I have a unity scene which i have created for vision pro and i have also created a biomatric authentication application for vision os using Xcode and swift. What i want to do is call unity scene after the authentication has taken place form the xcode. now i have seen medium post but it only shows how we can do that for apps, I am not bale to do that for vision Pro
I have followed this post : https://medium.com/mop-developers/launch-a-unity-game-from-a-swiftui-ios-app-11a5652ce476
All this i am doing because as far as i know Apple vision pro is not currently supporting optic id authentication with unity's polyspatial plugin.
Any help on this will be appreciated.
Thank you in advace.
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Hi,
Since iOS 17, when setting weight on a SCNMorpher, the normals become completely wrong. As you can see below it only happens when there are vertices along an edge.
Has anyone encountered that problem and found a solution?
Thanks
Reported: FB13798652
Hello, our game Nerd Survivors has been identified as spam. The game is based on an original IP and the only games that should share any resemblance with it are from our company.
Today we got notified the rejection due to the violation of Guideline 4.3 but there is no reference to the other application or even a contact to the other developer.
We do use Unity as our game engine, so some parts of the code might be shared across different games, but i cannot find any other justification of the failure.
"Guideline 4.3(a) - Design - Spam
We noticed your app shares a similar binary, metadata, and/or concept as apps submitted to the App Store by other developers, with only minor differences.
Submitting similar or repackaged apps is a form of spam that creates clutter and makes it difficult for users to discover new apps."
Hi,
in this WebGPU example: https://skal65535.github.io/curl/index_bug_safari.html
the lighting is wrong compared to Chrome's reference version.
I narrowed the problem to the uniform value 'params.specular' at line 515 not being equal to the expected value 1.2f. The value is set a line at line 1078 in the uniform buffer.
Platform: MacBook M1 Pro Sonoma 14.4.1 (23E224)
Safari Technology Preview: Release 194 (Safari 17.4, WebKit 19619.1.11.111.2)
Works ok with Chrome 124.0.6367.156 (Official Build) (arm64).
can i use the es3.1 api in code?
Hi!
I was trying to port our sdk for visionOS.
I was going through the documentation and saw this video: https://developer.apple.com/videos/play/wwdc2023/10089/
Is there any working code sample for it, same goes for arkit c api ?
Couldn't find any links. Thanks in advance.
Sahil
I am installing Homebrew and GPTk according to this video: https://www.youtube.com/watch?v=WdQIc69e5oA
I have Homebrew installed. When i type in
which brew
it responds with
/opt/homebrew/bin/brew
When I enter the command
brew -v install apple/apple/game-porting-toolkit
it replies with
HomeBrew 4. 2. 21
Anyone know who to get the game porting kit to install? I have tried download both of the options (kit v1 and v1.1) from the website but it doesn't make a difference
Is it possible to create a material that behaves the same as AR ground plane, but in a NON-AR setup?
Any help appreciated.
I am wanting to create a 3D video game in Xcode for macOS, iOS, iPadOS, tvOS, and visionOS. I have heard that there are a few different ways to go about this such as MetalKit or SceneKit. These libraries seem to have little examples and documentation so I am wondering:
Are they still be developed/supported?
Which platform should I make a game in?
Where are some resources to learn how to use these platforms?
Are there other better platforms that I am just not aware of?
Thanks!
When the dinosaur protrudes from the portal in the Encounter Dinosaurs app, it appears to be lit by the real room lighting, just like any other RealityKit content is by default.
When the dinosaur is inside of the portal, it appears to be lit by the virtual environment, and the two light sources seem to be smoothly blended between at the plane of the portal.
How is this done? ImageBasedLightReceiverComponent allows the IBL to be changed on a per-entity basis, but the actual lightning calculation shader code seems to be a black box, and I have not seen a way to specify which IBL texture is used on a per-fragment basis.
What best to pass to the options parameter of:
MTLDevice.makeBuffer(length:options:)
MTLDevice.makeBuffer(bytes:length:options:)
MTLDevice.makeBuffer(bytesNoCopy:length:options:deallocator:)
Basically I'm looking for a "plain English" explanation of MTLResourceOptions doc page.
Hello. I am trying to enable Metal to take advantage of SwiftUI+Shaders in an existing app. In my target, I have added metal.framework, added a .metal file and confirmed I see the Metal Compiler option in my Build Settings. When I add a colorEffect modifier using the ShaderLibrary, the object renders black. I confirmed this is working in a new project so I suspect there are more steps required to get this working in an existing application.
Hi everyone,
This happens with Xcode 15.3 (15E204a) and visionOS 1.1.2 (21O231).
