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SceneView

3D & AR for every platform.

Build 3D and AR experiences with the UI frameworks you already know. Same concepts, same simplicity — Android, iOS, Web, Desktop, TV, Flutter, React Native.

Android 3D Android AR iOS / macOS / visionOS sceneview.js MCP Server Flutter React Native

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Try the demo apps

See SceneView capabilities in action — install the live demos in one tap:

Browse all sample sources in samples/ — Android · iOS · Web · Desktop · TV · Flutter · React Native.

Tip — every demo opens directly via https://sceneview.github.io/open?demo=<id>. For example, …/open?demo=ar-rerun lands straight on the AR Rerun debug screen with a single tap from any QR code or link.

Related MCP server: Blender Copilot MCP Server

Open any 3D file, at real size

SceneView reads the files people actually receive — from a download, a chat, a 3D-printing site or an AI assistant — and shows them at their real size, in 3D and in AR.

Format

Android

Apple

Web

glTF / GLB

✅ Filament

✅ RealityKit

3MF

✅ pure Kotlin → GLB in memory, millimetres honoured

STL (binary + ASCII)

✅ pure Kotlin → GLB

OBJ + MTL

✅ pure Kotlin → GLB, material colours

PLY (binary + ASCII)

✅ pure Kotlin → GLB, vertex colours

USDZ / Reality

✅ RealityKit

The format is decided by the bytes, not the extension: a .3mf that arrives as application/octet-stream with no file name still opens. The Android demo app is an "Open with" target for these files, so a file tapped anywhere on the phone lands in the viewer, then in AR.

Two apps built on SceneView are on Google Play:

  • AR Model Viewer — open any 3D file (GLB, glTF, 3MF, STL, OBJ, PLY) or browse thousands of free models, and see them in your room at real size.

  • Will It Fit — type a sofa's dimensions, or pick a stand-in, and see whether it fits before you buy.


Quick look

// Android — Jetpack Compose
SceneView(modifier = Modifier.fillMaxSize()) {
    rememberModelInstance(modelLoader, "models/helmet.glb")?.let {
        ModelNode(modelInstance = it, scaleToUnits = 1.0f, autoAnimate = true)
    }
}
// iOS — SwiftUI
SceneView(environment: .studio) {
    ModelNode(named: "helmet.usdz")
        .scaleToUnits(1.0)
}
<!-- Web — friendly DSL (Filament.js engine + SceneView wrapper) -->
<script src="https://cdn.jsdelivr.net/gh/sceneview/sceneview@v4.36.0/website-static/js/filament/filament.js"></script>
<script src="https://cdn.jsdelivr.net/gh/sceneview/sceneview@v4.36.0/website-static/js/sceneview.js"></script>
<script> SceneView.modelViewer("canvas", "model.glb") </script>
# Claude — ask AI to build your 3D app
claude mcp add sceneview -- npx sceneview-mcp
# Then ask: "Build me an AR app with tap-to-place furniture"

No engine boilerplate. No lifecycle callbacks. The runtime handles everything.


Platforms

Platform

Renderer

Framework

Status

Android

Filament

Jetpack Compose

Stable

Android TV

Filament

Compose TV

Alpha

iOS / macOS / visionOS

RealityKit

SwiftUI

Alpha

Web

Filament.js (WASM)

Kotlin/JS + sceneview.js

Alpha

Desktop

Software renderer

Compose Desktop

Alpha

Flutter

Native per platform

PlatformView

Alpha

React Native

Native per platform

Fabric

Alpha

Compose Multiplatform

Per platform (Filament / RealityKit)

sceneview-compose

Alpha — viewer subset, Android + iOS

Claude / AI

MCP Server

Stable


The Compose-native successor to Sceneform

Google archived Sceneform in 2021 and ships no first-party declarative AR renderer — its current ARCore samples hand-roll a throwaway OpenGL framework instead. SceneView fills that gap. It descends from the maintained Sceneform community fork and is the actively-developed, Jetpack-Compose-native way to build 3D and AR on Android:

