Sceneview

Sceneview

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@thomasgorisse1.3kKotlinApache-2.0Updated Today

3D & AR SDK for Android, iOS, Web — API docs, samples, validation, and code generation.

SceneView

The AI-first 3D & AR SDK for Jetpack Compose, SwiftUI and the web.

Declarative 3D and AR for app developers who want a model on screen, or in the room, without a game engine: Filament + ARCore on Android, RealityKit + ARKit on Apple, Filament.js + WebXR in the browser — with Flutter, React Native and Compose Multiplatform bridges on top. Open source, Apache 2.0.

AI-first means one thing here: an assistant that reads llms.txt or the MCP server writes SceneView code that works on the first try. When it doesn't, the API or the doc gets fixed.

Android 3D Android AR iOS / macOS / visionOS sceneview-web Flutter React Native MCP Server

CI License GitHub Stars Discord Open Collective


Quick start

One minimal, working example per platform. The full reference for each is in llms.txt.

Android

// build.gradle.kts
implementation("io.github.sceneview:sceneview:4.40.0")
@Composable
fun ModelScreen() {
    SceneView(modifier = Modifier.fillMaxSize()) {          // orbit camera + default lighting
        rememberModelInstance(modelLoader, "models/helmet.glb")?.let { instance ->
            ModelNode(modelInstance = instance, scaleToUnits = 1.0f, autoAnimate = true)
        }
    }
}

models/helmet.glb lives in src/main/assets/. rememberModelInstance returns null until the model is loaded, then recomposes. Never call modelLoader.createModel* from a background coroutine: Filament calls must run on the main thread, and rememberModelInstance handles that.

AR (Android)

// build.gradle.kts
implementation("io.github.sceneview:arsceneview:4.40.0")   // includes the 3D module
@Composable
fun ARScreen() {
    var anchor by remember { mutableStateOf<Anchor?>(null) }

    ARSceneView(
        modifier = Modifier.fillMaxSize(),
        planeRenderer = true,
        onSessionUpdated = { _, frame ->
            if (anchor == null) {
                anchor = frame.getUpdatedPlanes()
                    .firstOrNull { it.type == Plane.Type.HORIZONTAL_UPWARD_FACING }
                    ?.let { frame.createAnchorOrNull(it.centerPose) }
            }
        }
    ) {
        val helmet = rememberModelInstance(modelLoader, "models/helmet.glb")
        anchor?.let { a ->
            AnchorNode(anchor = a) {
                helmet?.let { ModelNode(modelInstance = it, scaleToUnits = 0.5f) }
            }
        }
    }
}

Plane detected → anchor set → Compose recomposes → the model appears. AR state is just Kotlin state. For placement without a tap, grounded and gesture-ready, start from AutoPlacementScene (see llms.txt).

iOS / macOS / visionOS (SwiftUI)

Swift Package Manager: https://github.com/sceneview/sceneview.git, from 4.39.0.

import SwiftUI
import SceneViewSwift

struct ModelScreen: View {
    @State private var model: ModelNode?

    var body: some View {
        SceneView { root in
            if let model { root.addChild(model.entity) }
        }
        .contentID(model != nil)      // re-run the builder once the model has loaded
        .environment(.studio)
        .cameraControls(.orbit)
        .task { model = try? await ModelNode.load("helmet.usdz") }
    }
}

The content closure runs once unless its .contentID(_:) changes: without that line, a model that finishes loading after the scene appears is never added.

Web

<canvas id="viewer" style="width: 100%; height: 480px"></canvas>
<script src="https://cdn.jsdelivr.net/gh/sceneview/sceneview@v4.40.0/website-static/js/filament/filament.js"></script>
<script src="https://cdn.jsdelivr.net/gh/sceneview/sceneview@v4.40.0/website-static/js/sceneview.js"></script>
<script> SceneView.modelViewer("viewer", "model.glb") </script>

Compose Multiplatform (Android · iOS · desktop)

// commonMain dependencies
implementation("io.github.sceneview:sceneview-compose:4.40.0")
SceneViewer(model = ModelSource.Asset("models/helmet.glb"), modifier = Modifier.fillMaxSize())

A viewer by design — load, orbit, light, tap; no AR. Scope and the one-time iOS setup: sceneview-compose/.