To reproduce this issue, simply create a new VisionOS app with Metal (see below).
Then simply change the following piece of code in Renderer.swift:
func renderFrame() {
[...]
// Set the clear color red channel to 1.0 instead of 0.0.
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColor(red: 1.0, green: 0.0, blue: 0.0, alpha: 0.0)
[...]
}
On the simulator it works as expected while on device it will show a black background with red jagged edges (see below).
I have a glb model that is loading absolutely fine, repeatedly, in safari or chrome.
There is only one texture that is 8192x8192
it never has a problem when loading in browser.
when we embed the url into an app, the model loads the first few times (exiting the model and going back to the main menu and then reloading the model) but, after a few attempts, the texture fails to load. The model and all data is visible but the texture, itself, is black.
why could this be happening? Is there something in the iOS code that is breaking it? Is the iOS code trying to automatically cache the texture and it’s running out of memory?
anyone who can provide the help and support that we require will be much appreciated.
thank you advance.
Please treat me as a beginner of Unity.
Now I want to learn to develop visionOS VR App through unity. I try to find a relatively complete route and start learning, but Unity's official website does not have much explanation for visionOS VR App, so I hope you can give me a comparison. The whole route, thank you!
I think it's kind of essential to have eye tracking data available to apps in VR mode (with the user's permission).
The biggest problem I've observed is that Unity isn't able to implement dynamic foveated rendering without eye tracking data.
Without the eye tracking it's only possible to have fixed foveated rendering. That gives a performance boost to rendering, but it also makes it so it gets blurry for the user if they look to the side without turning their head.
I understand why it's a privacy issue to have apps tracking where the user is looking in the real world, but video passthrough is disabled in VR -- so it should be ok to enable eye tracking in VR (with the user's permission).
Unity already supports dynamic foveated rendering (with eye tracking) for other VR headsets, and Vision Pro has the best eye tracking -- so Vision Pro should definitely have the best dynamic foveated rendering in VR.
Looking for info on the best way to convert a MTLTexture to SKTexture.
I am migrating a project where a SpriteKit scene is rendered in an SKView - and relies heavily on SKView.texture(from: SKNode) API
I am trying to migrate to an SKRenderer based SpriteKit scene - and wondering the best way to grab an SKTexture from an SKNode when rendered in a MTKView instead of SKView?
Hi, just got an Apple M3 Pro to try it out on some Jax operations. I see the development is actively ongoing so maybe this error can help.
This is the environment:
Metal device set to: Apple M3 Pro
systemMemory: 18.00 GB
maxCacheSize: 6.00 GB
jax: 0.4.26
jaxlib: 0.4.23
numpy: 1.26.4
python: 3.11.8 | packaged by conda-forge | (main, Feb 16 2024, 20:49:36) [Clang 16.0.6 ]
jax.devices (1 total, 1 local): [METAL(id=0)]
process_count: 1
platform: uname_result(system='Darwin', node='MKFL96VR9YT', release='23.4.0', version='Darwin Kernel Version 23.4.0: Wed Feb 21 21:44:54 PST 2024; root:xnu-10063.101.15~2/RELEASE_ARM64_T6030', machine='arm64')
This is a minimal example which produces an error, I think due to the fft part:
from jax import numpy as np
array = np.ones((16, 16))
np.fft.fft2(array)
This is the full traceback:
Traceback (most recent call last):
File "/Users/user/Downloads/wow.py", line 5, in <module>
np.fft.fft2(array)
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/numpy/fft.py", line 216, in fft2
return _fft_core_2d('fft2', xla_client.FftType.FFT, a, s=s, axes=axes,
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/numpy/fft.py", line 210, in _fft_core_2d
return _fft_core(func_name, fft_type, a, s, axes, norm)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/numpy/fft.py", line 102, in _fft_core
transformed = lax.fft(arr, fft_type, tuple(s))
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/traceback_util.py", line 179, in reraise_with_filtered_traceback
return fun(*args, **kwargs)
^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/pjit.py", line 298, in cache_miss
outs, out_flat, out_tree, args_flat, jaxpr, attrs_tracked = _python_pjit_helper(
^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/pjit.py", line 176, in _python_pjit_helper
out_flat = pjit_p.bind(*args_flat, **params)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/core.py", line 2788, in bind
return self.bind_with_trace(top_trace, args, params)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/core.py", line 425, in bind_with_trace
out = trace.process_primitive(self, map(trace.full_raise, args), params)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/core.py", line 913, in process_primitive
return primitive.impl(*tracers, **params)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/pjit.py", line 1494, in _pjit_call_impl
return xc._xla.pjit(name, f, call_impl_cache_miss, [], [], donated_argnums, # type: ignore
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/pjit.py", line 1471, in call_impl_cache_miss
out_flat, compiled = _pjit_call_impl_python(
^^^^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/pjit.py", line 1406, in _pjit_call_impl_python
lowering_parameters=mlir.LoweringParameters()).compile()
^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/interpreters/pxla.py", line 2369, in compile
executable = UnloadedMeshExecutable.from_hlo(
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/interpreters/pxla.py", line 2908, in from_hlo
xla_executable, compile_options = _cached_compilation(
^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/interpreters/pxla.py", line 2718, in _cached_compilation
xla_executable = compiler.compile_or_get_cached(
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/compiler.py", line 266, in compile_or_get_cached
return backend_compile(backend, computation, compile_options,
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/profiler.py", line 335, in wrapper
return func(*args, **kwargs)
^^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/compiler.py", line 238, in backend_compile
return backend.compile(built_c, compile_options=options)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
jaxlib.xla_extension.XlaRuntimeError: UNKNOWN: <unknown>:0: error: 'func.func' op One or more function input/output data types are not supported.
