scene library

3D rendering for Flutter, built on Flutter GPU and Impeller.

The entry points most applications need are:

Flutter Scene currently requires the Flutter master channel because it depends on the Flutter GPU API.

Classes

AmbientOcclusionSettings Rendering
Screen-space ambient occlusion settings for a Scene.
Animation Animation
A reusable description of an animation, parsed from a model.
AnimationClip Animation
An instance of an Animation that has been bound to a specific Node.
AnimationPlayer Animation
Drives playback and blending for the AnimationClips on a single node subtree.
BasicCollider Physics
Pure-Dart Collider implementation registered with the ancestor BasicPhysicsWorld on mount.
BasicKinematicBody Physics
Pure-Dart RigidBody implementation. Always BodyType.kinematic; the user moves the owning node's transform directly and the body records velocity for components that read it. There is no dynamics solver in the basic backend, so force and impulse APIs are no-ops.
BasicPhysicsWorld Physics
Pure-Dart PhysicsWorld suitable for picking, area triggers, and kinematic-only gameplay.
BezierPath Geometry
A path of joined cubic Bezier segments.
BillboardGeometry Geometry
A batch of camera-facing quads ("billboards"), expanded from per-instance data in the vertex shader and drawn in a single instanced call.
BloomSettings Rendering
Makes bright areas bleed light into their surroundings. Computed in a chain of HDR passes and added back to the scene before tone mapping.
BoxShape Physics
An axis-aligned box of the given halfExtents centered at the collider's local origin.
BoxVolumeBounds Lighting and environment
An axis-aligned box region.
Camera Scene graph
A view onto a scene: a world-space eye position and orientation paired with a lens projection, used by Scene.render to map the scene into clip space.
CameraComponent Scene graph
An engine Component that places a Camera in the scene.
CameraProjection Scene graph
A lens projection that maps view-space coordinates into clip space.
CapsuleGeometry Geometry
A capsule (a cylinder capped by two hemispheres) aligned with the Y axis, centered on the origin.
CapsuleShape Physics
A capsule aligned with the local Y axis. halfHeight is the half length of the cylindrical section, excluding the hemispherical caps.
CatmullRomPath Geometry
A smooth curve passing through every one of a list of points.
ChromaticAberrationSettings Rendering
Splits the red and blue channels toward the edges, like a simple lens. Sampled from the scene color before grading and tone mapping.
Collider Physics
Common surface for a collision volume attached to a Node.
CollisionBegan Physics
Fired the first step a pair of solid colliders touch.
CollisionEnded Physics
Fired the step a previously-touching solid pair separates.
CollisionEvent Physics
Base type for collision lifecycle events streamed by a physics world.
ColorGradingSettings Rendering
Color grading applied to the linear HDR scene color, before exposure and tone mapping.
Component Scene graph
A unit of data or behavior attached to a Node.
CompoundChild Physics
One child of a CompoundShape: a shape positioned by localPose relative to the compound's origin.
CompoundShape Physics
A union of children, each positioned by its own local pose.
ContactPoint Physics
One contact point in a CollisionBegan event.
ConvexHullShape Physics
The convex hull of points, stored as packed xyz triplets.
CuboidGeometry Geometry
An axis-aligned box geometry spanning -extents/2 to +extents/2 on each axis, with flat per-face normals.
CustomRenderPass Rendering
A user-supplied render pass inserted into the built-in pipeline at a named stage. Add one with Scene.addRenderPass.
CylinderGeometry Geometry
A cylinder aligned with the Y axis, centered on the origin.
CylinderShape Physics
A cylinder aligned with the local Y axis. halfHeight is half the total height.
DashPattern Geometry
A repeating dash-and-gap pattern for a PolylineGeometry, measured in scene units along the line's arc length.
DepthOfField Rendering
Depth-of-field settings for a Scene (scene.depthOfField), disabled by default.
DirectionalLight Lighting and environment
An infinitely-distant light source (e.g. the sun) that illuminates the whole scene from a single direction.
DirectionalLightComponent Scene graph
An engine Component that places a DirectionalLight in the scene.
DiscGeometry Geometry
A flat filled disc in the XZ plane, centered on the origin, facing +Y.
EnvironmentMap Lighting and environment
A source of image-based lighting: diffuse irradiance plus prefiltered specular radiance, both derived from an equirectangular environment.
