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Back to SCNNodeMBS class.

SCNNodeMBS.Camera as SCNCameraMBS

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 18.5 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
The camera attached to the node.

To use a camera for displaying a scene, set the the pointOfView property of the view (or layer or renderer) displaying the scene to the node containing the camera. A camera looks in the direction of the node’s negative z-axis, so you aim the camera by changing the position and orientation of the node containing it. You control geometric and optical parameters of the camera—projection, field of view, and depth of field—using the attached SCNCameraMBS object.
(Read and Write property)

SCNNodeMBS.CastsShadow as Boolean

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 18.4 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
A Boolean value that determines whether SceneKit renders the node’s contents into shadow maps.

SceneKit renders shadows by rendering a shadow map image containing silhouettes of the scene’s contents, and then projecting that image onto the scene. SceneKit performs this process once for each SCNLight object in the scene whose castsShadow property is true. Because shadow map rendering re-renders portions of the scene, it incurs a performance cost. To minimize this performance cost, exclude nodes from shadow map rendering by setting the node’s castsShadow property to false.

For more details on shadow rendering, see SCNLight.
(Read and Write property)

SCNNodeMBS.categoryBitMask as Integer

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 20.2 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
A mask that defines which categories the node belongs to.

You can assign each node in a scene to one or more categories, where each category corresponds to a bit in the bit mask. You define the mask values used in your app. When SceneKit renders a scene, it compares the each node’s categoryBitMask property with the category bit masks of every other object that participates in the rendering process—lights, cameras, and techniques—using a bitwise AND operation. If the result is a nonzero value, SceneKit includes the node when rendering. The default category bit mask is 1.

Use a node’s category bit mask together with:

  • An SCNLightMBS object’s categoryBitMask property to exclude the node from that light’s illumination
  • An SCNCameraMBS object’s categoryBitMask property to make the node invisible to that camera
  • The category bit masks in an SCNTechniqueMBS object’s definition dictionary to include or exclude the node from phases of a multipass rendering technique

This property does not affect SceneKit’s physics simulation. To include or exclude a node from physics interactions, use the categoryBitMask property of the node’s physicsBody and physicsField objects.
(Read and Write property)

SCNNodeMBS.EulerAngles as SCNVector3MBS

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 19.1 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
The node’s orientation, expressed as pitch, yaw, and roll angles in radians. Animatable.

The order of components in this vector matches the axes of rotation:

  • Pitch (the x component) is the rotation about the node’s x-axis.
  • Yaw (the y component) is the rotation about the node’s y-axis.
  • Roll (the z component) is the rotation about the node’s z-axis.

SceneKit applies these rotations relative to the node’s pivot property in the reverse order of the components: first roll, then yaw, then pitch. The rotation, eulerAngles, and orientation properties all affect the rotational aspect of the node’s transform property. Any change to one of these properties is reflected in the others.
You can animate changes to this property’s value. See Animating SceneKit Content.
(Read and Write property)

Some examples using this property:

SCNNodeMBS.focusBehavior as Integer

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 20.2 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
The focus behavior for a node.

(Read and Write property)

SCNNodeMBS.Geometry as SCNGeometryMBS

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 18.5 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
The geometry attached to the node.

A node can have only one geometry attached to it. To combine geometries so they can be controlled or animated together, create a node with no geometry and add other nodes to it.
Animating the node’s geometric properties can move, rotate, stretch and scale its geometry. For more advanced animations of a node’s geometry, use its morpher and skinner objects.
(Read and Write property)

SCNNodeMBS.Handle as Integer

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 18.4 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
The internal object reference.

(Read and Write property)

SCNNodeMBS.Hidden as Boolean

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 18.4 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
A Boolean value that determines the visibility of the node’s contents. Animatable.

The default value of this property is false, specifying that SceneKit should render geometries and use lights attached to the node or its children. Change this property’s value to true to exclude attached geometries and lights from rendering. (Cameras attached to the node or its children are not affected by this property.) Hiding a node also hides its child nodes recursively.

You can animate changes to this property’s value. See Animating SceneKit Content. Hiding or showing a node in an animation results in a fade-in or fade-out effect.
(Read and Write property)

SCNNodeMBS.Light as SCNLightMBS

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 18.5 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
The light attached to the node..

A node can have only one light attached to it. To combine lights so they can be controlled or animated together, create a node with no light and add other nodes to it.
(Read and Write property)

SCNNodeMBS.movabilityHint as Integer

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 19.1 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
A value that indicates how SceneKit should handle the node when rendering movement-related effects.

This property controls how the node contributes to various motion-related effects during rendering. The default value is SCNMovabilityHintFixed. If the movability hint is SCNMovabilityHintMovable:

  • The node’s content is not affected by motion blur effects. (See the motionBlurIntensity camera property, which applies motion blur effects for camera movement but not subject movement.)
  • The node does not contribute to environmental lighting of other objects. Environmental lighting is an aspect of physically based rendering (see SCNLightingModelPhysicallyBased), in which surfaces tend to pick up the color of other scene content around them. SceneKit performs environmental lighting by rendering light probes—small, omnidirectional snapshots of the scene’s contents, as visible from at various points around the scene. Light probes are static, so nodes that are expected to move should not contribute to the lighting environment for other surfaces.