<unknown>:0: note: see current operation:
"func.func"() <{arg_attrs = [{mhlo.layout_mode = "default", mhlo.sharding = "{replicated}"}], function_type = (tensor<16x16xf32>) -> tensor<16x16xcomplex<f32>>, res_attrs = [{jax.result_info = "", mhlo.layout_mode = "default"}], sym_name = "main", sym_visibility = "public"}> ({
^bb0(%arg0: tensor<16x16xf32>):
%0 = "mhlo.convert"(%arg0) : (tensor<16x16xf32>) -> tensor<16x16xcomplex<f32>>
%1 = "mhlo.fft"(%0) {fft_length = dense<16> : tensor<2xi64>, fft_type = #mhlo<fft_type FFT>} : (tensor<16x16xcomplex<f32>>) -> tensor<16x16xcomplex<f32>>
"func.return"(%1) : (tensor<16x16xcomplex<f32>>) -> ()
}) : () -> ()
<unknown>:0: error: failed to legalize operation 'func.func'
<unknown>:0: note: see current operation:
"func.func"() <{arg_attrs = [{mhlo.layout_mode = "default", mhlo.sharding = "{replicated}"}], function_type = (tensor<16x16xf32>) -> tensor<16x16xcomplex<f32>>, res_attrs = [{jax.result_info = "", mhlo.layout_mode = "default"}], sym_name = "main", sym_visibility = "public"}> ({
^bb0(%arg0: tensor<16x16xf32>):
%0 = "mhlo.convert"(%arg0) : (tensor<16x16xf32>) -> tensor<16x16xcomplex<f32>>
%1 = "mhlo.fft"(%0) {fft_length = dense<16> : tensor<2xi64>, fft_type = #mhlo<fft_type FFT>} : (tensor<16x16xcomplex<f32>>) -> tensor<16x16xcomplex<f32>>
"func.return"(%1) : (tensor<16x16xcomplex<f32>>) -> ()
}) : () -> ()
I'd be happy running more tests should you need them, I'm new to this, so not sure which just yet.
Many thanks!!
Hello!
I run into, what seem to be compiler issue. The shader source given to Metal is: https://shader-playground.timjones.io/1bcf3ffbb313878ccd594ddbb27b746e
This shader is generated by spirv-cross, from GLSL source, so for readability here is original source: https://github.com/Try/OpenGothic/blob/master/shader/hiz/hiz_mip.comp
(shader variant uses SSBO counter, not atomic-image)
Here is relevant path of application log:
2024-04-21 16:27:13.621218+0200 Gothic2Notr[23992:2003969] Compiler failed with XPC_ERROR_CONNECTION_INTERRUPTED
2024-04-21 16:27:13.656559+0200 Gothic2Notr[23992:2003969] Compiler failed with XPC_ERROR_CONNECTION_INTERRUPTED
2024-04-21 16:27:13.701323+0200 Gothic2Notr[23992:2003969] Compiler failed with XPC_ERROR_CONNECTION_INTERRUPTED
2024-04-21 16:27:13.701477+0200 Gothic2Notr[23992:2003969] MTLCompiler: Compilation failed with XPC_ERROR_CONNECTION_INTERRUPTED on 3 try
2024-04-21 16:27:13.701817+0200 Gothic2Notr[23992:2003969] Compiler failed with XPC_ERROR_CONNECTION_INTERRUPTED
iOS version: 15.8.2
MTL::CompileOptions::languageVersion: 2.4 (also tested other version - same result)
Offended part of shader:
void store(int mip, ivec2 uv, float z) {
// NOTE: replacing this function to NOP, avoid the crash
// NOTE2: this switch-case is crude emulation of bindless storage-image
switch(mip) {
case 1:
imageStore(mip1, uv, vec4(z));
break;
case 2:
imageStore(mip2, uv, vec4(z));
break;
case 3:
imageStore(mip3, uv, vec4(z));
break;
case 4:
imageStore(mip4, uv, vec4(z));
break;
case 5:
imageStore(mip5, uv, vec4(z));
break;
case 6:
imageStore(mip6, uv, vec4(z));
break;
case 7:
imageStore(mip7, uv, vec4(z));
break;
case 8:
imageStore(mip8, uv, vec4(z));
break;
}
}
Some extra info:
The shader is simplified single-pass mip-map generator.