EnvironmentSettings Lighting and environment
A copyable, interpolatable snapshot of a Scene's scene-wide look.
EnvironmentSkySource Lighting and environment
Shows the scene's image-based-lighting environment as the background, optionally blurred.
EnvironmentVolume Lighting and environment
A region that overrides the scene look with its settings, contributing by camera position.
EnvironmentVolumeBounds Lighting and environment
The shape of an EnvironmentVolume's region.
EnvironmentVolumeComponent Lighting and environment
A Component that contributes a spatial environment volume: a region whose look (settings) overrides the scene environment, blended by camera position so the environment transitions as the camera moves between areas.
ExtrudeGeometry Geometry
An arbitrary closed 2D profile swept along a ScenePath.
FilmGrainSettings Rendering
Adds animated noise over the final image, after tone mapping.
FixedJoint Physics
Welds two bodies together with zero degrees of freedom.
FmatMaterialRegistry Materials
Resolves and loads .fmat materials registered through DataAssets.
Fog Lighting and environment
Distance fog for a Scene: geometry blends toward color the farther it is from the camera, evaluated per-fragment in linear HDR before tone mapping so fog is exposed and tone-mapped along with the scene.
GaussianSplats Gaussian splatting
A loaded Gaussian splat set, the decoded arrays plus the GPU textures the splat shaders fetch from.
GenericJoint Physics
A fully configurable six-degree-of-freedom joint.
Geometry Geometry
Vertex (and optional index) data along with the vertex shader used to transform it.
GeometryBuilder Geometry
Assembles a MeshGeometry one vertex and triangle at a time.
GodRaysSettings Lighting and environment
Directional volumetric god rays (crepuscular rays / light shafts).
GpuTextureSource Assets and loading
Wraps a raw gpu.Texture as a TextureSource, for advanced or interop cases that already own a GPU texture (widget/particle textures, custom pipelines) and do not need Texture2D's image decode and mip generation.
GradientSkySource Lighting and environment
A stylized gradient sky: zenith, horizon, and ground colors with an HDR sun disk.
HeightFieldShape Physics
A row-major heightfield of width x depth samples, scaled by scale. Heights are sampled in the local XZ plane and offset along Y.
HighlightStyle Rendering
How the selection outline (around nodes with a Node.highlightColor) is drawn. Reachable through Scene.highlightStyle.
IcosphereGeometry Geometry
A geodesic sphere built by subdividing an icosahedron, centered on the origin.
InstancedMesh Scene graph
Many copies of one Geometry / Material pair, each placed by its own model transform.
InstancedMeshComponent Scene graph
An engine Component that draws an InstancedMesh.
Joint Physics
A constraint linking the owning node's rigid body to another body.
JointAxisConfig Physics
The configuration of one of a GenericJoint's six axes.
JointMotor Physics
A spring-damper drive on a single GenericJoint axis.
Lighting Lighting and environment
The lighting state handed to a Material when it binds for a draw.
LineSegmentData Geometry
Disconnected line segments (point pairs) derived from a mesh, the output of MeshData.extractEdges.
LineSegmentsGeometry Geometry
A batch of thick, disconnected line segments, each expanded into a camera-facing quad of a fixed world-space width in the vertex shader and drawn in a single instanced call.
LodComponent Scene graph
A MeshComponent that draws one of several level-of-detail variants of an object, chosen each frame from how large the object appears on screen.
LodLevel Scene graph
One level of detail for an LodComponent: a drawable variant shown while the object's projected on-screen size (see lodScreenSize) is at least screenSize, a fraction of the viewport height.
Material Materials
Base class for shading a MeshPrimitive.
MaterialParameters Materials
Type-checked, name-addressed parameters for a custom material.
Mesh Geometry
Defines the shape and appearance of a 3D model in the scene.
MeshAttributeData Geometry
One named per-vertex attribute stream carried by a MeshData, matching a custom material's attributes entry (see Geometry.setCustomAttribute).
MeshComponent Scene graph
An engine Component that draws a Mesh.
MeshData Geometry
An isolate-transferable snapshot of a mesh's vertex and index data.
MeshGeometry Geometry
A triangle mesh built at runtime from vertex attribute arrays.
MeshPrimitive Geometry
Represents a single part of a Mesh, containing both Geometry and Material properties.
MeshTriangle Geometry
One triangle of a MeshData, yielded by MeshData.triangles.
Node Scene graph