This value is merely a hint that communicates to SceneKit’s rendering system about how you want to move content in your scene; it does not affect your ability to change the node’s position or add animations or physics to the node.
(Read and Write property)

SCNNodeMBS.Name as String

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 18.4 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
A name associated with the node.

You can provide a descriptive name for a node to make managing your scene graph easier. Nodes loaded from a scene file may have names assigned by an artist using a 3D authoring tool. Use the childNodeWithName or childNodesPassingTest method to retrieve a node from a scene graph by its name, or the SCNSceneSource class to examine nodes in a scene file without loading its scene graph.

The names of nodes and their attached objects are saved when you export a scene to a file using its writeToURL method, and appear in the Xcode scene editor. The SceneKit statistics view (see showsStatistics) also shows the names of nodes with attached cameras.
(Read and Write property)

SCNNodeMBS.Opacity as Double

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 18.4 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
The opacity value of the node. Animatable.

Possible values are between 0.0 (fully transparent) and 1.0 (fully opaque). The default is 1.0.
You can animate changes to this property’s value.
(Read and Write property)

SCNNodeMBS.orientation as SCNVector4MBS

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 19.1 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
The node’s orientation, expressed as a quaternion. Animatable.

The rotation, eulerAngles, and orientation properties all affect the rotational aspect of the node’s transform property. Any change to one of these properties is reflected in the others.
You can animate changes to this property’s value.
(Read and Write property)

SCNNodeMBS.parentNode as SCNNodeMBS

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 18.4 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
The node’s parent in the scene graph hierarchy.

For a scene’s rootNode object, the value of this property is nil.
(Read only property)

SCNNodeMBS.Paused as Boolean

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 18.4 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
A Boolean value that determines whether to run actions and animations attached to the node and its child nodes.

The default value of this property is false, specifying that SceneKit should continuously update the node’s contents. Pausing a node pauses any running animations or actions. This property applies to the actions and animations attached to the node itself and those attached to any of its child or descendant nodes.
(Read and Write property)

SCNNodeMBS.physicsBody as SCNPhysicsBodyMBS

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 20.2 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
The physics body associated with the node.

The default value is nil, specifying that the node does not participate in the physics simulation at all. If you provide a physics body, SceneKit updates the node’s position and orientation each time it processes a step of its physics simulation. For more information on SceneKit’s physics system, see SCNPhysicsWorldMBS.
(Read and Write property)

Some examples using this property:

SCNNodeMBS.physicsField as SCNPhysicsFieldMBS

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 20.2 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
The physics field associated with the node.

Physics fields apply forces to other physics bodies in a specified area around their node. For example, a SCNPhysicsDragField field slows all physics bodies that pass through its area. For a full list of field types and their effects, see SCNPhysicsFieldMBS.

A node can contain both a physics body that defines collision behavior and a physics field that defines forces in its area. For example, two nodes containing physics bodies and radial gravity fields will be attracted to one another, but will bounce off each other when they collide.
(Read and Write property)

SCNNodeMBS.pivot as SCNMatrix4MBS

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 19.1 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
The pivot point for the node’s position, rotation, and scale. Animatable.

A node’s pivot is the transformation between its coordinate space and that used by its position, rotation, and scale properties. The default pivot is SCNMatrix4MBS.Identity, specifying that the node’s position locates the origin of its coordinate system, its rotation is about an axis through its center, and its scale is also relative to that center point.
Changing the pivot transform alters these behaviors in many useful ways. You can:

  • Offset the node’s contents relative to its position. For example, by setting the pivot to a translation transform you can position a node containing a sphere geometry relative to where the sphere would rest on a floor instead of relative to its center.
  • Move the node’s axis of rotation. For example, with a translation transform you can cause a node to revolve around a faraway point instead of rotating around its center, and with a rotation transform you can tilt the axis of rotation.
  • Adjust the center point and direction for scaling the node. For example, with a translation transform you can cause a node to grow or shrink relative to a corner instead of to its center.

You can animate changes to this property’s value.
(Read and Write property)

SCNNodeMBS.Position as SCNVector3MBS

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 19.1 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
The translation applied to the node. Animatable.

The node’s position locates it within the coordinate system of its parent, as modified by the node’s pivot property. The default position is the zero vector, indicating that the node is placed at the origin of the parent node’s coordinate system.

See also presentationNode.Position for current position on screen.
(Read and Write property)

SCNNodeMBS.presentationNode as SCNNodeMBS

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 18.4 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
A node object representing the state of the node as it currently appears onscreen.

When you use implicit animation (see SCNTransaction) to change a node’s properties, those node properties are set immediately to their target values, even though the animated node content appears to transition from the old property values to the new. During the animation SceneKit maintains a copy of the node, called the presentation node, whose properties reflect the transitory values determined by any in-flight animations currently affecting the node. The presentation node’s properties provide a close approximation to the version of the node that is currently displayed. SceneKit also uses the presentation node when computing the results of explicit animations, physics, and constraints.

