Add 3D Model in iOS | Swift 3D Model Tutorial | Easiest Method
How to Add a 3D Model of a Product in Swift 5
Adding a 3D model of a product in Swift 5 can be done using SceneKit, RealityKit, or ARKit, depending on whether you want to display it in a regular app or an augmented reality (AR) environment. This guide will walk you through the process step by step.
Prerequisites
- Xcode installed (latest version recommended)
- Basic knowledge of Swift and iOS development
- A 3D model file in .usdz, .scn, .obj, or .dae format
---
1. Setting Up the Project
1. Open Xcode and create a new project.
2. Select App and choose SwiftUI or Storyboard.
3. Ensure SceneKit or RealityKit is enabled if needed.
---
2. Importing the 3D Model
Using SceneKit
1. Drag and drop the 3D model (.scn or .dae) into the Xcode project.
2. Open ViewController.swift and import SceneKit:
swift
import SceneKit
3. Create an SCNView and load the 3D model:
swift
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let sceneView = SCNView(frame: self.view.bounds)
sceneView.scene = SCNScene(named: "product.scn")
sceneView.allowsCameraControl = true
self.view.addSubview(sceneView)
}
}
Using RealityKit
1. Drag a .usdz file into your project.
2. Import RealityKit in ViewController.swift:
swift
import RealityKit
3. Load and display the model:
swift
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let arView = ARView(frame: view.bounds)
view.addSubview(arView)
let modelEntity = try! Entity.loadModel(named: "product")
let anchorEntity = AnchorEntity(world: SIMD3<Float>(0, 0, -1))
anchorEntity.addChild(modelEntity)
arView.scene.anchors.append(anchorEntity)
}
}
---
3. Adding Interactions
Enabling User Interaction in SceneKit
swift
let tapGesture = UITapGestureRecognizer(target: self, action: selector(handleTap(_:)))
sceneView.addGestureRecognizer(tapGesture)
@objc func handleTap(_ gestureRecognize: UITapGestureRecognizer) {
let location = gestureRecognize.location(in: sceneView)
let hitTest = sceneView.hitTest(location, options: nil)
if let node = hitTest.first?.node {
print("Tapped on: \(node.name ?? "Unknown")")
}
}
Enabling User Interaction in RealityKit
swift
let tapGesture = UITapGestureRecognizer(target: self, action: selector(handleTap(_:)))
arView.addGestureRecognizer(tapGesture)
@objc func handleTap(_ recognizer: UITapGestureRecognizer) {
let location = recognizer.location(in: arView)
let results = arView.hitTest(location)
if let entity = results.first?.entity {
print("Tapped on: \(entity.name)")
}
}
---
4. Adding Animations
Rotating a 3D Model in SceneKit
swift
let rotation = SCNAction.rotateBy(x: 0, y: CGFloat.pi, z: 0, duration: 2)
node.runAction(SCNAction.repeatForever(rotation))
Rotating a 3D Model in RealityKit
swift
let rotation = Transform(rotation: simd_quatf(angle: .pi, axis: [0,1,0]))
entity.move(to: rotation, relativeTo: entity, duration: 2)
---
5. Integrating with ARKit
1. Enable ARKit in Info.plist by adding:
xml
<key>NSCameraUsageDescription</key>
<string>We need camera access for AR experience.</string>
2. Modify ViewController.swift:
swift
import ARKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let arView = ARView(frame: view.bounds)
view.addSubview(arView)
let config = ARWorldTrackingConfiguration()
arView.session.run(config)
let modelEntity = try! Entity.loadModel(named: "product")
let anchor = AnchorEntity(plane: .horizontal)
anchor.addChild(modelEntity)
arView.scene.anchors.append(anchor)
}
}
---
Conclusion
With SceneKit, RealityKit, and ARKit, you can effectively display and interact with 3D models in Swift 5. This guide provides a foundation for adding and manipulating 3D products in your iOS apps.
dm on @hiren_syl for iOS demo code.
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