A Node represents a single element in a 3D scene graph.
NodeCamera Scene graph
A Camera whose view comes from a node's world transform: the +Z axis is the look direction, +Y is up, and the translation is the eye. This is the inverse of the eye/target/up convention PerspectiveCamera builds, so a node placed at inverse(camera.getViewMatrix()) yields the same view.
NodeFilter Rendering
Selects which scene nodes an object-filtered draw includes.
OverlapHit Physics
One collider returned by an overlap query (sphere or box).
PerspectiveCamera Scene graph
A standard pinhole-style perspective camera.
PerspectiveProjection Scene graph
A standard pinhole perspective projection.
PhysicallyBasedMaterial Materials
A glTF-style metallic-roughness physically based material with image-based lighting.
PhysicalSkySource Lighting and environment
A physically based daylight sky: an analytic single-scattering atmosphere (Rayleigh and Mie terms) with an HDR sun disk, producing plausible day, sunset, and twilight skies from a sun direction.
PhysicsMaterial Physics
Surface properties (friction, restitution, density) of a collider.
PhysicsWorld Physics
The simulation world for a subtree of the scene graph.
PlaneGeometry Geometry
A flat rectangular grid in the XZ plane, centered on the origin, with its surface facing +Y.
PointLight Lighting and environment
A light that radiates from a single world-space point equally in every direction, its influence falling off with distance.
PointLightComponent Scene graph
An engine Component that places a PointLight in the scene.
PolylineGeometry Geometry
A thick, camera-facing line through a list of points.
PolylinePath Geometry
A path of straight segments connecting a list of points.
PostEffect Rendering
A custom, user-authored post-processing effect: a fragment shader that reads the current color and writes a new one.
PostProcessSettings Rendering
Built-in post-processing settings for a Scene.
PreprocessedMaterial Materials
A material driven by a .fmat custom-material shader and its sidecar metadata (produced at build time by buildMaterials).
PreprocessedSky Lighting and environment
A sky driven by a .fmat sky shader (sky { vec3 Sky(vec3 direction) }) and its sidecar metadata (produced at build time by buildMaterials).
PrismaticJoint Physics
A slider: one translational degree of freedom along a shared axis.
RaycastHit Physics
The closest collider intersected by a Ray, or one entry of a raycast-all result list.
RenderPassContext Rendering
The frame context handed to CustomRenderPass.execute.
RenderTexture Rendering
An offscreen render target a RenderView can render into.
RenderTextureSampling Rendering
Sampling options used when a material samples a RenderTexture.
RenderTextureUpdate Rendering
When a RenderTexture re-renders.
RenderTextureView Widgets
Displays a live RenderTexture in the widget tree.
RenderView Rendering
One view of a Scene: a camera plus where and how its image is drawn.
ResourceGroup Assets and loading
Tracks a set of in-flight resource loads so a scene can wait for all of them before it is shown, and report aggregate progress while they run.
RevoluteJoint Physics
A hinge: one rotational degree of freedom around a shared axis.
RibbonGeometry Geometry
A flat strip of constant width swept along a ScenePath.
RigidBody Physics
A simulated rigid body attached to a Node.
RingGeometry Geometry
A flat annulus (a disc with a concentric hole) in the XZ plane, centered on the origin, facing +Y.
Scene Scene graph
Represents a 3D scene, which is a collection of nodes that can be rendered onto the screen.
ScenePath Geometry
A curve through 3D space, independent of any geometry or rendering.
ScenePathFrame Geometry
An oriented coordinate frame at a point along a ScenePath.
ScenePointer Picking and input
A programmatic pointer into a scene: a crosshair, a gamepad-driven cursor, a VR laser, or the built-in pointer behind automatic widget input.
SceneRaycastHit Picking and input
A render-geometry intersection from raycastNode (or Scene.raycast).
SceneRegistry Assets and loading
Resolves DataAssets-backed .fsceneb files by source path, the .fscene counterpart of ModelRegistry.
SceneScope Widgets
Exposes the active Scene (and the per-frame elapsed time) to descendants of a SceneView.
SceneView Widgets
A widget that renders a Scene and drives its per-frame repaint.
ScreenSpaceReflectionsSettings Rendering
Screen-space reflection settings for a Scene.
SemanticsComponent Accessibility
Exposes the owning Node to assistive technology (screen readers, switch access) as one element of the enclosing SceneView's semantics.
ShaderMaterial Materials