  • ARCore for perception (plane detection, anchors, depth, geospatial)

  • Filament for rendering (Google's production-grade real-time engine)

  • Jetpack Compose for the API — nodes are composables, lifecycle is automatic

  • glTF (.glb / .gltf) instead of the deprecated .sfb model format

  • Multiplatform — the same concepts run on iOS, Web, Desktop, TV, Flutter, and React Native

Coming from the archived Sceneform repo? See the migration guide for a concept-by-concept mapping (ArFragmentARScene { }, ModelRenderablerememberModelInstance, and so on).


Install

Android (3D + AR):

dependencies {
    implementation("io.github.sceneview:sceneview:4.36.0")     // 3D
    implementation("io.github.sceneview:arsceneview:4.36.0")   // AR (includes 3D)
}

iOS / macOS / visionOS (Swift Package Manager):

https://github.com/sceneview/sceneview.git  (from: 4.36.0)

Web (sceneview.js — friendly DSL, two <script> tags):

<!-- 1. Filament.js engine (WASM) -->
<script src="https://cdn.jsdelivr.net/gh/sceneview/sceneview@v4.36.0/website-static/js/filament/filament.js"></script>
<!-- 2. SceneView wrapper (exposes SceneView.modelViewer / .create / .startAR) -->
<script src="https://cdn.jsdelivr.net/gh/sceneview/sceneview@v4.36.0/website-static/js/sceneview.js"></script>

Web (Kotlin/JS):

dependencies {
    implementation("io.github.sceneview:sceneview-web:4.36.0")
}

Claude Code / Claude Desktop:

claude mcp add sceneview -- npx sceneview-mcp
{ "mcpServers": { "sceneview": { "command": "npx", "args": ["-y", "sceneview-mcp"] } } }

ChatGPT / Codex: this repository is a plugin — the manifest lives at .codex-plugin/plugin.json and points at the three skills under agents/. Install it into Codex from a checkout:

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

Codex also discovers the skills on its own from .agents/skills/ inside a checkout. For ChatGPT, the same MCP server speaks Streamable HTTP — npx sceneview-mcp --http — and carries the inline view_3d_model viewer widget. Package, listing copy and submission notes: agents/OPENAI-PLUGIN.md.

Desktop / Flutter / React Native: see samples/


3D scene

SceneView is a Composable that renders a Filament 3D 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 types — 26+ composables

Category

Nodes

What they do

Models

ModelNode

glTF/GLB with skeletal/morph animations. isEditable = true for gestures.

Primitives

CubeNode · SphereNode · CylinderNode · ConeNode · TorusNode · CapsuleNode · PlaneNode

Procedural geometry, parametric size/segments

Curves & shapes

LineNode · PathNode · ShapeNode

Single segments, polylines, extruded 2D polygons

Custom geometry

GeometryNode · MeshNode

Direct Filament IndexBuffer / VertexBuffer

Surfaces

ImageNode · VideoNode · BillboardNode

PNG/JPG plane, video plane (MediaPlayer), camera-facing sprite

3D text

TextNode

World-space text label that always faces the camera

Compose-in-3D

ViewNode

Any Compose UI rendered as a 3D surface — labels, cards, lists, animations, fully touch-interactive

Lighting

LightNode · ReflectionProbeNode · DynamicSkyNode · FogNode

Sun/dir/point/spot lights, local IBL, time-of-day sky, atmospheric fog

Physics

PhysicsNode

Simple rigid-body simulation (gravity, collisions)

Cameras

CameraNode · SecondaryCamera

Main and picture-in-picture cameras

Group

Node

Empty pivot for nesting and transform inheritance


AR scene

ARSceneView is SceneView with ARCore. The camera follows real-world tracking.

