iOS Samples

A simple 'HelloWorld' GUI created purely from code.

A simple 'HelloWorld' GUI created with Urho.Gui framework.

Animating 3D scene example.

Shows how to create a 3D scene using a custom component to animate the objects, controlling scene ambiance with Zone components and attaching lights to a Node (the camera).

Billboard example.

Populates a 3D scene with boolboard sets and several shadow casting spotlights and shows rendering performance with large object and light counts.

Console input example.

Console input example.

CrowdNavigation example.

Crow navigation example using a dynamic navigation mesh with obstacles and agents navigating the space .

Decals example.

Performs a raycast to the Octree and adds decals to hit location, shows large objects being used as occluders.

GUI test example.

Urho's Gui framework sample.


HelloWorld written in Urho.

Huge object count example.

Huge object count example.

Light animation example.

Light animation example.

Material animation example.

Material animation example.

Moving character example.

Controlling a humanoid character through physics; Driving animations using the AnimationController component; Manual control of a bone scene node; Implementing 1st and 3rd person cameras, using raycasts to avoid the 3rd person camera clipping into scenery; Defining attributes of a custom component so that it can be saved and loaded; Using touch inputs/gyroscope for iOS/Android (implemented through an external file).

Moving sprites example.

Shows how to add Sprite elements to the UI, storing custom data on UI Elements and handling frame update events when sprites move.

Multiple viewports example.

Shows how to setup two viewports with two separate cameras as well as adding post-processing effects to a viewport render path.

Navigation example.

Generating a navigation mesh into the scene; Performing path queries to the navigation mesh; Rebuilding the navigation mesh partially when adding or removing objects; Raycasting drawable components; Making a node follow the Detour path.

Physics example.

Creating both static and moving physics objects to a scene; Displaying physics debug geometry; Using the Skybox component for setting up an unmoving sky; Saving a scene to a file and loading it to restore a previous state.

Physics stress test example.

Physics stress test example.

Ragdoll example

Shows how to detect physics collisions, moving the AnimatedModel bones with physics and connecting them with constraints and using rolling friction to stop rolling objects from moving infinitely.

Render to texture example

Creates two 3D scenes and renders one into a texture that is rendered into the other one. Shows creating rendertarget textures and materials programatically.

Scene & UI load example.

Scene load example.

Signed distance field text example.

Creating a 3D scene with static content and 3D Text using an SDF Font..

Skeletal animation example.

Shows how to populate a 3D scene with skeletarlly animated AnimatedModel components as well as shadow maps for directional lights and using the debug geometry tool.

Sound synthesis example.

Sound synthesis example.

Static 3D scene example.

Shows creating a 3D scene with static content and how to handle keyboard and mouse input to implement a freelook camera.

Urho2D constraints sample.

Urho2D physics constraints sample.

Urho2D particle example.

Creating a 2D scene with particle; Displaying the scene using the Renderer subsystem; Handling mouse move to move particle

Urho2D physics rope sample.

Urho2D physics rope sample with revolute and roop constraints.

Urho2D physics sample.

Urho2D physics sample.

Urho2D sprite example.

Urho2D sprite example and the use of the Renderer subsystem.

Urho2D sprite example.

Urho2D sprite animation example.

Urho2D tile map example.

Urho2D tile map example.

Vehicle example.

Creating a heightmap terrain with collision; Constructing a physical vehicle with rigid bodies for the hull and the wheels, joined with constraints.

Water example.

Water example using large planes to represent water for rendering and the use of a second camera to render reflections on the water surface.

A simple game

SamplyGame is a homage to the ShootySkies games and a showcase of how you can structure a game using UrhoSharp.


Shows the Actions framework in action, how you can attach actions to nodes


This sample shows how to build a simple 2D game for iOS and OSX using SpriteKit.


AnalogClock is a cross platform app displaying a classic clock.


Runs an ARKit world tracking session with content displayed in a SceneKit view. To demonstrate plane detection, the app simply places a 3D model onto the first plane that ARKit detects. If the model's position is outside the current field of view of the camera, the app uses SceneKit's positional audio feature to indicate which direction to turn the device to see the model.


Demonstrates how to use the AVFoundation capture API to detect barcodes and faces.

BoxView Clock

Analog Clock built using BoxView.

Bracket Stripes

This sample shows how to use bracketing API in AVFoundation.


A familiar game with a new twist.

Cat Clock

A cat with a clock in its belly

Core Animation

This sample illustrates how to use core animation in Xamarin.iOS.


This sample app demonstrates how to use the image filters from CoreImage Library.

CSSceneKit City

This sample shows how to create a randomly generated city using the [SceneKit API]( and is written in C#.


