Platforms to show: All Mac Windows Linux Cross-Platform
Back to SCNNodeMBS class.
| Type | Topic | Plugin | Version | macOS | Windows | Linux | iOS | Targets |
| method | SceneKit | MBS Mac64bit Plugin | 19.1 | ✅ Yes | ❌ No | ❌ No | ✅ Yes | Desktop & iOS |
When SceneKit removes an action from a node, it skips any remaining animation the action would perform. However, any changes the action has already made to the node’s state remain in effect.
SCNNodeMBS.removeAllAudioPlayers
| Type | Topic | Plugin | Version | macOS | Windows | Linux | iOS | Targets |
| method | SceneKit | MBS Mac64bit Plugin | 22.3 | ✅ Yes | ❌ No | ❌ No | ✅ Yes | Desktop & iOS |
SCNNodeMBS.removeAudioPlayer(player as SCNAudioPlayerMBS)
| Type | Topic | Plugin | Version | macOS | Windows | Linux | iOS | Targets |
| method | SceneKit | MBS Mac64bit Plugin | 22.3 | ✅ Yes | ❌ No | ❌ No | ✅ Yes | Desktop & iOS |
player: An audio player attached to the node.
This method has no effect if the player parameter does not reference an audio player directly attached to the node.
SCNNodeMBS.removeFromParentNode
| Type | Topic | Plugin | Version | macOS | Windows | Linux | iOS | Targets |
| method | SceneKit | MBS Mac64bit Plugin | 18.4 | ✅ Yes | ❌ No | ❌ No | ✅ Yes | Desktop & iOS |
Removing nodes from the node hierarchy serves two purposes. Nodes own their contents (child nodes or attached lights, geometries, and other objects), so deallocating unneeded nodes can reduce memory usage. Additionally, SceneKit does more work at rendering time with a large, complex node hierarchy, so removing nodes whose contents you don’t need to display can improve rendering performance.
SCNNodeMBS.replaceChildNode(oldNode as SCNNodeMBS, newNode as SCNNodeMBS)
| Type | Topic | Plugin | Version | macOS | Windows | Linux | iOS | Targets |
| method | SceneKit | MBS Mac64bit Plugin | 18.4 | ✅ Yes | ❌ No | ❌ No | ✅ Yes | Desktop & iOS |
oldNode: The existing child node to be replaced.
newNode: The node with which to replace the child node.
If both the oldNode and newNode nodes are children of the node, calling this method swaps their positions in the array. Note that removing a node from the node hierarchy may result in it being deallocated.
Calling this method results in undefined behavior if the child parameter does not refer to a child of this node.
SCNNodeMBS.rotateBy(worldRotation as SCNVector4MBS, worldTarget as SCNVector3MBS)
| Type | Topic | Plugin | Version | macOS | Windows | Linux | iOS | Targets |
| method | SceneKit | MBS Mac64bit Plugin | 19.1 | ✅ Yes | ❌ No | ❌ No | ✅ Yes | Desktop & iOS |
worldRotation: The axis and angle of rotation to apply, in scene space, expressed as a quaternion.
worldTarget: The center point, in scene space, about which to rotate.
The effects of this method are animatable; that is, calling this method during an implicit-animation transaction animates the rotation effect.
Available in macOS 10.13 or later.
SCNNodeMBS.runAction(action as SCNActionMBS)
| Type | Topic | Plugin | Version | macOS | Windows | Linux | iOS | Targets |
| method | SceneKit | MBS Mac64bit Plugin | 19.1 | ✅ Yes | ❌ No | ❌ No | ✅ Yes | Desktop & iOS |
action: The action to be performed.
SceneKit begins running a newly added action when it prepares to render the next frame.
See also:
- runAction(action as SCNActionMBS, del as SCNNodeRunActionCompletedMBS, tag as variant = nil)
- runAction(action as SCNActionMBS, key as string)
- runAction(action as SCNActionMBS, key as string, del as SCNNodeRunActionCompletedMBS, tag as variant = nil)
Some examples using this method:
SCNNodeMBS.runAction(action as SCNActionMBS, del as SCNNodeRunActionCompletedMBS, tag as variant = nil)
| Type | Topic | Plugin | Version | macOS | Windows | Linux | iOS | Targets |
| method | SceneKit | MBS Mac64bit Plugin | 19.1 | ✅ Yes | ❌ No | ❌ No | ✅ Yes | Desktop & iOS |
action: The action to be performed.
del: The method that SceneKit calls when the action completes.
tag: The tag is passed through to delegate method.
The new action is processed the next time SceneKit prepares to render a frame.
SceneKit calls your method after the action’s duration is complete. For example, in a game you could use this method to show a Game Over message after performing a fade-out action on a node that displays a player character.
See also:
SCNNodeMBS.runAction(action as SCNActionMBS, key as string)
| Type | Topic | Plugin | Version | macOS | Windows | Linux | iOS | Targets |
| method | SceneKit | MBS Mac64bit Plugin | 19.1 | ✅ Yes | ❌ No | ❌ No | ✅ Yes | Desktop & iOS |
action: The action to be performed.
key: A unique key used to identify the action.
This method is identical to runAction, but the action is stored and identified so that you can retrieve or cancel it later. If an action using the same key is already running, SceneKit removes it before adding the new action.
See also:
SCNNodeMBS.runAction(action as SCNActionMBS, key as string, del as SCNNodeRunActionCompletedMBS, tag as variant = nil)
| Type | Topic | Plugin | Version | macOS | Windows | Linux | iOS | Targets |
| method | SceneKit | MBS Mac64bit Plugin | 19.1 | ✅ Yes | ❌ No | ❌ No | ✅ Yes | Desktop & iOS |
SceneKit calls the specified block when the action completes.
action: The action to be performed.
key: A unique key used to identify the action.
del: A completion block called when the action completes.
tag: The tag is passed through to delegate method.
This method is identical to runAction, but the action is stored and identified so that you can retrieve or cancel it later. If an action using the same key is already running, SceneKit removes it before adding the new action.
SceneKit calls your method after the action’s duration is complete. For example, you can use this method with a wait action to execute some code after a timed delay. If during the delay period you need to prevent the code from running, use the removeActionForKey method to cancel it.
See also:
The items on this page are in the following plugins: MBS Mac64bit Plugin.