A Material backed by a caller-supplied fragment shader.
ShaderSkySource Lighting and environment
Draws a custom sky from a fragment shader.
ShadowCascade Lighting and environment
One cascade of a cascaded shadow map, produced by DirectionalLight.computeCascades.
Shape Physics
Geometric description of a collider's volume.
ShapeCastHit Physics
The first collider intersected by a shape cast, with the same fields as RaycastHit plus the cast direction's hit distance.
Skin Geometry
A skeletal binding used by skinned meshes for animation.
SkinnedGeometry Geometry
Geometry whose vertices use the skinned 80-byte layout: the unskinned attributes followed by 4 joint indices and 4 joint weights.
Skybox Lighting and environment
The visible background drawn behind a Scene.
SkyEnvironment Lighting and environment
Drives Scene.environment from a sky on a refresh policy.
SkySource Lighting and environment
A source of skybox color as a function of world-space view direction.
SphereGeometry Geometry
A UV sphere centered on the origin.
SphereShape
A sphere centered at the collider's local origin.
SphereVolumeBounds Lighting and environment
A sphere region.
SphericalJoint
A ball-and-socket joint: three rotational degrees of freedom, zero translational.
SplatComponent Gaussian splatting
An engine component that draws a GaussianSplats set.
SplatData Gaussian splatting
The CPU-side contents of a Gaussian splat set as flat, index-parallel arrays (one entry per splat).
SpotLight Lighting and environment
A light that radiates from a world-space point within a cone, combining a PointLight's distance falloff with an angular falloff between an inner and outer cone.
SpotLightComponent Scene graph
An engine Component that places a SpotLight in the scene.
Sprite Geometry
A single camera-facing textured quad, ready to attach to a Node.
SpriteMaterial Materials
A material for camera-facing quads drawn by BillboardGeometry.
SunLight Lighting and environment
Aims a scene's directional light at a SunSky's sun, so cast shadows track the sky.
SunSky Lighting and environment
A sky that exposes a directional sun, so the engine can drive a matching shadow-casting directional light from it.
Surface Rendering
Manages the swapchain color textures a Scene composites onto the Flutter canvas, plus the pools of transient render-graph attachments.
Texture2D Assets and loading
A 2D image texture ready to bind to a material's texture slot.
TextureAtlas Assets and loading
A uniform grid texture atlas: one or more equally sized PBR maps packed as columns x rows square tiles, with an optional gutter of padding texels around each tile so mip sampling does not bleed across tile edges.
TextureSampling Assets and loading
How a texture is sampled. The defaults are trilinear, anisotropic, and mipmapped, the tasteful default for material textures viewed in 3D.
TextureSource Assets and loading
Something a material can sample: it yields the GPU texture to sample for the current frame and the sampler to bind it with. Implemented by Texture2D (a static image) and RenderTexture (a live, rendered-into texture).
TorusGeometry Geometry
A torus (ring) lying in the XZ plane, centered on the origin.
TransientWriter Rendering
Destination for per-frame transient GPU data (uniform blocks, instance vertex data). Emplaced data is valid for the current frame only.
TriggerEntered Physics
Fired the first step a non-trigger collider overlaps a trigger volume.
TriggerExited Physics
Fired the step a previously-overlapping pair stops overlapping a trigger volume.
TriMeshShape Physics
A triangle mesh defined by vertices (packed xyz triplets) and indices (groups of three vertex indices forming one triangle each).
TubeGeometry Geometry
A round cross-section of constant radius swept along a ScenePath.
UnlitMaterial Materials
A material that draws geometry with a flat color or texture, ignoring scene lighting.
UnskinnedGeometry Geometry
Geometry whose vertices use the unskinned 48-byte layout: position (vec3), normal (vec3), tex coords (vec2), color (vec4).
VignetteSettings Rendering
Darkens the image toward the edges, after tone mapping.
WedgeGeometry Geometry
A triangular-prism wedge (a ramp), centered on the origin in X and Z with its base on the y = 0 plane.
WidgetComponent Widgets
A live widget subtree on a scene surface.
WidgetTexture Widgets
Hosts a live widget subtree and streams its visual output into a WidgetTextureController's texture for sampling inside a scene.
WidgetTextureController Widgets
Owns the gpu.Texture a WidgetTexture streams its child into.
WidgetUpdatePolicy Widgets
When a WidgetTexture (or a WidgetComponent) re-captures its child.

