Individual skill

scenekit-product-stages

Build and debug SceneKit scenes where one 3D object (a product, badge, coin, wheel) performs on a transparent stage inside a SwiftUI app - studio lighting, real shadows, baked keyframe choreography, hand-rolled physics, gestures and haptics, multi-scene sequencing. Use when working with SCNView or SceneView in SwiftUI, UIViewRepresentable 3D scenes, product or hero-object animation, roll or spin entrances, a first-frame hitch when a scene appears, shadows missing or wrong, metal rendering black, choreographed 3D motion that must stay interruptible, a continuous vapor stream (vent air, steam, mist) drawn as a shader-driven sheet, a liquid-metal or jelly blob (noise-deformed surface with mirror reflections and tap ripples), chrome or gold that looks cartoon-flat instead of real, HDRI image-based lighting, free trackball rotation of an actor, deterministic screenshot testing of shader-driven scenes, cutting an actor in two with a finger swipe (runtime mesh slicing with sealed cross-sections and a falling piece), a die-struck relief object (badge, coin, medallion) built from a heightfield with multiple finishes on one mesh, an actor crumbling into debris that falls and rests on the floor, reproducing a real object's motion from photos or video, or keyframed motion that stutters at its own keyframes. Not for RealityKit, ARKit, visionOS, or full game worlds.

scenekit-product-stages/SKILL.md

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Aug 15, 2026
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# PropMotion

Make one 3D object perform in your SwiftUI app. Production patterns for a
specific, common job: a polished product actor on a transparent SceneKit
stage - entrances, exits, throws, shadows, haptics, and the silent traps
that cost days.

## When to use SceneKit at all

Be honest about the framework's position:

- SceneKit is in maintenance mode. For new apps with heavy 3D needs (asset
  pipelines, USD/USDZ, AR, large worlds) prefer RealityKit.
- SceneKit is still the fastest path to a decorative 3D actor inside a SwiftUI
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