# 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),

- Skill: `dembsky/scenekit-product-stages` (Agent Skill, multi-file: 19 files)
- Install (CLI): `npx skillmds@latest add dembsky/scenekit-product-stages`
- Raw SKILL.md: https://api.skillmd.com/api/skills/dembsky/scenekit-product-stages/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Coding & Dev Tools
- License: MIT
- Author: dembsky (https://skillmd.com/u/dembsky)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/dembsky/scenekit-product-stages

---


# 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
  app: a transparent `SCNView` composites over any SwiftUI layout, geometry
  shader modifiers are a single MSL string, CoreAnimation interop is mature,
  and everything here runs on plain UIKit views with no session setup.
- If the 3D element is one hero object with choreographed motion, this skill's
  recipes apply directly. If it is a full interactive world, stop and consider
  RealityKit first.

## The core stage recipe

A stage is: transparent `SCNView`, a `@MainActor` coordinator that owns the
scene graph, a camera at standing eye height, a three-light rig plus a
dedicated shadow light, a contact blob, and a shadow catcher. The actor
performs via baked keyframe animations.

```swift
struct ProductStage: UIViewRepresentable {
    let item: Item

    // The key must change ONLY when the scene must visibly change.
    private var stateKey: String { "\(item.id)" }

    func makeCoordinator() -> Coordinator { Coordinator() }

    func makeUIView(context: Context) -> SCNView {
        let view = SCNView()
        view.backgroundColor = .clear   // the stage composites over SwiftUI
        view.isOpaque = false
        view.antialiasingMode = .multisampling4X
        view.scene = context.coordinator.buildScene()
        view.pointOfView = context.coordinator.cameraNode
        context.coordinator.install(item)
        context.coordinator.markState(stateKey)
        // First-frame warm-up, two-key ignition: compile shaders off
        // the critical path, park the actor offstage, and gate the first
        // entrance on BOTH a minimum delay and prepare's completion.
        context.coordinator.parkOffstage()
        if let scene = view.scene {
            view.prepare([scene]) { _ in
                DispatchQueue.main.async { context.coordinator.markPipelinesWarm() }
            }
        }
        context.coordinator.scheduleFirstEntrance()
        return view
    }

    func updateUIView(_ view: SCNView, context: Context) {
        // State-key diffing: SwiftUI re-renders must never replay entrances.
        guard context.coordinator.stateKey != stateKey else { return }
        context.coordinator.markState(stateKey)
        context.coordinator.transition(to: item)
    }
}
```

The pieces, in build order:

1. Transparent view flags (`backgroundColor = .clear`, `isOpaque = false`),
   MSAA 4x. The host screen provides the backdrop; the scene has no box.
2. Coordinator owns the node hierarchy, decomposed one node per motion
   concern (travel, lift, yaw, spin), so independent animations never fight
   over a single transform.
3. Camera: `projectionDirection = .horizontal` so the actor's size follows
   stage width; raised position with a slight downward pitch reads like a
   standing observer. Keep it static; a moving camera reads synthetic.
4. Lights: warm key, cool low fill, hard rim, ambient only as a floor value,
   plus a separate shadow-casting directional light aimed from behind-above
   the actor so it never disturbs the visible sculpt.
5. Ground contact: a soft dark gradient plane (the contact blob) under the
   actor plus an invisible `.shadowOnly` catcher plane for the real shadow.
6. Reflective materials sample a small programmatic environment map, not a
   photo. Keep the zone behind the camera dark.
7. All choreography is baked `CAKeyframeAnimation`, guarded by generation
   tokens so any new beat supersedes pending work.

