I'm trying to follow the metal-cpp tutorials I've found at https://developer.apple.com/metal/sample-code/?q=learn
The program seems to be launching correctly (I can see the menu bar and interact with it), but nothing is rendered inside the window. I suppose the culprit is somewhere in the following function (I see it binds the device, the view and the window with the object in charge of drawing stuff in the view)
void core::Application::applicationDidFinishLaunching(NS::Notification *pNotification)
{
CGRect frame = (CGRect){{100.0, 100.0}, {512.0, 512.0}};
m_Window->init(frame, NS::WindowStyleMaskClosable | NS::WindowStyleMaskTitled, NS::BackingStoreBuffered, false);
m_Device = MTL::CreateSystemDefaultDevice();
m_View = MTK::View::alloc()->init(frame, m_Device);
m_View->setColorPixelFormat(MTL::PixelFormat::PixelFormatBGRA8Unorm);
m_View->setClearColor(MTL::ClearColor::Make(1.0, 0.0, 0.0, 1.0));
m_ViewDelegate = new graphics::ViewDelegate(m_Device);
m_View->setDelegate(m_ViewDelegate);
m_Window->setContentView(m_View);
m_Window->setTitle(NS::String::string("Template 1", NS::StringEncoding::UTF8StringEncoding));
m_Window->makeKeyAndOrderFront(nullptr);
NS::Application* nsApp = reinterpret_cast<NS::Application*>(pNotification->object());
nsApp->activateIgnoringOtherApps(true);
}
but, as you can infer from the fact that I'm failing at the very first tutorial of the bunch, I'm quite lost. I've tried debugging the app with the Xcode debugger and I saw that it never enters in this function.
void ViewDelegate::drawInMTKView(MTK::View *pView)
{
m_Renderer->Draw(pView);
}
Can it be a symptom of some call missing from my code?
Thank you in advance for your help
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I have a fbo generated by last frame, which contain a color texture and a depth texture. Then i want blit that fbo to current MTKView, but failed. Thanks a lot for any suggestions.
Here is the code:
last frame:
id <MTLTexture> src_color;
id <MTLTexture> src_depth;
drawTo(src_color, src_depth);
current frame:
first, init a depth texture if null:
id<MTLTexture> depth_texture_;
if(depth_texture_) {
depth_texture_ = [device_ newTextureWithDescriptor:desc];
}
second,
create desc for encoder:
current_desc = metal_view_.currentRenderPassDescriptor;
current_desc.depthAttachment.texture = depth_texture_;
current_desc.depthAttachment.loadAction = MTLLoadActionClear;
current_desc.depthAttachment.clearDepth = 1.0;
current_desc.stencilAttachment.texture = depth_texture_;
current_desc.stencilAttachment.loadAction = MTLLoadActionClear;
current_desc.stencilAttachment.clearStencil = 0;
current_desc.colorAttachments[0].loadAction = MTLLoadActionClear;
current_desc.colorAttachments[0].clearColor = MTLClearColorMake(1.0, 1, 1, 1.0);
third,
blit to current MTKView:
auto dst_color = current_desc.colorAttachments[0].texture;
auto dst_depth = current_desc.depthAttachment.texture;
id<MTLCommandBuffer> commandBuffer = [command_queue_ commandBuffer];
commandBuffer.label = @"blit";
id <MTLBlitCommandEncoder> blitEncoder = [commandBuffer blitCommandEncoder];
[blitEncoder copyFromTexture:src_color
sourceSlice:0
sourceLevel:0
sourceOrigin:MTLOriginMake(srcRect.x, srcRect.y, 0)
sourceSize:MTLSizeMake(srcRect.width, srcRect.height, 1)
toTexture:dst_color
destinationSlice:0
destinationLevel:0
destinationOrigin:MTLOriginMake(dstRect.x, dstRect.y, 0)];
[blitEncoder copyFromTexture:src_depth
sourceSlice:0
sourceLevel:0
sourceOrigin:MTLOriginMake(srcRect.x, srcRect.y, 0)
sourceSize:MTLSizeMake(srcRect.width, srcRect.height, 1)
toTexture:dst_depth
destinationSlice:0
destinationLevel:0
destinationOrigin:MTLOriginMake(dstRect.x, dstRect.y, 0)];
[blitEncoder endEncoding];
[commandBuffer commit];
[commandBuffer waitUntilCompleted];
Hi,
I'm struggling a little with the Shader Graph in Reality Composer Pro. Doing something simple like linearly interpolating between two colors has me searching through nodes without any luck. Is there a node comparable to the lerp node in Unity? And if so, what is it called?
App Store Connect says that the name for my app is taken, but when I search on the App Store, there aren't any apps with that name. Is this a bug? Is there a way to contact Apple so that we can claim the name we'd like? Thank you!
Hello. I have a model of a CD record and box, and I would like to change the artwork of it via an external image URL. My 3D knowledge is limited, but what I can say is that the RealityView contains the USDZ of the record, which in turn contains multiple materials: ArtBack, ArtFront, PlasticBox, CD.
How do I target an artwork material and change it to another image? Here is the code so far.