Flutter

// pubspec.yaml → flutter_sceneview: ^4.39.0
final controller = SceneViewController();

SceneView(
  controller: controller,
  onViewCreated: () => controller.loadModel(
    const ModelNode(modelPath: 'models/helmet.glb'),
  ),
)

React Native

// npm install @sceneview-sdk/react-native
import { SceneView } from '@sceneview-sdk/react-native';

<SceneView
  style={{ flex: 1 }}
  modelNodes={[{ src: 'models/helmet.glb', position: [0, 0, -2] }]}
  cameraControlMode="orbit"
/>

Flutter and React Native bridge a subset of the native API — see flutter/ and react-native/ for what is covered.

Your AI assistant

claude mcp add sceneview -- npx -y sceneview-mcp   # Claude Code
codex  mcp add sceneview -- npx -y sceneview-mcp   # Codex

Then ask: "Add a 3D model viewer to my Compose screen." Every other client is in Use with AI.


Try it

Get it on Google Play  Download on the App Store  Open the Web Playground

The demo apps are built from samples/. Any demo opens straight from a link: https://sceneview.github.io/open?demo=<id> (for example …/open?demo=ar-rerun).


Runs on

Each row is a published package plus an app or page you can open today, backed by a real capture of it.

PlatformStatusInstallOpen itCapture
AndroidShipped · StableMaven CentralGoogle PlaySceneView Android demo: Model Viewer rendering a helmet with Filament
iOSShipped · AlphaSwift PackageApp StoreSceneView iOS demo: Model Viewer rendering a helmet with RealityKit
WebShipped · Alphanpm sceneview-webLive web demoSceneView web demo: Damaged Helmet rendered by Filament.js in a browser

Shipped means released and publicly reachable; the second word is the API maturity. The other platforms in the table below join this section once a capture backs them.


Platforms

PlatformRendererFrameworkStatus
AndroidFilamentJetpack ComposeStable
Android TVFilamentCompose TVAlpha
iOS / macOS / visionOSRealityKitSwiftUIAlpha
WebFilament.js (WebGL2 / WASM)JavaScript + Kotlin/JSAlpha
Compose MultiplatformFilament (Android, desktop) · RealityKit (iOS)sceneview-composeAlpha — viewer subset
Desktop (JVM)Filament, via filament-kmpCompose Desktop (sceneview-compose)Alpha
FlutterNative per platformPlatformViewAlpha
React NativeNative per platformFabricAlpha
AI assistants—llms.txt, MCP server, skillsStable

Install

PlatformCoordinate
Android 3Dio.github.sceneview:sceneview:4.40.0
Android ARio.github.sceneview:arsceneview:4.40.0
Compose Multiplatformio.github.sceneview:sceneview-compose:4.40.0
KMP core only (math, collision, physics)io.github.sceneview:sceneview-core:4.40.0
Apple (SPM)https://github.com/sceneview/sceneview.git, from 4.39.0
Web, script tagthe two <script> tags in Web
Web, bundler (Kotlin/JS)npm install sceneview-web — see SceneView Web
Flutterflutter_sceneview on pub.dev
React Native@sceneview-sdk/react-native on npm
AI assistantsnpx -y sceneview-mcp — see Use with AI

Use with AI

Everything an assistant needs to write SceneView code ships with the SDK:

  • llms.txt — the complete API reference in one file: composables, every node type, threading rules, recipes. Its Kotlin snippets are compiled in CI. Served at https://sceneview.github.io/llms.txt for tools without MCP support.
  • Rules files — AGENTS.md (Codex, Cursor, GitHub Copilot, Gemini in Android Studio and others), CLAUDE.md (Claude Code), .github/copilot-instructions.md, and .cursorrules for older Cursor versions.
  • The MCP server — free, no API key. The tools assistants reach for most: validate_code (checks a snippet against the real public API before you run it), get_node_reference (the exact node signature, not an invented one), list_samples / get_sample (38 samples to start from), and get_setup / get_ar_setup (project wiring).

MCP setup

claude mcp add sceneview -- npx -y sceneview-mcp   # Claude Code
codex  mcp add sceneview -- npx -y sceneview-mcp   # Codex
copilot mcp add sceneview -- npx -y sceneview-mcp  # GitHub Copilot CLI
// Cursor (.cursor/mcp.json), Cline, JetBrains AI Assistant
{ "mcpServers": { "sceneview": { "command": "npx", "args": ["-y", "sceneview-mcp"] } } }
// VS Code (.vscode/mcp.json) uses the "servers" key instead
{ "servers": { "sceneview": { "type": "stdio", "command": "npx", "args": ["-y", "sceneview-mcp"] } } }

Clients that only speak HTTP (Gemini in Android Studio, ChatGPT) use the hosted endpoint https://mcp.sceneview.dev/mcp, or run their own with npx sceneview-mcp --http. Per-client snippets: sceneview.github.io/#ai-setup. Listed on the MCP Registry.