Full detail with code: [references/stage-recipe.md](references/stage-recipe.md)

## The traps that cost the most time

| Trap | Fix |
| --- | --- |
| Deferred shadows never render when MSAA is on, with zero console errors | Use `shadowMode = .forward` plus a `.shadowOnly` catcher. Debug any missing shadow by first giving the scene a visible gray lambert floor. |
| The first frame of a fresh `SCNView` compiles Metal pipelines in the middle of your entrance animation | `prepare([scene])` in the background, park the actor offstage, delay the first entrance. Never start an animation on frame one. |
| `fillMode = .forwards` + `isRemovedOnCompletion = false` pins the presentation, and removal is per object | One central `clearAnimations` that sweeps the node, every child geometry, the lights, and running actions, called from every entry point. |
| Face-on real metal renders as a gray or black hole | A mirror viewed head-on reflects the environment zone behind the camera. Keep the approved painted base and add a thin additive layer with its own reflection map. |
| Toggling `castsShadow` pops a blurred penumbra in one frame; `shadowBias` and the light's `categoryBitMask` are ignored for forward directional shadows | Keep `castsShadow` on permanently and animate `shadowColor` alpha, synchronized with the motion. |
| A fixed warm-up delay still hitches on cold devices and the Simulator; a particle effect's first frame compiles its own pipeline and drops exactly when it fires | Two-key ignition: gate the entrance on the minimum delay AND `prepare`'s completion handler. Warm particle pipelines with a zero-opacity burst matching the real effect's flags. |
| The default `UIGraphicsImageRenderer` format inherits screen scale, inflating every generated texture 9x in pixels - deadly for textures re-rendered live (per-keystroke engraving) | Pin the renderer format's scale to 1 and size the canvas to the actor's on-screen projection; coalesce multi-input retargets to one render per update pass. |
| Reproducing a real object's motion from photos yields confident rigs that fail sideways - each fix reveals a new wrong | Stills carry poses, not paths or mechanisms; end-pose fits do not determine the trajectory. Model the path: a calibration rig with direct pose controls, the owner authoring keyframes against the physical object. |
| A keyframed motion stutters rhythmically at its keyframes and survives every rendering and timing fix | The jerks are baked into the curve: the uniform Catmull-Rom basis on unevenly spaced keyframes steps velocity at every knot. Interpolate with span-weighted Hermite tangents (or a natural cubic) over distance-based phases, and gate on a numeric continuity check. |
| A sub-mesh cut from a larger model measures as if it were the whole object, with no error anywhere | The cut trimmed only the index buffer; the vertex buffer still holds every vertex of the original. Measure only vertices referenced by the submesh indices. |
| A square image assigned to `scene.lightingEnvironment` is silently ignored - zero reflections, every mirror material renders black, no console output | Paint the environment map in a recognized cube-map layout, easiest a 2:1 spherical canvas (1024x512). Only `material.reflective` accepts a square sphere map. |
| A scene animated only by the shader clock draws one frame and freezes; two screenshots seconds apart are pixel-identical | The on-demand render loop cannot see shader time: set `rendersContinuously = true`, and verify motion with a pixel-diff, never by eye. |
| A speed dial on a shader-time pattern teleports the pattern when snapped - and tweening the dial makes the stream visibly race, or flow BACKWARD when slowing | Phase must be the integral of speed, never `speed * absoluteTime`: accumulate a clock in the renderer delegate, ease the speed toward its target, and let the clock only advance. |
| A translucent sheet waved by a geometry modifier prints a bright hairline along every fold silhouette; banded grazing fades either keep the razor or paint straight dark stripes | Modifiers move vertices, not normals: tilt the normal by the wave's analytic slope, then scale alpha by thickness compensation `(1+k)*facing/(facing+k)` - smooth, zero at tangency, face-on fog untouched. |
| Chrome lit by a hand-painted environment renders as cartoon metal: one flat paper-white highlight with a hard edge, reflections posterized into gray bands | The painted map's ceiling is 1.0 - there is no dynamic range to roll off. Use a photographic `.hdr` HDRI passed as a FILE URL (a `UIImage` re-encode silently clamps it back to LDR) plus `wantsHDR` on the camera. |
| `lightingEnvironment` has no orientation control, and the panorama's frontal lamp prints one big blob dead ahead in the reflection | Rotate the CAMERA RIG instead: with a symmetric actor and radial floor the framing is identical, only the reflection layout moves. Build screen-space gestures rig-aware (lift axes through `pointOfView`). |
| A full `clearCoat` on a white dielectric turns pearl into chrome with a white core; two finishes collapse into one look | `clearCoat` is a mirror layer. Pearl wants ~0.3-0.4 with roughness ~0.2 - gloss over cream, not silver. |
| A tap on a shader-deformed actor misses exactly on the bulges - `hitTest` sees only the undisplaced mesh | Give the actor an oversized invisible collider (`colorBufferWriteMask = []`), hit-test with `.all`, filter by node name. |
| Frozen-clock snapshots that should be identical diff nonzero with no visible difference | Adaptive exposure renders the same instant differently depending on scene history: `wantsExposureAdaptation = false`, fix exposure by hand. |
| Particle debris slides forever or never comes to rest, and every friction tweak makes it worse | `particleFriction` is INVERTED from physical intuition: 1.0 slides freely, 0.0 sticks. A low value (~0.25) is what parks a grain after its last hop. |
| A surface a mechanic creates at runtime (a cut face, a toppled underside) renders near-black while the rest of the actor looks fine | Faces standing nearly parallel to the view axis graze off the key and the shadow sun. Give the scene a real ambient floor and judge lighting in EVERY orientation the mechanic can produce, not just the authored pose. |
| A stage is silently empty - no errors, no scene, nothing to debug | A narrowing init (`Int32(...)`) after 64-bit hash arithmetic traps at runtime, and inside an async task the crash is invisible. Do hash math in the target width via `truncatingIfNeeded`, and check the system crash reports before debugging scene logic. |

