You can navigate sceneSceneView or LocalSceneView) by:
- Using built-in navigation, such as panning, zooming, and changing pitch.
- By programmatically changing camera position.
Built-in navigation
Scene views have a number of built-in gestures that allow you to navigate a scene.
Basic navigation
Navigation for scene views is the same as navigation for a map view. The following table summarizes the built-in navigation capabilities of the SceneView and LocalSceneView:
| Navigation | User Action |
|---|---|
| Zoom in | Two-pointer pinch open Single-pointer double-tap |
| Zoom out | Two-pointer pinch close Two-pointer single-tap |
| Continuous zoom in / out | Single-pointer double-tap, ending in a vertical up/down drag |
| Move/Pan | Single-pointer drag or flick |
| Rotate | Two-pointer rotate |
Advanced navigation
Scene views have additional navigation not found in a map view:
| Navigation | User Action |
|---|---|
| Tilt the scene | Two-pointer up-down drag (vertically aligned on the scene view) |
Programmatically change camera position
Your applications can programmatically navigate a 3D scene by creating a new camera and setting it to the view you are working with. A camera defines the location from which you are viewing the scene.

The camera is shown in this image for illustration purposes; when you set camera settings (location, pitch), think of the camera class as a real-life camera you’re adjusting the position of.
Set the camera
For example, to point the camera to toward the Snowdon mountainside, use these values:
- For 3D location, use 53.06 latitude, -4.04 longitude, 1289 meters above sea level
- For heading, use 295 degrees
- For pitch, use 71 degrees
- For roll, use 0 degrees
val snowdonCamera = Camera( latitude = 53.06, longitude = -4.04, altitude = 1289.0, heading = 295.0, pitch = 71.0, roll = 0.0 )
Apply the new camera to the scene view using SceneViewProxy.setViewpointCamera(), or animate the transition to it with SceneViewProxy.setViewpointAnimated().
sceneViewProxy.setViewpointCamera(snowdonCamera)Move and adjust the camera
After you set a camera, you can update the scene view display by creating and applying a new camera. You can define the new camera with absolute values for location and orientation, or derive it from the current camera using relative values.
For example, using the relative approach, your code can preserve the current camera location, pitch, and roll, but rotate the heading by 45 degrees.
// Declare a currentCamera variable outside the UI composition var currentCamera: Camera? = snowdonCamera // . . . Set up UI composition here
Button( onClick = {
val camera = currentCamera ?: return@Button
val updatedCamera = Camera( locationPoint = Point( x = camera.location.x, y = camera.location.y, z = camera.location.z ), heading = camera.heading + 45.0, pitch = camera.pitch, roll = camera.roll )
coroutineScope.launch { sceneViewProxy.setViewpointCameraAnimated( updatedCamera, duration = 1500.0.milliseconds ) currentCamera = updatedCamera } } ) { Text("Rotate camera") }When the scene view’s current viewpoint camera changes, the onCurrentViewpointCameraChanged callback (see SceneView) is invoked with the updated camera. Store the current camera in mutable state using remember. To adjust the viewpoint relative to the camera’s current position or orientation, use the stored camera to create a new camera, then apply the new camera with SceneViewProxy.setViewpointCamera().