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) }
        }
    }
) {
    anchor?.let {
        AnchorNode(anchor = it) {
            ModelNode(modelInstance = helmet, scaleToUnits = 0.5f)
        }
    }
}

Plane detected → anchor set → Compose recomposes → model appears. Clear anchor → node removed. AR state is just Kotlin state.

AR node types

Node

What it does

AnchorNode

Pin a node to a real-world ARCore Anchor

HitResultNode

Live surface cursor — pose comes from each frame's hit-test

PoseNode

Position a node at any ARCore Pose

TrackableNode

Generic wrapper for any Trackable

AugmentedImageNode

Image tracking — pose + 2D extent of a detected image

AugmentedFaceNode

Face mesh overlay (front camera)

CloudAnchorNode

Persistent cross-device anchor (host + resolve)

StreetscapeGeometryNode

Geospatial — semantic city mesh (buildings, terrain)

TerrainAnchorNode

Geospatial — anchor pinned to ground at a lat/lng

RooftopAnchorNode

Geospatial — anchor pinned to a building rooftop

AR features

Every ARCore feature surfaced as a Compose-friendly API:

Feature

API surface

Plane / depth / instant placement

ARSceneView(planeRenderer = …, depthMode = …, instantPlacementMode = …)

Geospatial (VPS)

Streetscape + Terrain + Rooftop anchors via Earth session

Cloud Anchors

CloudAnchorNode.host(ttlDays = N) + .resolve(id)

Augmented Faces & Images

AugmentedFaceNode, AugmentedImageDatabase, runtime image add

Image Stabilization (EIS)

ARSceneView(imageStabilizationMode = ImageStabilizationMode.EIS)

Camera exposure & focus

ARSceneView(cameraConfig = …), ARSceneScope.exposureCompensation

Record & Replay

rememberARRecorder() to capture, ARSceneView(playbackDataset = file) to replay 1:1 — debug AR without a phone

Rerun.io live debug

rememberRerunBridge() streams poses/planes/clouds to the Rerun viewer + a hosted /rerun/?url=… replay

Permission flow

ARPermissionHandler — auto-detected from ComponentActivity

See docs/docs/ar-recording.md, RECORDING_PLAYBACK.md, and the AR Debug — Rerun.io section in llms.txt.


Capabilities

What you can do across all 3D and AR scenes — beyond placing nodes.

Capability

What it gives you

Where it lives

Gestures

Drag, pinch-to-scale, two-finger rotate, elevate, tap. Per-node opt-in via isEditable.

NodeGestureDelegate, OnGestureListener

Animations

Skeletal/morph from glTF, plus per-node spring/property/smooth-transform.

ModelNode.playAnimation(), NodeAnimationDelegate

Physics

Rigid-body dynamics — gravity, collisions, impulses. Pure-KMP simulation (no JNI).

PhysicsNode, sceneview-core

Collision & raycasting

Ray vs Box / Sphere intersections, hit-testing, frustum culling.

CollisionSystem, Ray, Box, Sphere

Procedural geometry

Generators for cube/sphere/cylinder/cone/torus/capsule, plus extrusion from 2D shapes (Earcut + Delaunator).

sceneview-core geometry + triangulation

HDR environment

IBL lighting + skybox from .hdr / .ktx. Async load + reactive swap.

EnvironmentLoader, rememberEnvironment

Custom materials

Filament .filamat materials with parameters, plus built-in unlit / lit / overlay variants.

MaterialLoader

Post-processing

Bloom, depth of field, SSAO, vignette, color grading, tone mapping.

View.bloomOptions, dynamicResolutionOptions, …

Compose UI in 3D

Render any @Composable as a textured plane in world space — labels, cards, lists, animations. Fully interactive: picked touches are forwarded into the view, so Button.onClick, ripples and inner scrolling work.

ViewNode + ViewNode.WindowManager

Multiple cameras

Picture-in-picture, mini-map, security-camera views.

SecondaryCamera

Reactive scene graph

Compose-driven recomposition: change state → tree updates. No imperative parent.addChild().