## Reference map

- [references/stage-recipe.md](references/stage-recipe.md): the full stage,
  view setup, coordinator, node hierarchy, camera, lighting rig, contact blob
  and catcher, programmatic environment maps and textures, impact particles
  on a stage, shader modifiers on stage actors (the linear-space uniform
  trap), keeping the stage's SwiftUI identity (remount and update-storm
  traps).
- [references/first-frame-and-warmup.md](references/first-frame-and-warmup.md):
  the Metal pipeline-compile hitch at first draw and both cures, warm-up
  with a delayed entrance (upgraded to two-key ignition gated on prepare's
  completion), or keeping the scene mounted warm and retargeting it;
  particle pipeline warm-up; proving the cure with signposts and on-device
  hitch traces.
- [references/shadows-and-lights.md](references/shadows-and-lights.md): every
  silent shadow trap, the reliable forward + shadowOnly combo, animating
  shadow visibility, the neutral light budget, face-on metal.
- [references/baked-animation.md](references/baked-animation.md): why baked
  keyframes beat timers, the cue sheet for designing multi-phase beats
  before baking them, seam classification (C1 vs contact impulses),
  designing weight, dense sampling, cleanup bookkeeping, generation
  tokens, stealing a node mid-animation, rolling without sliding, rolling
  along floor paths (steering, screen-space staging, debug trails), channels
  beyond transforms (morpher weights, lens values, shader uniforms), springs
  as authoring material, one property one owner.
- [references/motion-from-reference.md](references/motion-from-reference.md):
  reproducing a real object's motion - what stills and video can and cannot
  tell you, modeling the path instead of the mechanism, the calibration rig
  (the owner poses the actor and saves keyframes), distance parametrization
  and span-weighted interpolation of hand-saved poses, the uniform
  Catmull-Rom trap, numeric continuity gates, seamless cosine state loops
  with exits from the current phase, measuring trimmed sub-meshes.
- [references/physics-without-engine.md](references/physics-without-engine.md):
  the hand-rolled fixed-step integrator baked to keyframes, walls and floor as
  plain numbers, contact-driven haptics, a rim-pivot topple, and why this
  beats SCNPhysics for choreographed scenes.
- [references/mesh-surgery.md](references/mesh-surgery.md): cutting an
  actor apart at runtime - the mesh as plain arrays, a swipe lifted into
  a cut plane through the camera, triangle clipping into two SEALED
  halves, the convexity argument that makes the cap trivial, planar cap
  UVs serving one radial artwork, closed-mesh volume and center-of-mass
  integrals deciding which piece falls, the support-point fall integrator
  for an arbitrary chunk, hold-to-aim commit-on-release, scripted cuts
  that survive re-slicing.
- [references/relief-actors.md](references/relief-actors.md): die-struck
  relief objects from CPU heightfields - height and class map painted
  together (several finishes on one mesh), parabolic feature profiles,
  the silhouette's three simultaneous guarantees, normals from a blurrier
  copy of the field, judging flat mirrors front-on and frozen, the
  narrowing-init hash trap, naming the raster ceiling before polishing
  toward offline renders.
- [references/gestures-and-haptics.md](references/gestures-and-haptics.md):
  pan-to-grab without hit testing, the trackball (screen axes lifted to
  world space through the camera, quaternion composed over authored
  motion, flick inertia on the stage clock, tap/pan coexistence), soft
  clamps while held, release velocity, impact haptics, scripted beats
  surviving live fingers (bounded retries, tokened polls, hidden-actor
  gesture guards, steal closes the hold contract), Reduce Motion as a
  taxonomy, VoiceOver access to an invisible stage, coexisting with
  SwiftUI gestures.
- [references/sequencing-stages.md](references/sequencing-stages.md):