Do not modify the properties of the presentation node. (Attempting to do so results in undefined behavior.) Instead, you use the presentation node to read current animation values—for example, to create a new animation starting at those values.

The presentation node has no parent or child nodes. To access animated properties of related nodes, use the node’s own parentNode and childNodes properties and the presentationNode property of each related node.
(Read only property)

SCNNodeMBS.RenderingOrder as Integer

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 18.4 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
The order the node’s content is drawn in relative to that of other nodes.

Nodes with greater rendering orders are rendered last. Defaults to zero.
(Read and Write property)

SCNNodeMBS.Rotation as SCNVector4MBS

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 19.1 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
The node’s orientation, expressed as a rotation angle about an axis. Animatable.

The four-component rotation vector specifies the direction of the rotation axis in the first three components and the angle of rotation (in radians) in the fourth. The default rotation is the zero vector, specifying no rotation. Rotation is applied relative to the node’s pivot property.
The rotation, eulerAngles, and orientation properties all affect the rotational aspect of the node’s transform property. Any change to one of these properties is reflected in the others.
(Read and Write property)

SCNNodeMBS.Scale as SCNVector3MBS

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 19.1 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
The scale factor applied to the node. Animatable.

Each component of the scale vector multiplies the corresponding dimension of the node’s geometry. The default scale is 1.0 in all three dimensions. For example, applying a scale of (2.0, 0.5, 2.0) to a node containing a cube geometry reduces its height and increases its width and depth. Scaling is applied relative to the node’s pivot property.
(Read and Write property)

SCNNodeMBS.transform as SCNMatrix4MBS

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 19.1 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
The transform applied to the node relative to its parent. Animatable.

The transformation is the combination of the node’s rotation, position, and scale properties. The default transformation is SCNMatrix4MBS.Identity.

When you set the value of this property, the node’s rotation, orientation, eulerAngles, position, and scale properties automatically change to match the new transform, and vice versa. SceneKit can perform this conversion only if the transform you provide is a combination of rotation, translation, and scale operations. If you set the value of this property to a skew transformation or to a nonaffine transformation, the values of these properties become undefined. Setting a new value for any of these properties causes SceneKit to compute a new transformation, discarding any skew or nonaffine operations in the original transformation.

You can animate changes to this property’s value.
(Read and Write property)

SCNNodeMBS.WorldFront as SCNVector3MBS

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 19.1 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
The "forward" (-Z) direction vector relative to the node, expressed in world space.

Reading this property is equivalent to reading the localFront class property and using the convertVectorToNode or convertVectorFromNode method to convert that vector from the node's local coordinate space to the scene's world coordinate space.

Available in macOS 10.13 or later.
(Read only property)

SCNNodeMBS.worldOrientation as SCNVector4MBS

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 19.1 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
The node's orientation relative to the scene's world coordinate space.

This quaternion isolates the rotational aspect of the node's worldTransform matrix, which in turn is the conversion of the node's transform from local space to the scene's world coordinate space. That is, it expresses the difference in axis and angle of rotation between the node and the scene's rootNode.
(Read and Write property)

SCNNodeMBS.WorldPosition as SCNVector3MBS

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 19.1 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
The node's position relative to the scene's world coordinate space.

This vector isolates the translational aspect of the node's worldTransform matrix, which in turn is the conversion of the node's transform from local space to the scene's world coordinate space. That is, it expresses the x, y, and z offsets of the node's position from that of the scene's rootNode, and is equivalent to reading the node's position vector and converting it to world space with the convertPositionFromNode or convertPositionToNode method.
(Read and Write property)

SCNNodeMBS.WorldRight as SCNVector3MBS

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 19.1 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
The "right" (+X) direction vector relative to the node, expressed in world space.

Reading this property is equivalent to reading the localRight class property and using the convertVectorToNode or convertVectorFromNode method to convert that vector from the node's local coordinate space to the scene's world coordinate space.

Available in macOS 10.13 or later.
(Read only property)

SCNNodeMBS.worldTransform as SCNMatrix4MBS

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 19.1 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
The world transform applied to the node.

A world transform is the node’s coordinate space transform relative to the scene’s coordinate space. This transform is the concatenation of the node’s transform property with that of its parent node, the parent’s parent, and so on up to the rootNode object of the scene.
(Read and Write property)

SCNNodeMBS.WorldUp as SCNVector3MBS

Type Topic Plugin Version macOS Windows Linux iOS Targets
property SceneKit MBS Mac64bit Plugin 19.1 ✅ Yes ❌ No ❌ No ✅ Yes Desktop & iOS
The "up" (+Y) direction vector relative to the node, expressed in world space.

Reading this property is equivalent to reading the localUp class property and using the convertVectorToNode or convertVectorFromNode method to convert that vector from the node's local coordinate space to the scene's world coordinate space.

Available in macOS 10.13 or later.
(Read only property)

The items on this page are in the following plugins: MBS Mac64bit Plugin.


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