ChatGPT / Codex plugin

This repository is also an OpenAI plugin: .codex-plugin/plugin.json points at the three skills under agents/ (sceneview, sceneview-ios, sceneview-web). From a checkout:

codex plugin marketplace add "$PWD"    # absolute path — a relative one does not resolve
codex plugin add sceneview@sceneview-local

Codex also discovers the skills from .agents/skills/ on its own. Over HTTP the MCP server carries an inline view_3d_model widget that renders a public GLB/glTF URL in the conversation. Listing copy and test prompts: agents/OPENAI-PLUGIN.md.

Claude Code plugin

/plugin marketplace add sceneview/claude-marketplace, then /plugin install sceneview@sceneview, installs the MCP server together with the contributor commands used to work on this repository — see sceneview/claude-marketplace.

Vertical MCP servers (Rerun AR debugging and others) are listed in the MCP README.


Android in depth

3D scene

SceneView is a composable that renders a Filament viewport. Nodes are composables inside it.

val engine = rememberEngine()
val modelLoader = rememberModelLoader(engine)
val environmentLoader = rememberEnvironmentLoader(engine)

SceneView(
    modifier = Modifier.fillMaxSize(),
    engine = engine,
    modelLoader = modelLoader,
    environment = rememberEnvironment(environmentLoader) {
        environmentLoader.createHDREnvironment("envs/studio.hdr")
            ?: createEnvironment(environmentLoader)
    },
    cameraManipulator = rememberCameraManipulator()
) {
    // Model — async loaded, appears when ready
    rememberModelInstance(modelLoader, "models/helmet.glb")?.let {
        ModelNode(modelInstance = it, scaleToUnits = 1.0f, autoAnimate = true)
    }

    // Geometry — procedural shapes
    CubeNode(size = Size(0.2f))
    SphereNode(radius = 0.1f, position = Position(x = 0.5f))

    // Nesting — same as Column { Row { } }
    Node(position = Position(y = 1.0f)) {
        LightNode(apply = { type(LightManager.Type.POINT); intensity(50_000f) })
        CubeNode(size = Size(0.05f))
    }
}

Node composables — 27 in 3D, 15 more in AR

CategoryNodesWhat they do
ModelsModelNodeglTF/GLB with skeletal/morph animations. isEditable = true for gestures.
PrimitivesCubeNode · SphereNode · CylinderNode · ConeNode · TorusNode · CapsuleNode · TubeNode · PlaneNodeProcedural geometry, parametric size/segments
Curves & shapesLineNode · PathNode · ShapeNodeSingle segments, polylines, extruded 2D polygons
Custom geometryMeshNodeYour own Filament VertexBuffer / IndexBuffer
SurfacesImageNode · VideoNode · BillboardNodePNG/JPG plane, video plane (MediaPlayer), camera-facing sprite
3D textTextNodeWorld-space text label that always faces the camera
Compose-in-3DViewNodeAny Compose UI rendered as a 3D surface, fully touch-interactive
Gaussian splatsSplatNodeRender a Gaussian-splat capture
Lighting & skyLightNode · ReflectionProbeNode · DynamicSkyNode · FogNodeSun/dir/point/spot lights, local IBL, time-of-day sky, atmospheric fog
PhysicsPhysicsNodeSimple rigid-body simulation (gravity, collisions)
CamerasCameraNode · SecondaryCameraMain and picture-in-picture cameras
GroupNodeEmpty pivot for nesting and transform inheritance

AR scene

ARSceneView is SceneView with ARCore: the camera follows real-world tracking. See the AR quick start above.