  directing several stages as one film - a master clock with beats as
  data, wall-time drift traps, cuts on motion after the exit clears,
  pre-mounting the next stage for warmup, a stage outliving its own cut
  (lingering smoke), re-basing the timeline on a user interaction, a
  recording lead, verifying cuts frame by frame.
- [references/modeling-actors.md](references/modeling-actors.md): building
  believable hero objects from primitives - real-world ratios before
  eyeballing, annuli for recessed faces, tube-plus-torus silhouettes, radial
  pattern legibility, per-instance tilt for concave faces, open gaps, relief
  features as geometry (never paint), satin metal albedo on dark stages,
  gating actors that arrive as files.
- [references/camera-choreography.md](references/camera-choreography.md):
  the camera as the performer - the orbit rig, baked reveal flights, focus
  riding the dolly, drag-orbit with inertia and fly-home, SCNFloor
  reflections as grounding, matte staging under downlights, constraints for
  tracking rigs (and why they never go on the actor).
- [references/instancing-and-swarms.md](references/instancing-and-swarms.md):
  dozens of actors at once - one geometry for the swarm, slot-based piles
  instead of physics, parabolas solved backward from the landing spot,
  tumble blended to a rest pose, seeded randomness, stagger by
  scheduling, destruction bursts (the one place engine particles beat
  baking, and the determinism exemption that comes with them), budget
  notes.
- [references/fog-and-mist-sheets.md](references/fog-and-mist-sheets.md):
  a continuous vapor stream (vent air, steam, mist) as ONE translucent
  sheet - geometry-modifier wave plus fragment-modifier fog, domain-warped
  noise vs stripes, quintic fades vs Mach bands, jittered envelopes,
  downstream brightness for direction, the integrated phase clock that
  survives a speed dial, wave-tilted normals and thickness compensation
  for fold silhouettes, camera-relative dial envelopes, measuring flow
  direction by profile correlation.
- [references/multi-actor-physics.md](references/multi-actor-physics.md):
  several actors in one baked simulation - N state vectors on one clock,
  pairwise collisions (separate, then exchange when approaching), the
  freeze-the-world grab, hit-testing which actor the finger picked,
  per-actor contact lists for squash and haptics.
- [references/hdr-environments.md](references/hdr-environments.md):
  believable metal - the LDR ceiling behind cartoon highlights, real
  `.hdr` HDRIs by file URL (the UIImage clamp trap), `wantsHDR` with
  bloom thresholds above 1.0, exposure adaptation vs snapshots, rotating
  the camera rig because the environment cannot rotate, clearcoat and
  dark-finish notes, light themes needing dark furniture, purpose-built
  environments for flat mirrors (finite gaussian cards, never
  full-sphere rings), classifying the three kinds of lines on chrome,
  CC0 sourcing and bundling.
- [references/deformable-surfaces.md](references/deformable-surfaces.md):
  a closed surface that breathes - fbm displacement on the unit
  direction, the octave budget separating liquid from rock,
  finite-difference normal reconstruction (mirror finishes die without
  it), tap ripples as float4 uniform slots with a travelling front, mesh
  density vs ring wavelength, the oversized invisible tap collider,
  amplitude as an animatable KVC dial.
- [references/rendering-contract.md](references/rendering-contract.md):
  the deterministic stage - one injectable dt-integrated clock owning
  shader uniforms, node poses, and gesture inertia; the freeze launch
  hook and back-dated events; the determinism checklist (exposure
  adaptation, wall clocks, Reduce Motion as pause); the proof kit
  (motion diff, bit-identical frozen pairs, frozen-clock interaction
  diff); synthetic CGEvent gestures and their traps (stale window
  frames, the human in the loop).

