Tool

Build cross-platform 3D and AR apps with declarative UI

SceneView is a multiplatform 3D and AR SDK for Android, iOS, Web, Desktop, Flutter, and React Native.

Works with androidiosfilamentarcorerealitykit

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90
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Updated last month
Version 1.0.0

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Why it matters

Developers hire SceneView to build 3D and augmented reality experiences across Android, iOS, Web, Desktop, TV, Flutter, and React Native using the same declarative UI concepts they already know from Jetpack Compose and SwiftUI, eliminating the need to learn low-level graphics engines or write platform-specific rendering code.

Outcomes

What it gets done

01

Render 3D models and scenes using Filament engine with Jetpack Compose on Android

02

Create AR experiences with ARCore plane detection, anchors, and geospatial features

03

Load and display glTF/GLB 3D models with automatic animation and scaling

04

Deploy the same 3D scene code across iOS (RealityKit), Web (Filament.js WASM), and native platforms

Install

Add it to your toolbox

Run in your project directory:

curl -fsSL https://spark.entire.vc/get/sceneview-sceneview | bash

Overview

Sceneview

SceneView is a multiplatform 3D and AR SDK - the Compose-native successor to Sceneform - running on Android, iOS, Web, Desktop, Flutter, and React Native with an official MCP server. Use it to build 3D or AR features with a declarative, composable API instead of native engine boilerplate. Android is stable; other platforms are alpha.

What it does

SceneView is a multiplatform 3D and AR SDK - build once, run natively on Android (Filament plus Jetpack Compose), iOS/macOS/visionOS (RealityKit plus SwiftUI), Web (Filament.js/WASM), Desktop, TV, Flutter, and React Native, all through the same declarative node-based API. It is the Compose-native successor to Google's archived Sceneform: ARCore for perception, Filament for rendering, glTF (.glb/.gltf) as the model format, and nodes expressed as composables with automatic lifecycle - descended from the maintained Sceneform community fork.

When to use - and when NOT to

Use it to build 3D or AR features on Android (stable), or across iOS, Web, Desktop, TV, Flutter, and React Native (alpha), without hand-rolling OpenGL or engine boilerplate - a SceneView composable renders a Filament viewport, and 26+ node types (ModelNode, primitives like CubeNode and SphereNode, a ViewNode for rendering any Compose UI as a 3D surface, lighting, physics, cameras) nest the same way Compose layouts do. For AR specifically, ARSceneView adds ARCore tracking with anchor, hit-test, augmented-image, face, and geospatial (Streetscape/Terrain/Rooftop) node types, plus record-and-replay of AR sessions for debugging without a phone. Teams migrating off the archived Sceneform repo get a concept-by-concept migration guide (ArFragment -> ARScene {}, ModelRenderable -> rememberModelInstance).

Inputs and outputs

Input: a scene description as nested composables - Kotlin on Android, SwiftUI on Apple platforms, a JS DSL or Kotlin/JS on Web. Output: a rendered 3D/AR viewport with reactive state - changing Compose state, such as setting an anchor, updates the scene tree automatically, with no imperative parent.addChild() calls.

// Android - Jetpack Compose
SceneView(modifier = Modifier.fillMaxSize()) {
    rememberModelInstance(modelLoader, "models/helmet.glb")?.let {
        ModelNode(modelInstance = it, scaleToUnits = 1.0f, autoAnimate = true)
    }
}

Beyond placing nodes, capabilities span gestures (drag, pinch, rotate, opt-in per node), skeletal, morph, and spring animations, pure-Kotlin-Multiplatform rigid-body physics, ray/box/sphere collision and hit-testing, procedural geometry generators, HDR/IBL environment lighting, custom Filament materials, post-processing (bloom, depth of field, SSAO, tone mapping), and multiple simultaneous cameras for picture-in-picture views. Web adds WebXR (SceneView.startAR/startVR) for browser-based immersive AR and VR with no native app.

Integrations

Ships an official MCP server (sceneview-mcp, 28 tools, 33 compilable samples, a code validator) so Claude, Cursor, and Windsurf can generate correct, compile-checked 3D/AR code - installable via claude mcp add sceneview -- npx sceneview-mcp - plus a Claude Code plugin bundling the MCP server with namespaced slash commands for contributing, releasing, and cross-platform sync checks. Four specialty MCP servers narrow the same engine to automotive, healthcare, gaming, and interior-design domains, and a machine-readable llms.txt plus Cursor/Windsurf/Copilot rule files support other AI assistants directly.

Who it's for

Mobile, web, and cross-platform developers building 3D or AR features who want one consistent, Compose-style API instead of separate native engines per platform, and teams using AI coding assistants who want an MCP server purpose-built to generate working SceneView code on the first try.

Source README

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

CI
License
GitHub Stars
GitHub Release
Discord
Sponsors
Open Collective

Try the demo apps

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

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

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.


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)
}

<script src="https://cdn.jsdelivr.net/gh/sceneview/sceneview@v4.18.0/website-static/js/filament/filament.js"></script>
<script src="https://cdn.jsdelivr.net/gh/sceneview/sceneview@v4.18.0/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
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:4.18.0")     // 3D
    implementation("io.github.sceneview:arsceneview:4.18.0")   // AR (includes 3D)
}

iOS / macOS / visionOS (Swift Package Manager):

https://github.com/sceneview/sceneview.git  (from: 4.18.0)

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


<script src="https://cdn.jsdelivr.net/gh/sceneview/sceneview@v4.18.0/website-static/js/filament/filament.js"></script>

<script src="https://cdn.jsdelivr.net/gh/sceneview/sceneview@v4.18.0/website-static/js/sceneview.js"></script>

Web (Kotlin/JS):

dependencies {
    implementation("io.github.sceneview:sceneview-web:4.18.0")
}

Claude Code / Claude Desktop:

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

Desktop / Flutter / React Native: see samples/


3D scene

SceneView is a Composable that renders a Filament 3D viewport. Nodes are composables inside it.

SceneView(
    modifier = Modifier.fillMaxSize(),
    engine = rememberEngine(),
    modelLoader = rememberModelLoader(engine),
    environment = rememberEnvironment(engine, "envs/studio.hdr"),
    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 - buttons, lists, animations
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 - buttons, lists, animations, all interactive. 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

Apple (iOS / macOS / visionOS)

Native Swift Package built on RealityKit. 19 node types 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 available - ModelNode · 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 4.18.0)


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.


<script src="https://cdn.jsdelivr.net/gh/sceneview/sceneview@v4.18.0/website-static/js/filament/filament.js"></script>

<script src="https://cdn.jsdelivr.net/gh/sceneview/sceneview@v4.18.0/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:4.18.0")

Install: npm install sceneview-web or CDN - Landing page - Playground - npm


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 28 tools, 33 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
Gaming - characters, physics, particles, levels npx gaming-3d-mcp 7
Interior Design - room planning, AR furniture npx interior-design-3d-mcp 7
Rerun.io - AR debug logging, visualization npx rerun-3d-mcp 5

ChatGPT / GitHub Copilot / Other AI

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
  • 42+ node types as declarative composables
  • MCP server with 28+ tools - no other 3D SDK has this

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=<encoded-public-url>

…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 (software wireframe placeholder)

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

Links

Discussion

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