NodeWhat it does
AnchorNodePin a node to a real-world ARCore Anchor
HitResultNode · DepthHitResultNodeLive surface cursor from each frame's hit-test (planes or depth)
PoseNodePosition a node at any ARCore Pose
PlaneNode · ReticleNodeRender a detected plane, or a placement reticle
PointCloudNode · DepthMeshNode · SceneMeshNodeFeature points, depth mesh, classified geospatial scene mesh
AugmentedImageNodeImage tracking — pose + 2D extent of a detected image
AugmentedFaceNodeFace mesh overlay (front camera)
CloudAnchorNodePersistent cross-device anchor (host + resolve)
StreetscapeGeometryNodeGeospatial — semantic city mesh (buildings, terrain)
TerrainAnchorNodeGeospatial — anchor pinned to ground at a lat/lng
RooftopAnchorNodeGeospatial — anchor pinned to a building rooftop
FeatureAPI surface
Automatic placementAutoPlacementScene + AutoPlacementModel — grounded, gesture-ready, no tap
Plane / depth / instant placementARSceneView(planeRenderer = …, depthMode = …, instantPlacementMode = …)
Geospatial (VPS)Streetscape + Terrain + Rooftop anchors via Earth session
Cloud AnchorsCloudAnchorNode.host(ttlDays = N) + .resolve(id)
Augmented Faces & ImagesAugmentedFaceNode, AugmentedImageDatabase, runtime image add
Image Stabilization (EIS)ARSceneView(imageStabilizationMode = ImageStabilizationMode.EIS)
Camera exposure & focusARSceneView(cameraConfig = …), ARSceneScope.exposureCompensation
Record & ReplayrememberARRecorder() to capture, ARSceneView(playbackDataset = file) to replay 1:1 — see AR debugging
Rerun.io live debugrememberRerunBridge() streams poses, planes and point clouds to the Rerun viewer
Permission flowARPermissionHandler — auto-detected from ComponentActivity

Capabilities

CapabilityWhat it gives youWhere it lives
GesturesDrag, pinch-to-scale, two-finger rotate, elevate, tap. Per-node opt-in via isEditable.NodeGestureDelegate, OnGestureListener
AnimationsSkeletal/morph from glTF, plus per-node spring/property/smooth-transform.ModelNode.playAnimation(), NodeAnimationDelegate
PhysicsRigid-body dynamics — gravity, collisions, impulses. Pure Kotlin Multiplatform, no JNI.PhysicsNode, sceneview-core
Collision & raycastingRay vs box / sphere intersections, hit-testing, frustum culling.CollisionSystem, Ray, Box, Sphere
Procedural geometryCube/sphere/cylinder/cone/torus/capsule generators, extrusion from 2D shapes (Earcut + Delaunator).sceneview-core geometry + triangulation
HDR environmentIBL lighting + skybox from .hdr / .ktx. Async load + reactive swap.EnvironmentLoader, rememberEnvironment
Custom materialsFilament .filamat materials with parameters, plus built-in unlit / lit / overlay variants.MaterialLoader
Post-processingBloom, depth of field, SSAO, vignette, color grading, tone mapping.View.bloomOptions, dynamicResolutionOptions, …
Compose UI in 3DAny @Composable as a textured plane in world space. Touches are forwarded, so Button.onClick, ripples and inner scrolling work.ViewNode + ViewNode.WindowManager
Multiple camerasPicture-in-picture, mini-map, security-camera views.SecondaryCamera
Reactive scene graphChange state → the tree updates. No imperative parent.addChild().SceneScope / ARSceneScope DSL

Model formats

FormatAndroidAppleWeb
glTF / GLB✅✅✅
USDZ / Reality—✅ RealityKit—
STL (binary + ASCII)✅ converted to GLB in memory——
OBJ + MTL✅ converted to GLB, material colours——
PLY (binary + ASCII)✅ converted to GLB, vertex colours——
3MF✅ converted to GLB, declared units honoured——

There is no per-format API on Android: rememberModelInstance(modelLoader, path) accepts all of them. The format is decided by the file's bytes, not its extension, so a file shared into your app as application/octet-stream with no name still opens. The converters are dependency-free Kotlin in sceneview-core. Tracked next: one ModelFormat entry point and every format on the web. Details: Model formats.


Apple (iOS / macOS / visionOS)

Native Swift Package built on RealityKit, with a node set mirroring the Android API. Content you can build synchronously uses the @NodeBuilder form:

SceneView {
    GeometryNode.cube(size: 0.1, color: .blue)
        .position(.init(x: 0.5, y: 0, z: 0))
    LightNode.directional(intensity: 1000)
}
.environment(.studio)
.cameraControls(.orbit)

AR on iOS — tap a detected plane to place content:

ARSceneView(
    planeDetection: .horizontal,
    onTapOnPlane: { position, arView in
        let anchor = AnchorNode.world(position: position)
        anchor.add(GeometryNode.cube(size: 0.1, color: .blue).entity)
        arView.scene.addAnchor(anchor.entity)
    }
)

Nodes — ModelNode · GeometryNode (cube/sphere/cylinder/cone/torus/capsule/plane) · LightNode · ImageNode · VideoNode · TextNode · ViewNode · BillboardNode · MeshNode · LineNode · PathNode · ShapeNode · PhysicsNode · ReflectionProbeNode · DynamicSkyNode · FogNode · CameraNode · AnchorNode · AugmentedImageNode · SceneReconstructionNode (visionOS scene mesh). Plus an iOS RerunBridge with the same wire format as Android.

