I recently ported an app from using Cocos2D to SceneKit, and needed to port the old particle emitter engine as it. I achieved this by implementing a custom SceneKit node with a render delete, using a GLKBaseEffect and then dropping into OpenGL calls (e.g. create a VBO, vertex arrays, draw, etc). All of this works fine both in a SCNView, as well as in Google Cardboard's multiple SCNRenderer configuration. When implemented inside the Bridge engine, however, the call to glDrawElements (!!) causes all sorts of visual issues, and commenting out that one line eliminates the visual issues (but obviously also removes what I'm trying to draw).