld.gravity = SCNVector3(0, -9.8, 0)
node.physicsBody?.isAffectedByGravity = false

Particle Systems

SCNParticleSystem creates effects like fire, smoke, rain, and sparks.

let particles = SCNParticleSystem()
particles.birthRate = 100
particles.particleLifeSpan = 2
particles.particleSize = 0.1
particles.particleColor = .orange
particles.emitterShape = SCNSphere(radius: 0.5)
particles.particleVelocity = 2
particles.isAffectedByGravity = true
particles.blendMode = .additive

let emitterNode = SCNNode()
emitterNode.addParticleSystem(particles)
scene.rootNode.addChildNode(emitterNode)

Load from Xcode particle editor with SCNParticleSystem(named: "fire.scnp", inDirectory: nil). Particles can collide with geometry via colliderNodes.

Loading Models

SceneKit loads .usdz, .scn, .dae, .obj, and .abc. Prefer .usdz.

guard let scene = SCNScene(named: "art.scnassets/ship.scn") else { return }
let scene = try SCNScene(url: Bundle.main.url(
    forResource: "model", withExtension: "usdz")!)
guard let modelNode = scene.rootNode.childNode(withName: "mesh", recursively: true) else { return }

Use SCNReferenceNode with .onDemand loading policy for large models. Use SCNSceneSource to inspect or selectively load entries from a file.

SwiftUI Integration

SceneView embeds SceneKit in SwiftUI:

import SwiftUI
import SceneKit

struct SceneKitView: View {
    let scene: SCNScene = {
        let scene = SCNScene()
        let sphere = SCNNode(geometry: SCNSphere(radius: 1))
        sphere.geometry?.firstMaterial?.lightingModel = .physicallyBased
        sphere.geometry?.firstMaterial?.diffuse.contents = UIColor.systemBlue
        sphere.geometry?.firstMaterial?.metalness.contents = 0.8
        scene.rootNode.addChildNode(sphere)
        return scene
    }()

    var body: some View {
        SceneView(scene: scene,
                  options: [.allowsCameraControl, .autoenablesDefaultLighting])
    }
}

Options: .allowsCameraControl, .autoenablesDefaultLighting, .jitteringEnabled, .temporalAntialiasingEnabled.

For render loop control, wrap SCNView in UIViewRepresentable with an SCNSceneRendererDelegate coordinator. See references/scenekit-patterns.md.

Common Mistakes

Not adding a camera or lights

// DON'T: Scene renders blank or black -- no camera, no lights
sceneView.scene = scene

// DO: Add camera + lights, or use convenience flags
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
cameraNode.position = SCNVector3(0, 5, 15)
scene.rootNode.addChildNode(cameraNode)
sceneView.pointOfView = cameraNode
sceneView.autoenablesDefaultLighting = true

Using exact geometry for physics shapes

// DON'T
node.physicsBody = SCNPhysicsBody(type: .dynamic,
    shape: SCNPhysicsShape(geometry: complexMesh))

// DO: Simplified primitive
node.physicsBody = SCNPhysicsBody(type: .dynamic,
    shape: SCNPhysicsShape(
        geometry: SCNBox(width: 1, height: 2, length: 1, chamferRadius: 0),
        options: nil))

Modifying transforms on dynamic bodies

// DON'T: Resets physics simulation
dynamicNode.position = SCNVector3(5, 0, 0)

// DO: Use forces/impulses
dynamicNode.physicsBody?.applyForce(SCNVector3(10, 0, 0), asImpulse: true)

Exceeding 8 lights per node

// DON'T: 20 lights with no attenuation
for _ in 0..<20 {
    let light = SCNNode()
    light.light = SCNLight()
    light.light?.type = .omni
    scene.rootNode.addChildNode(light)
}

// DO: Set attenuationEndDistance so SceneKit skips distant lights
light.light?.attenuationEndDistance = 10

Review Checklist

  • Scene has at least one camera node set as pointOfView
  • Scene has appropriate lighting (or autoenablesDefaultLighting for prototyping)
  • Physics shapes use simplified geometry, not full mesh detail
  • contactTestBitMask set for bodies that need collision callbacks
  • SCNPhysicsContactDelegate assigned to scene.physicsWorld.contactDelegate
  • Dynamic body transforms changed via forces/impulses, not direct position
  • Lights limited to 8 per node; attenuationEndDistance set on point/spot lights
  • Materials use .physicallyBased lighting model for realistic rendering
  • 3D assets use .usdz format where possible
  • SCNReferenceNode used for large models to enable lazy loading
  • Particle birthRate and particleLifeSpan balanced to control particle count
  • categoryBitMask used to scope lights and cameras to relevant nodes
  • SwiftUI scenes use SceneView or UIViewRepresentable-wrapped SCNView
  • Deprecation acknowledged; RealityKit evaluated for new projects

References

平台分布

Codex

33.88%
按下载量换算1,692

Claude

29.77%
按下载量换算1,486

Cursor

18.58%
按下载量换算928

Gemini CLI

9.88%
按下载量换算493

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

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。

继续浏览同类 Skills