## Review checklist

Before shipping a stage, verify:

- [ ] `backgroundColor = .clear` and `isOpaque = false` on the SCNView; the
      stage composites with no visible box or seam.
- [ ] No animation starts on the view's first frame; `prepare` runs and the
      first entrance is delayed or the scene is kept mounted warm.
- [ ] Shadows use forward mode with a `.shadowOnly` catcher; nothing relies on
      deferred shadows, `shadowBias`, or light `categoryBitMask` gating.
- [ ] Alpha-textured planes (labels, decals) have `castsShadow = false`, or
      they will cast square shadows.
- [ ] Shadow visibility changes ramp `shadowColor` alpha; `castsShadow` is
      never toggled at runtime.
- [ ] If the scene must render a texture color-faithfully, ambient plus
      directional times cos(incidence) sums to neutral (1000) for a flat
      surface; no clipped light grays.
- [ ] Any image on `lightingEnvironment` (or `background`) uses a
      recognized cube-map layout - 2:1 spherical, 6:1 or 1:6 strip, or six
      images; a square image there is silently ignored and reflective
      materials render black.
- [ ] Every async continuation (delayed entrances, scheduled haptics, chained
      transitions) captures a generation token and re-checks it before acting.
- [ ] Any code that steals an animating node snapshots `.presentation` values
      into the model before calling `removeAllAnimations`.
- [ ] Baked animations set the model to the final pose before `addAnimation`;
      nothing depends on `fillMode = .forwards` without a cleanup sweep.
- [ ] Multi-phase beats have a cue sheet comment above the pose function
      that matches the phase-boundary struct; phase and cue times live in
      that one struct, never as literals in the sample loop or in scheduled
      haptics. Every seam is classified: design seams are C1, impulse seams
      occur only at contact events and each lands a cue.
- [ ] Rolling objects slave spin to distance divided by radius; nothing slides.
- [ ] Motion copied from a real object is authored as keyframes through a
      calibration rig (direct pose controls, saved poses, the owner's eye),
      never as a mechanism inferred from photographs.
- [ ] Hand-authored keyframes are parametrized by pose-space distance and
      interpolated with span-weighted tangents (or a natural cubic); a dense
      sampling passes a numeric max-acceleration-step check before the bake.
- [ ] Looping states drive their phase with a cosine over the state's actual
      sweep range (start equals end, zero-velocity reversals) and repeat via
      the engine; exits read the current phase from the animation clock and
      leave along the same path with duration scaled by remaining travel.
- [ ] Eases on paths that enter or leave the frame keep a nonzero arc-rate
      at both edges of the VISIBLE window; a path appended to a resting
      actor starts with its tangent dead on the actor's roll axis (actor
      length amplifies any first-frame heading snap).
- [ ] Any scripted beat that can meet a live finger uses a bounded,
      token-guarded retry, never a single shot behind a silent guard; every
      gesture entry point refuses a hidden or unmounted actor before
      bumping tokens.
- [ ] When a motion bug is reported, the path is drawn as a ~4pt flat
      ribbon (the bake's own points, unlit, depth-test off) BEFORE tuning
      anything - and the ribbon is removed once the shape is approved.
- [ ] In a multi-scene sequence: the script clock advances by wall-time
      deltas from a static publisher, every cut lands after the outgoing
      exit clears the frame, and the next stage pre-mounts parked offstage.
- [ ] Haptics respect the app's haptics preference; motion-driven extras
      (gyro parallax, shake) respect Reduce Motion.
