
IOS Developer needed to tweak the default camera in Scenekit
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Post a project like this£45(approx. $60)
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- Proposals: 4
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- #3085512
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Description
Experience Level: Entry
Estimated project duration: 1 day or less
- We want to tweak the 3d model viewer in Scenekit for iOS, specifically to view 3d models of buildings and "fly inside them" as well (we will be providing the 3d model of the building).
- We want to simply remove some default functionality from the custom camera of Scenekit (provided with ".allowscameracontrol") that does not work well for the above purposes:
a. We want to allow rotation only on the X axis of the building, remove ability to rotate building "on its side" with 2 fingers. In essence, always have camera behave as if you were on a drone flying around, above, and inside the building, not roll on its side, not look at the sky.
b. Remove ability to see the building from "below", this should be achieved by
.defaultCameraController.maximumVerticalAngle = 45
.defaultCameraController.minimumVerticalAngle = 0
c. NOT allow the 3d building to exit the frame of the camera of the user whatsoever, always stay in the frustrum of the camera's cone no matter the user input.
d. Allow the camera to go inside the 3d building and "fly around", so users can explore different rooms. Perhaps this would mean switching to a different mode once the camera goes inside the volume of the building that allows camera movement other than the "orbit" of the sphere from which you watch outside.
In a nutshell:
We are looking for an as intuitive as possible UI to view a given 3d model of a building in Scenekit (not ARKIT) that allows the user to easily look at it from all angles, including inside rooms, with the intuitive, standard iOS gestures.
We're looking to just remove some default features of the Scenekit camera, and add the above functionality. Looking for an experienced developer who has worked with Scenekit/ARkit before.
- We want to simply remove some default functionality from the custom camera of Scenekit (provided with ".allowscameracontrol") that does not work well for the above purposes:
a. We want to allow rotation only on the X axis of the building, remove ability to rotate building "on its side" with 2 fingers. In essence, always have camera behave as if you were on a drone flying around, above, and inside the building, not roll on its side, not look at the sky.
b. Remove ability to see the building from "below", this should be achieved by
.defaultCameraController.maximumVerticalAngle = 45
.defaultCameraController.minimumVerticalAngle = 0
c. NOT allow the 3d building to exit the frame of the camera of the user whatsoever, always stay in the frustrum of the camera's cone no matter the user input.
d. Allow the camera to go inside the 3d building and "fly around", so users can explore different rooms. Perhaps this would mean switching to a different mode once the camera goes inside the volume of the building that allows camera movement other than the "orbit" of the sphere from which you watch outside.
In a nutshell:
We are looking for an as intuitive as possible UI to view a given 3d model of a building in Scenekit (not ARKIT) that allows the user to easily look at it from all angles, including inside rooms, with the intuitive, standard iOS gestures.
We're looking to just remove some default features of the Scenekit camera, and add the above functionality. Looking for an experienced developer who has worked with Scenekit/ARkit before.

Filippos K.
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Is that really the budget?
Filippos K.30 Nov 2020Hello, we have an Xcode project to provide as a starter, for an experienced Scenekit developer we estimate it would not take more than 2-3 hours so that's the budget we have in mind
Paul A.30 Nov 2020Good luck.
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