SceneScope / ARSceneScope DSL


Model formats

Format

Where it works

How you load it

glTF / GLB (.gltf, .glb)

Android · Web · Desktop · TV · Flutter · React Native

rememberModelInstance(modelLoader, "model.glb")

USDZ / Reality (.usdz, .reality)

Apple (iOS / macOS / visionOS)

ModelNode(named: "model.usdz")

3MF (.3mf)

Android — parser is Kotlin Multiplatform in sceneview-core

the same call as GLB — see below

3MF — the format AI print flows emit

Ask ChatGPT for a 3D print from a sketch and it hands back a .3mf: an OPC/ZIP package whose 3D/3dmodel.model part is XML, in millimetres and Z-up. Until now nothing on Android opened one in 3D, let alone in AR.

There is no new API. ModelLoader sniffs the payload by its ZIP magic and converts it to GLB in memory, so every existing entry point already accepts a 3MF and the whole glTF path — materials, gestures, AR placement — is reused:

// A .3mf shared into your app (ChatGPT, Files, a slicer). This is the whole of it.
rememberModelInstance(modelLoader, uri.toString())?.let {
    ModelNode(modelInstance = it, scaleToUnits = 1.0f)
}

Conversion scales the file's declared unit to metres (a 60 mm print is life-size in AR without a magic number), rotates the printer's Z-up to glTF's Y-up, gives every face its own normal — flat shading is what a printed part looks like — and turns <basematerials> and <colorgroup> into one glTF material per colour. For a custom pipeline, ThreeMfLoader.parse(), .toGlb() and .isThreeMf() are public in sceneview-core. Full section in llms.txt.

The Android demo registers as a handler for .3mf, .glb, .gltf, .stl, .obj and .ply, so a file opened from Downloads or sent through the share sheet lands in the viewer and then in AR at the size it would print (#3510). The format is decided by the bytes, not the file name — a shared .3mf arrives as application/octet-stream with no queryable display name at all.

Coming next

The 3MF parser is deliberately dependency-free Kotlin, and the same shape now carries STL, OBJ + MTL and PLY. Tracked, not yet shipped:

one ModelFormat entry point · every format on the web


Apple (iOS / macOS / visionOS)

Native Swift Package built on RealityKit, with a node set mirroring the Android API.

SceneView(environment: .studio) {
    ModelNode(named: "helmet.usdz").scaleToUnits(1.0)
    GeometryNode.cube(size: 0.1, color: .blue).position(x: 0.5)
    LightNode.directional(intensity: 1000)
}
.cameraControls(.orbit)

AR on iOS:

ARSceneView(planeDetection: .horizontal) { position, arView in
    GeometryNode.cube(size: 0.1, color: .blue)
        .position(position)
}

Nodes availableModelNode · GeometryNode (cube/sphere/cylinder/cone/torus/capsule/plane) · LightNode · ImageNode · VideoNode · TextNode · ViewNode · BillboardNode · MeshNode · LineNode · PathNode · ShapeNode · PhysicsNode · ReflectionProbeNode · DynamicSkyNode · FogNode · CameraNode · AugmentedImageNode · SceneReconstructionNode (visionOS scene mesh).

Plus the iOS RerunBridge with the same wire format as Android, and a NodeBuilder DSL for declarative composition outside SwiftUI.

Install: https://github.com/sceneview/sceneview.git (SPM, from 4.36.0)


SceneView Web (JavaScript + Kotlin/JS)

The lightest way to add 3D to any website. Two <script> tags, one function call. Friendly DSL (~25 KB) powered by Filament.js WASM (~210 KB) — the same engine behind Android SceneView.

