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
Scene view navigation is similar to map view navigation, with additional capabilities designed for navigating 3D content.
The following table summarizes the built-in navigation for SceneView and LocalSceneView:
| Navigation | Touch | Keyboard |
|---|---|---|
| Move/Pan | Drag or swipe | Arrow keys (←, →, ↑, ↓) |
| Zoom in | Double-tap; or pinch open | + key; or Shift + = |
| Zoom out | Two-finger tap; or pinch closed | - key |
| Continuous zoom in/out | Double-tap and hold, then drag up or down | Press and hold the + or - key |
| Rotate scene | Two-finger rotate | Shift + ← (rotate counterclockwise); or Shift + → (rotate clockwise) |
| Tilt scene | Two-finger drag up or down (vertically aligned on the scene view) | w (tilt up); or s (tilt down) |
| Reorient to north | — | n key |
| Reset pitch | — | p key |
Note: The plus and minus keys on the numeric keyboard are not supported for scene navigation.
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().