The same shader is know to work on mac M1 laptop without any issues
Please have a look and looking forward for driver-fix. Thanks!
(Copied from https://github.com/google/jax/issues/20835)
I am attempting to use JAX on Metal (on a M1 Pro chip) to model discrete (count) data. I've installed the latest version jax-metal 0.0.6 using pip.
The installation seems to have worked overall as I can perform basic Jax array operations on GPU. However, when I try to compute the (log-)PMFs/PDFs of random variables which are defined in terms of the (log-)Gamma function I get errors like the one below which seems to indicate that the lax.lgamma function is not supported under the hood on M1 metal.
This is essential functionality for a wide class of probabilistic machine learning models. Note that following functions (among others) are broken as a result:
jax.scipy.stats.binom.logpmf
jax.scipy.stats.nbinom.logpmf
jax.scipy.stats.poisson.logpmf
jax.scipy.stats.dirichlet.logpdf
jax.scipy.stats.beta.logpdf
jax.scipy.stats.gamma.logpdf
...
>>> jax.scipy.stats.binom.logpmf(1, n=2, p=0.5)
jax.errors.SimplifiedTraceback: For simplicity, JAX has removed its internal frames from the traceback of the following exception. Set JAX_TRACEBACK_FILTERING=off to include these.
The above exception was the direct cause of the following exception:
Traceback (most recent call last):
File "<stdin>", line 1, in <module>
File "/Users/ljb80/.virtualenvs/jax-metal/lib/python3.10/site-packages/jax/_src/scipy/stats/binom.py", line 31, in logpmf
gammaln(n + 1),
File "/Users/ljb80/.virtualenvs/jax-metal/lib/python3.10/site-packages/jax/_src/scipy/special.py", line 44, in gammaln
return lax.lgamma(x)
File "/Users/ljb80/.virtualenvs/jax-metal/lib/python3.10/site-packages/jax/_src/lax/special.py", line 46, in lgamma
return lgamma_p.bind(x)
File "/Users/ljb80/.virtualenvs/jax-metal/lib/python3.10/site-packages/jax/_src/core.py", line 422, in bind
return self.bind_with_trace(find_top_trace(args), args, params)
File "/Users/ljb80/.virtualenvs/jax-metal/lib/python3.10/site-packages/jax/_src/core.py", line 425, in bind_with_trace
out = trace.process_primitive(self, map(trace.full_raise, args), params)
File "/Users/ljb80/.virtualenvs/jax-metal/lib/python3.10/site-packages/jax/_src/core.py", line 913, in process_primitive
return primitive.impl(*tracers, **params)
File "/Users/ljb80/.virtualenvs/jax-metal/lib/python3.10/site-packages/jax/_src/dispatch.py", line 87, in apply_primitive
outs = fun(*args)
jaxlib.xla_extension.XlaRuntimeError: UNKNOWN: <stdin>:1:0: error: failed to legalize operation 'chlo.lgamma'
<stdin>:1:0: note: see current operation: %0 = "chlo.lgamma"(%arg0) : (tensor<f32>) -> tensor<f32>
System info (python version, jaxlib version, accelerator, etc.)
jax: 0.4.26
jaxlib: 0.4.23
numpy: 1.26.4
python: 3.10.6 | packaged by conda-forge | (main, Aug 22 2022, 20:38:29) [Clang 13.0.1 ]
jax.devices (1 total, 1 local): [METAL(id=0)]
process_count: 1
platform: uname_result(system='Darwin', node='PHS027794', release='23.4.0', version='Darwin Kernel Version 23.4.0: Fri Mar 15 00:10:42 PDT 2024; root:xnu-10063.101.17~1/RELEASE_ARM64_T6000', machine='arm64')