<!-- 1. Filament.js engine (WASM) -->
<script src="https://cdn.jsdelivr.net/gh/sceneview/sceneview@v4.36.0/website-static/js/filament/filament.js"></script>
<!-- 2. SceneView wrapper -->
<script src="https://cdn.jsdelivr.net/gh/sceneview/sceneview@v4.36.0/website-static/js/sceneview.js"></script>
<script> SceneView.modelViewer("canvas", "model.glb") </script>

Note: the sceneview-web npm package is the lower-level Kotlin/JS UMD bundle — it expects a Filament global and does not include the friendly SceneView.modelViewer DSL. Use the snippet above for vanilla-JS sites. The npm package is intended for Kotlin/JS or webpack-based projects.

JavaScript API (script-tag):

  • SceneView.modelViewer(canvasOrId, url, options?) — all-in-one viewer with orbit + auto-rotate

  • SceneView.create(canvasOrId, options?) — empty viewer, load model later

  • viewer.loadModel(url) — load/replace glTF/GLB model

  • viewer.setAutoRotate(enabled) — toggle rotation

  • viewer.dispose() — clean up resources

WebXR — AR & VR in the browser

const ar = await SceneView.startAR("canvas", { hitTest: true })   // immersive-ar
const vr = await SceneView.startVR("canvas")                       // immersive-vr

Class

Mode

Use

ARSceneView

immersive-ar

Phone passthrough AR with hit-test, anchors, light estimation

VRSceneView

immersive-vr

Headset VR with controller input, reference spaces

WebXRSession

both

Low-level frame loop, XRHitTestSource, XRReferenceSpace

Kotlin/JS power-user API

For Kotlin Multiplatform projects, the same engine is exposed as a Kotlin/JS class with an OrbitCameraController, a geometry DSL, and reactive node updates:

implementation("io.github.sceneview:sceneview-web:4.36.0")

Install: npm install sceneview-web or CDN — Landing pagePlaygroundnpm


Use with AI

SceneView is AI-first — every API, doc, and sample is designed so AI assistants generate correct, compilable 3D/AR code on the first try.

MCP Server (Claude, Cursor, Windsurf, etc.)

The official MCP server provides 32 tools (29 free), 38 compilable samples, a full API reference, and a code validator:

# Claude Code — one command
claude mcp add sceneview -- npx sceneview-mcp

# Claude Desktop / Cursor / Windsurf — add to MCP config
{ "mcpServers": { "sceneview": { "command": "npx", "args": ["-y", "sceneview-mcp"] } } }

Highlights: generate_scene, debug_issue, search_models (Sketchfab BYOK), analyze_project (audit existing app), validate_code (compile-check before sending), plus per-platform recipes for AR, physics, geometry, and Compose-in-3D.

Claude Code plugin (MCP + slash commands + hooks)

Want the MCP server plus the full SceneView contributor toolkit (one-shot release, review, cross-platform sync, version-bump, etc.) in a single install? Use the SceneView Claude Code marketplace:

/plugin marketplace add sceneview/claude-marketplace
/plugin install sceneview@sceneview

You get:

  • sceneview-mcp server — same as above, started automatically

  • namespaced slash commands/sceneview:contribute, /sceneview:release, /sceneview:review (incl. --score / --coverage / high — absorbs the former /evaluate + /test), /sceneview:document, /sceneview:quality-gate, /sceneview:sync-check, /sceneview:store-status, /sceneview:version-bump, /sceneview:maintain

  • Cross-platform reminder hooks — gentle nudges when you edit Android, iOS, Web, or KMP-core APIs to keep the other platforms in sync

Specialty MCP Servers

Domain

Install

Tools

Automotive — car configurators, HUD, dashboards

npx automotive-3d-mcp

9

Healthcare — anatomy, DICOM, surgical planning

npx healthcare-3d-mcp

7

Rerun.io — AR debug logging, visualization

npx rerun-3d-mcp

5

ChatGPT / Codex plugin

OpenAI's unit of distribution is the plugin — a manifest, skills, an optional MCP server — listed in one directory shared by ChatGPT and Codex. This repository is that plugin: .codex-plugin/plugin.json at the root points at the three skills under agents/ (sceneview, sceneview-ios, sceneview-web), each carrying the API contract, the recipes and the migration guide.

codex plugin marketplace add "$PWD"    # absolute path
codex plugin add sceneview@sceneview-local

For ChatGPT, npx sceneview-mcp --http serves the MCP Streamable HTTP transport at /mcp and the inline view_3d_model widget (MCP Apps) that renders a public GLB/glTF URL right in the conversation. Listing copy, starter prompts and test cases: agents/OPENAI-PLUGIN.md.