This sample illustrates how to animate custom properties in a CALayer.

Dot-Matrix Clock

Dot-Matrix Digital Clock using BoxView.

Drawing with CoreGraphics

This sample illustrates how to use Core Graphics in Xamarin.iOS.

Dynamic geometry example.

Cloning a Model resource; Modifying the vertex buffer data of the cloned models at runtime to efficiently animate them; Creating a Model resource and its buffer data from scratch.


Demonstrates how to use SceneKit to build a game level.

Fox 2: SceneKit

This sample code demonstrates the following SceneKit features that were added in iOS 11, tvOS 11, and macOS 10.13: * Camera constraints define the camera behaviour of the app/game * A new physically-based depth of field effect achieved with “bokeh” * Screen space GPU tessellation (using Pixar’s openSubdiv) * Animation of character tones using a new animation engine (and API) * Cascaded shadow maps * GameplayKit integration

FSSceneKit City

This F# sample shows how to create a randomly generated city using Scene Kit.

Game of Life

John Conway's Game of Life.

GL Textured Cube

Demonstrates a fractal rotating cube rendered with textures via OpenTK's GL APIs.


Shows how to use GLKit to render OpenGL frames and AVFoundation to capture video from camera.

Graphics and Animations

Drawing and Animation with Core Animation and Core Graphics.

Ice Cream Builder: A simple Messages app extension

App extension that interacts with the Messages app.

Image Effects

Shows how to create and apply effects to an image using the vImage, Quartz and UIKit.

Low-Level OpenGL Painting

Sample shows how to use the low-level OpenGL classes to create a touch painting application.

Mandelbrot Animation

A demonstration of SkiaSharp bitmap animation based on the Mandelbrot Set.


This sample is an equivalent for Xcode OpenGL ES template.


Extends MetalTexturedQuad sample by adding compute encoder.


Sample demonstrates how to use key functionality provided by MetalKit on both iOS.

MetalPerformanceShaders HelloWorld

Demonstrates how easy it is to use the MetalPerformanceShaders framework.


Shows how to create a basic textured quad in metal.

Monkey See

A demonstration of the Xamarin.Essentials OrientationSensor using UrhoSharp 3D graphics

Multi-Touch Tracking for iOS

Tracking multi-touch events in iOS.


A game that demonstrates how to use the UIAccessibility protocol.


A collection of samples for using OpenGL in Xamarin.iOS.

OpenGL Paint using GameView

Demonstrates using iPhoneOSGameView with OpenGL to create a touch painting application.

OpenGLES Sample

A simple example of using OpenGLES in a Xamarin.iOS application.

OpenGLES Sample using GameView

Demonstrates the use of OpenGLES with an iPhoneOSGameView.


This sample demonstrates the usage of OpenGL in a scroll view.

PaintCode Demo

This sample app shows some PaintCode-generated elements.

Quartz Sample

A sample of using the Core Graphics capabilities in a Xamarin.iOS application.


Shows a RAW image asset management system


Sample shows how to use AVFoundation to capture video, process video frames.


Demonstrates how to scale and rotate Xamarin.Forms visual elements.

SceneKit F# "Oculus Thrift" (Google Cardboard) Edition

Extends F# Scene Kit for stereoscopic viewing with Google Cardboard.

SceneKit State of the Union Demo

This application render a 3D environment and presents a series of slides with SceneKit objects.

SceneKit Vehicle Demo

Sample shows how to create simple iOS game with SceneKit.

SkiaSharp and Xamarin.Forms

A project showing SkiaSharp features in a Xamarin.Forms application.

SmartHome - Xamarin.Forms + HoloLens

Smart home sample. Scan your apartments via HoloLens and observe the results in the Xamarin.Forms app


Leveraging touch input for a drawing application


A painting program that creates pretty patterns

Text Decoration

Text Decorations using BoxView.

Toast Modern

Shows how to test your ideas quickly to save time and money.

Touch-Tracking Effect Demos

This sample demonstrates an effect to trigger events for multi-touch finger tracking.

Transitions Demo

This sample shows how to create custom view controller transitions in iOS.


Sample shows how to use VTDecompressionSession to access hardware video decoder.

WatchPuzzle (watchOS 3)

Using SceneKit and SpriteKit on WatchOS

Working with Images

This sample demonstrates using application support icons.

Xamarin Forms Image Resizer

Demonstrates how to cross-platform load, resize, and display an image on the screen.

XAML Samples

A collection of samples that demonstrate how to utilize XAML with Xamarin.Forms.


This sample implements the classic 14-15 puzzle using Xamarin.Forms.