Enums

AlphaMode Materials
How a PhysicallyBasedMaterial's alpha channel is interpreted, matching glTF's alphaMode.
AntiAliasingMode Scene graph
Anti-aliasing strategy used when rendering a Scene.
BillboardFacing Geometry
How a billboard quad orients itself toward the camera.
BodyType Physics
Simulation mode for a RigidBody.
CombineRule Physics
How a per-contact friction or restitution value is derived from the two participating materials.
DepthOfFieldQuality Rendering
Depth-of-field quality tiers, trading gather taps and cleanup passes for frame time. See DepthOfField.quality.
EnvironmentVolumeShape Lighting and environment
The region shape of an EnvironmentVolumeComponent.
FogMode Lighting and environment
How fog density grows with distance from the camera.
GeometryStorage Geometry
How a MeshGeometry manages its GPU buffers over its lifetime.
JointAxis Physics
One of the six degrees of freedom a GenericJoint constrains. The linear axes are translations along, and the angular axes rotations about, the joint frame's local X / Y / Z (oriented by the joint's local bases on each body).
JointAxisMotion Physics
Whether a GenericJoint axis is locked, free, or limited.
JointMotorModel
How a JointMotor turns its drive parameters into a force.
PolylineCap Geometry
How a PolylineGeometry finishes its two end points.
PolylineWidthMode Geometry
How a PolylineGeometry's width is measured.
PostInsertion Rendering
Where in the post-processing chain a PostEffect runs.
RenderInput Rendering
An engine geometry buffer a CustomRenderPass can request through CustomRenderPass.inputs. Declaring one makes the engine produce it this frame and exposes it on the RenderPassContext, so a pass can read the scene's geometry (depth, normals, shadows), not just its color. Together they turn the custom-pass API into a general depth/shadow-aware post-process system (contact shadows, custom occlusion, volumetrics, and so on).
RenderStage Rendering
A named anchor point in the built-in render pipeline where a CustomRenderPass runs. Ordering within one stage follows the order the passes were added.
RibbonAlignment Geometry
How a RibbonGeometry orients its strip across the path.
ShadowCasterFaces Lighting and environment
Which faces of a shadow caster are rendered into the shadow map (the others are culled). Trades the two shadow-map failure modes (self-shadow acne vs peter-panning) against each other.
SkyEnvironmentRefresh Lighting and environment
When a SkyEnvironment re-bakes the sky into the scene's lighting.
SpecularAmbientOcclusionMode Rendering
How AmbientOcclusionSettings occludes indirect specular reflections.
SplatColorSpace Gaussian splatting
How a splat file's colors relate to the renderer's linear HDR pipeline.
SplatCropMode Gaussian splatting
How a crop box filters the splats of a SplatComponent.
SplatFormat Gaussian splatting
The splat file formats the runtime loader understands.
SpriteBlendMode Materials
Selects how a sprite's color is blended into the scene.
SsrDebugView Rendering
A diagnostic visualization for ScreenSpaceReflectionsSettings.debugView.
TextureContent Assets and loading
What a texture's pixels represent, which controls how mip levels are downsampled so the result is correct (color must average in linear light, normals must be averaged as vectors and renormalized).
ToneMappingMode Rendering
Tone mapping operator applied when resolving the linear HDR scene color to the display-referred image (see Scene.toneMapping).
UnweldAttribute Geometry
The canned per-triangle attributes MeshData.unweld can attach to its output, under the names custom materials read them by.
WidgetInput Widgets
How a WidgetComponent receives pointer input.

Mixins

SceneGraph Scene graph
Defines a common interface for managing a scene graph, allowing the addition and removal of Nodes.

Extensions

QuaternionSlerp on Quaternion Scene graph
Spherical interpolation helpers on Quaternion.
Vector3Lerp on Vector3 Scene graph
Per-component arithmetic helpers on Vector3.

Constants

kDiffuseShCoefficientCount → const int Lighting and environment
Number of L2 spherical-harmonic coefficients used for diffuse irradiance (bands 0..2).
kRenderLayerAll → const int Rendering
A layer mask that selects every layer (the default render-view mask).
kRenderLayerDefault → const int Rendering
The default layer a Node occupies (bit 0).

Properties

baseShaderLibrary ShaderLibrary Assets and loading
The shader bundle shipped with flutter_scene.
no setter