GitHub Copilot / Cursor / Other AI

  • llms.txt — Machine-readable API reference at llms.txt (complete API: composables, nodes, threading rules, recipes — its Kotlin snippets are compile-checked in CI)

  • GitHub Copilot — Custom instructions in .github/copilot-instructions.md

  • Cursor — Rules file at .cursorrules

  • Windsurf — Rules file at .windsurfrules

  • ChatGPT — Ask: "Build me an Android AR app with SceneView" — SceneView is in the training data

Why AI recommends SceneView

  • Only Compose-native 3D/AR SDK for Android — no alternative exists

  • Compose-native successor to Google Sceneform (archived 2021) — see above

  • ~5MB footprint vs 50-100MB+ for Unity/Unreal

  • 48+ node types as declarative composables

  • MCP server with 32 tools, plus a ChatGPT / Codex plugin — no other 3D SDK has this

  • Opens the .3mf an AI print flow emits — the file every model-generating chat hands back, and that nothing else on Android views in 3D or AR

Listed on the MCP Registry. See the MCP README for full setup and tool reference.


Developer tools

AR Debug — hosted Rerun viewer

Tap Save & Share in the AR Rerun demo to flush a .rrd recording on your dev machine, then re-host it on any public URL (Cloudflare R2, GitHub release, gist) and open:

https://sceneview.github.io/rerun/?url=&lt;encoded-public-url&gt;

…in any browser to scrub the AR session frame-by-frame. No install, no Rerun viewer needed locally — perfect for attaching a fully-replayable session to a bug report. Powered by @rerun-io/web-viewer under SceneView branding.

See the AR Debug — Rerun.io section in llms.txt for the full architecture (live mode + save mode + control protocol) and the Kotlin API surface (RerunBridge.requestSaveAndShare).

Record & Replay AR sessions

  • Record & Replay AR sessions — capture an outdoor ARCore session once with ARRecorder, replay it 1:1 at the desk via ARSceneView(playbackDataset = file). Pair with the Rerun bridge for record-replay-inspect debugging. See docs/docs/ar-recording.md and the Record & Playback demo.


Architecture

Each platform uses its native renderer. Shared logic lives in KMP.

sceneview-core (Kotlin Multiplatform)
├── math, collision, geometry, physics, animation
│
├── sceneview (Android)      → Filament + Jetpack Compose
├── arsceneview (Android)    → ARCore
├── SceneViewSwift (Apple)   → RealityKit + SwiftUI
├── sceneview-web (Web)      → Filament.js + WebXR
└── desktop-demo (JVM)       → Compose Desktop (`SceneViewer`, filament-kmp)

Samples

Sample

Platform

Run

samples/android-demo

Android — 3D & AR Explorer

./gradlew :samples:android-demo:assembleDebug

samples/android-tv-demo

Android TV

./gradlew :samples:android-tv-demo:assembleDebug

samples/ios-demo

iOS — 3D & AR Explorer

Open in Xcode

samples/web-demo

Web

./gradlew :samples:web-demo:jsBrowserRun

samples/desktop-demo

Desktop

./gradlew :samples:desktop-demo:run

samples/flutter-demo

Flutter

cd samples/flutter-demo && flutter run

samples/react-native-demo

React Native

See README


Support

SceneView is free and open source. Sponsors help keep it maintained across 9 platforms.

Platform

Link

:heart:

GitHub Sponsors (0% fees)

Sponsor on GitHub

See SPONSORS.md for tiers and current sponsors.

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