RealityView { content in
do {
let entity = try await Entity.init(named: "VinylScene", in: realityKitContentBundle)
entity.scale = SIMD3<Float>(repeating: 0.6)
content.add(entity)
} catch {
ProgressView()
}
}
I am trying to implement a way to rotate a 3D model around its y axis, but this doesn't seem to work. What am I missing?
The scene only contains one model entity.
@State private var rotateBy:Double = 0.0
RealityView { content in
do {
let entity = try await Entity.init(named: "VinylScene", in: realityKitContentBundle)
entity.scale = SIMD3<Float>(repeating: 0.6)
content.add(entity)
} catch {
ProgressView()
}
}
.gesture(
DragGesture(minimumDistance: 0.0)
.targetedToAnyEntity()
.onChanged { value in
let location3d = value.convert(value.location3D, from: .local, to: .scene)
let startLocation = value.convert(value.startLocation3D, from: .local, to: .scene)
let delta = location3d - startLocation
rotateBy = Double(atan(delta.x * 200))
}
)
The Drawing fully immersive content using Metal guide describes how to use Metal for visionOS immersive experiences, but seemingly requires swift to bring up the required CompositorLayer.
@main
struct MyApp: App {
var body: some Scene {
ImmersiveSpace(id: "MyContent") {
CompositorLayer { layerRenderer in
let renderThread = Thread {
let engine = myEngineCreate(layerRenderer)
myEngineRenderLoop(engine)
}
renderThread.name = "Render Thread"
renderThread.start()
}
}
}
The ImmersiveSpace scene can presumably be replaced with a call to
[UIApplication.sharedApplication activateSceneSessionForRequest:[UISceneSessionActivationRequest requestWithRole:UISceneSessionRoleImmersiveSpaceApplication] errorHandler:nil]
But is there a replacement for CompositorLayer? Or some other way to produce a cp_layer_renderer?
Perhaps it would be possible to write a small swift helper for this, but given the swift interface for CompositorLayer how would that be tied to an existing UIScene as created above?
@available(visionOS 1.0, *)
public struct CompositorLayer : SwiftUI.ImmersiveSpaceContent {
public init(configuration: any _CompositorServices_SwiftUI.CompositorLayerConfiguration = .default, renderer: @escaping (CompositorServices.LayerRenderer) -> Swift.Void)
public var body: Swift.Never {
get
}
public typealias Body = Swift.Never
}
I wanted to show a progress of a certain part of the game using an entity that looks like a "pie chart", basically cylinder with a cut-out. And as progress is changed (0-100) the entity would be fuller.
Is there a way to create this kind of model entity? I know there are ways to animated entities, warp them between meshes, but I was wondering if somebody knows how to achieve it in a simplest way possible?
Maybe some kind of custom shader that would just change how the material is rendered? I do not need its physics body, just to show it.
I know how to do it in UIKit and classic 2d UI Apple frameworks but here working with model entities it gets a bit tricky for me.
Here is example of how it would look, examples are in 2d but you can imagine it being 3d cylinders with a cut-out.
Thank you!
I'm brand new to Metal. I've googled, but can't get the right answer to come up. (Thanks, unhelpful ChatGPT generated answers polluting everything, but I digress...)
Ultimately, I'm trying to figure out how to use Metal to render 3D DICOM data on iOS specifically. If you're not familiar with DICOM, let's just say I've got a whole stack of CT image slices. Or to get really simple, I've got a cube of voxel values with differing values at each voxel coordinate.
Where do I even start in Metal to render something like this?
(I was trying to get the VTK toolkit compiled for iOS, which uses OpenGL, but that appears to be a dead end. And besides, Metal is supposed to be so much better.)
Thanks for any tips/leads/suggestions/general pointers.
Where do I start with this error? I am using the Metal Debugger and have.a bunch of stuck command buffers. how do I look at the command buffers to see the errors? My suspicion is that the cause is some sort of memory leak. Not having access to the source for Metal leaves me stuck. The following message shows up in the logging pane of the execution.
Execution of the command buffer was aborted due to an error during execution. Ignored (for causing prior/excessive GPU errors) (00000004:kIOGPUCommandBufferCallbackErrorSubmissionsIgnored)
Type: Error | Timestamp: 2024-04-11 14:16:13.464336-05:00 | Library: Metal | Subsystem: Metal | Category: Default | TID: 0x2a0b8c
I just need some guidance
Is it possible to set the header include paths when compiling a metal library from source at runtime?
I'm dynamically generating kernel source that I'm compiling at runtime. I want to include some functions I have defined in a header. If I was doing online computation, I can specify include paths using -I /path/to/include using the command.
xcrun metal -c -I /path/to/include example.metal -o example.air
However when I'm online, it doesn't appear possible to define a header search path.
MTLCompileOptions *options = [MTLCompileOptions new];
options.fastMathEnabled = NO;
library = [device newLibraryWithSource:kernel_source
options:options
error:&error];
Is there a way to specify a header search path using newLibraryWithSource?
When I distribute a app that includes Apple Unity plugin, I got an error of asset validation failed.
The bundle 'Payload/{app name}/Frameworks/AppleCoreNative.framework' is missing plist key. The Info.plist file is missing the required key: CFBundleShortVersionString.
Does anyone get this?
(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')
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!
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!!
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?
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.
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 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.