Functions

blendEnvironmentVolumes(EnvironmentSettings base, List<EnvironmentVolume> volumes, Vector3 cameraPosition) EnvironmentSettings Lighting and environment
Blends volumes over base for a camera at cameraPosition. A thin wrapper over blendEnvironmentContributions for the manual volume API.
environmentAssetPathOf(EnvironmentMap environment) String? Lighting and environment
The radiance asset path environment was loaded from through EnvironmentMap.fromAssets, or null for environments built another way.
generateSolidColorAtlasPixels({required List<Vector4> tileColors, required int columns, required int tileSize, int padding = 0}) Uint8List Assets and loading
Builds RGBA8888 pixels (row-major, top-left origin) for a placeholder grid atlas laid out to match a TextureAtlas with the same columns, tileSize, and padding. Each tile's whole cell (content plus padding gutter) is filled with its solid color from tileColors ((r, g, b, a) in [0, 1]), so a tile never bleeds into its neighbor. Cells past tileColors.length are left transparent.
gpuTextureFromAsset(String assetPath) Future<Texture> Assets and loading
Loads an image from the asset bundle at assetPath and uploads it as a Flutter GPU texture.
gpuTextureFromImage(Image image) Future<Texture> Assets and loading
Uploads a decoded dart:ui ui.Image to a Flutter GPU texture.
imageFromAsset(String assetPath, {AssetBundle? bundle}) Future<Image> Assets and loading
Loads and decodes an image from the asset bundle at assetPath.
imageFromBytes(Uint8List bytes) Future<Image> Assets and loading
Decodes an encoded image (PNG, JPEG, etc.) from raw bytes.
loadBaseShaderLibrary() Future<void> Assets and loading
Asynchronously loads and caches the base shader bundle. Idempotent. Called by Scene.initializeStaticResources so the synchronous baseShaderLibrary getter has a cached library to return (shader assets can't be read synchronously on any backend).
loadFmatMaterial(String sourcePath, {String? package, String? bundleName, AssetBundle? bundle}) Future<PreprocessedMaterial> Materials
loadFmatSky(String sourcePath, {String? package, String? bundleName, AssetBundle? bundle}) Future<PreprocessedSky> Materials
Loads a DataAssets-backed .fmat sky by its source path relative to the owning package's root (for example assets/gradient_sky.fmat).
loadScene(String sourcePath, {String? package, AssetBundle? bundle, FsceneComponentRegistry? registry, SceneReloadCallback? onReload, Scene? applyStageTo}) Future<Node>
Loads a DataAssets-backed .fsceneb scene by its source path relative to the owning package's root (for example assets/levels/forest.glb).
loadSceneSubtree(Node node, {String? package, AssetBundle? bundle, FsceneComponentRegistry? registry}) Future<void> Assets and loading
Streams a lazy placeholder node's prefab content under it, resolving the referenced prefab by its source path (the registry-aware counterpart of loadSubtree for scenes loaded with loadScene).
prefilterEquirectRadiance(Texture sourceEquirect, {bool sourceIsLinear = false, bool mipLayout = false}) Texture Lighting and environment
Prefilters an equirectangular radiance texture for image-based specular lighting.
raycastNode(Node root, Ray ray, {double maxDistance = double.infinity, int layerMask = 0xFFFFFFFF, bool where(Node node)?, bool includeInvisible = false}) SceneRaycastHit? Picking and input
Casts ray (direction need not be normalized) through root's subtree and returns the nearest hit, or null.
raycastNodeAll(Node root, Ray ray, {double maxDistance = double.infinity, int layerMask = 0xFFFFFFFF, bool where(Node node)?, bool includeInvisible = false}) List<SceneRaycastHit> Picking and input
Casts ray through root's subtree and returns every hit, sorted nearest-first. Parameters as in raycastNode.

Typedefs

GltfResourceResolver = Future<Uint8List> Function(String uri) Assets and loading
Resolves an external resource referenced by a multi-file glTF document (a .bin buffer or an image file).
SceneCameraBuilder = Camera Function(Duration elapsed) Widgets
Builds a Camera for the current frame from the elapsed time since the view started ticking. Use this for time-based cameras (for example an orbiting view); pass a fixed SceneView.camera instead when the camera does not change over time.
SceneLoadingBuilder = Widget Function(BuildContext context, double progress) Widgets
Builds the widget shown while a SceneView waits for its resources to load, given the current load progress (0 to 1). See SceneView.loadingBuilder.
SceneReloadCallback = void Function(Node root) Assets and loading
Called after a hot-reloaded scene has been patched in place (see loadScene), so the app can re-apply per-instance customizations the patch may have discarded: re-apply a custom material, or re-grab inner nodes by name. root is the same root instance the app holds.
SceneTickCallback = void Function(Duration elapsed, double deltaSeconds) Widgets
Called once per frame with the total elapsed time and the deltaSeconds since the previous tick. Drive per-frame app logic here, or advance the scene with a supplied timestep via Scene.update (after which Scene.render skips its implicit wall-clock tick for that frame).