Full guide: SceneViewSwift/README.md.


SceneView Web

Two <script> tags and one call (see Web above). The wrapper is ~24 KB gzipped; the engine it drives is Filament — the same renderer as Android SceneView — compiled to WebAssembly (~2.3 MB gzipped).

JavaScript API (script tag):

  • SceneView.modelViewer(canvasOrId, url, options?) — all-in-one viewer with orbit + auto-rotate
  • SceneView.create(canvasOrId, options?) — empty viewer, load a model later
  • viewer.loadModel(url) — load or replace a glTF/GLB model
  • viewer.setAutoRotate(enabled) — toggle rotation
  • viewer.dispose() — release resources

Kotlin/JS (sceneview-web, npm only) — the power-user API: OrbitCameraController, the geometry DSL, reactive node updates, and WebXR through ARSceneView (immersive-ar, hit-test, anchors, light estimation), VRSceneView (immersive-vr, controllers) and the low-level WebXRSession. The module builds a webpack bundle, so it has no Maven coordinate:

npm install sceneview-web

The package expects a Filament global and does not include the SceneView.modelViewer script helpers. A Kotlin Multiplatform project that only needs the shared core (collision, math, geometry, animation, physics — no renderer) uses implementation("io.github.sceneview:sceneview-core-js:4.40.0").

Landing page · Playground · npm


The Compose-native successor to Sceneform

Google archived Sceneform in 2021 and ships no first-party declarative AR renderer. SceneView descends from the maintained Sceneform community fork: ARCore for perception, Filament for rendering, Jetpack Compose for the API, and glTF (.glb / .gltf) instead of the deprecated .sfb format.

Coming from Sceneform? The migration guide maps it concept by concept (ArFragment → ARSceneView { }, ModelRenderable → rememberModelInstance, and so on).


AR debugging

  • Record & Replay — capture an ARCore session once with rememberARRecorder(), replay it 1:1 at your desk with ARSceneView(playbackDataset = file). See docs/docs/ar-recording.md and the Record & Playback demo.
  • Hosted Rerun viewer — tap Save & Share in the AR Rerun demo, host the .rrd file on any public URL, and open https://sceneview.github.io/rerun/?url=<encoded-url> to scrub the session frame by frame in a browser, with no local install. Architecture and the Kotlin API (RerunBridge.requestSaveAndShare) are in the AR Debug — Rerun.io section of llms.txt.

Architecture

Each platform uses its native renderer. Shared logic lives in Kotlin Multiplatform.

sceneview-core (Kotlin Multiplatform)
├── math, collision, geometry, physics, animation, model-format converters
│
├── sceneview (Android)          → Filament + Jetpack Compose
├── arsceneview (Android)        → ARCore
├── sceneview-compose (KMP)      → one SceneViewer for Android, iOS and desktop
├── SceneViewSwift (Apple)       → RealityKit + SwiftUI
├── sceneview-web (Web)          → Filament.js + WebXR
└── flutter/ · react-native/     → bridges to the native views

Samples

SamplePlatformRun
samples/android-demoAndroid — 3D & AR./gradlew :samples:android-demo:assembleDebug
samples/android-tv-demoAndroid TV./gradlew :samples:android-tv-demo:assembleDebug
samples/ios-demoiOS — 3D & AROpen in Xcode
samples/web-demoWeb./gradlew :samples:web-demo:jsBrowserRun
samples/desktop-demoDesktop (JDK 22+)./gradlew :samples:desktop-demo:run
samples/flutter-demoFluttercd samples/flutter-demo && flutter run
samples/react-native-demoReact NativeSee its README

Built with SceneView

  • AR Model Viewer — open a 3D file from any app or link (GLB, glTF, STL, OBJ, PLY, 3MF) and see it in your room at real size.
  • Will It Fit — enter a piece of furniture's dimensions and see whether it fits before you buy.

Links

Support

SceneView is free and open source. Donations keep it maintained across every platform above.

PlatformLink
:heart:Open Collective — transparent ledger, one-off or monthlyDonate on Open Collective
:star:GitHub SponsorsSponsor on GitHub

See SPONSORS.md for how sponsorship works here.