- [ ] 60 Hz work (motion callbacks, per-frame updates) stops when the view
      leaves the window and restarts on reattach.
- [ ] `updateUIView` diffs a state key; a pure SwiftUI re-render replays
      nothing.
- [ ] The stage's SwiftUI identity is stable: never conditionally present
      (hide with opacity), no closure parameters on the representable, and
      `.id` used only as a deliberate remount lever.
- [ ] The stage exists for VoiceOver: one accessibility element with a label
      and value, gestures mirrored as adjustable or named actions, and
      looping ambient motion removed (not slowed) under Reduce Motion.
- [ ] Textures are capped well under the GPU's texture size limit (16384 px
      on modern iPhones, 8192 px on older GPUs) and any texture cache is
      released when the stage leaves for good.
- [ ] Generated textures render at format scale 1, sized to the actor's
      on-screen projection; live-retargeted textures coalesce to one render
      per update pass.
- [ ] The first entrance is gated on `prepare`'s completion handler, not a
      fixed delay alone; particle pipelines are warmed (zero-opacity burst,
      flags matching the real effect) before their first real frame.
- [ ] Impact particles are alpha-blended, distance-sorted, unlit with a
      per-rig flat color, and their emitter shapes never intersect the actor.
- [ ] Haptic generators are prepared and reused per style, never built
      inline inside scheduled closures.
- [ ] Any stage animated only by the shader clock sets
      `rendersContinuously`; motion is verified by pixel-diffing two
      captures, direction/pace claims by frame-to-frame profile
      correlation, not by eye.
- [ ] Every speed-driven shader pattern advances by an accumulated clock
      (integral of speed), never by `speed * absoluteTime`; the speed
      eases toward its target and the clock only moves forward.
- [ ] View-angle fades on deformed sheets read wave-tilted normals (the
      modifier updates `_geometry.normal`, not just position), and fold
      silhouettes are handled by thickness compensation, not a banded
      softstep with a floor.
- [ ] Each motion channel owns its envelope: a calm or taper on one
      channel (the wave) never rides a ramp another channel (a swing
      bend) depends on.
- [ ] A ported effect's dials are re-blocked for the new camera in screen
      space first; every envelope-coupled constant is re-derived from the
      new visible run before detail tuning.
- [ ] Mirror-finish actors are lit by a photographic `.hdr` environment
      passed as a file URL, with `wantsHDR` on the camera and bloom
      thresholded above 1.0; nothing hand-painted in LDR feeds a chrome
      or gold material.
- [ ] Shader-deformed geometry rebuilds `_geometry.normal` from the
      deformation (finite differences for composite displacement), and
      taps are hit-tested against an oversized invisible collider, not
      the base mesh.
- [ ] Every motion source - shader uniforms, node poses, gesture
      inertia - rides one dt-integrated clock with a freeze launch hook;
      exposure adaptation is off; determinism is proven by bit-identical
      frozen screenshots across launches, and interaction by a
      frozen-clock diff bounded to the actor. A stage that hands motion
      to the engine's particle simulation declares its exemption in a
      comment and proves itself by motion pixel-diff instead.
- [ ] Lighting is verified in every orientation the stage's mechanics
      can produce (cut faces, toppled undersides, mid-tumble poses) -
      not only the authored resting pose.
- [ ] Linework in generated textures (stripes, bands, outlines) is drawn
      as filled vector paths, never as stacks of per-row rectangles -
      row stacks print staircase edges at any resolution.

