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Sign in with Apple Game Kit Unity plugin return blank DisplayName on VisionOS
In VisionOS1.1, when using the com.apple.unityplugin.core-3.1.0 & com.apple.unityplugin.gamekit-2.2.0 to sign in Apple Game Center. var player = await GKLocalPlayer.Authenticate(); Debug.Log($"GKLocalPlayer Player: {player.DisplayName}"); Debug.Log($"GKLocalPlayer Player Alias: {player.Alias}"); it returns GKLocalPlayer Player: GKLocalPlayer Player Alias: Unknown all other parameters are fine, except for the DisplayName is blank and the Alias returns "Unknown". However, it works fine on iOS.
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692
Mar ’24
The grey hue over the 3D model
Hello, I've been trying to render these models in a VisionOS app using RealityKit's Model3D API. The heart seem to appear dark all the time. Any thoughts on why this would happen? Color.clear .overlay { Model3D(named: modelName, bundle: realityKitContentBundle) { model in model.resizable() .scaledToFit() .rotation3DEffect( Rotation3D( eulerAngles: .init(angles: orientation, order: .xyz) ) ) .frame(depth: modelDepth) .offset(z: -modelDepth / 2) .accessibilitySortPriority(1) } placeholder: { ProgressView() .offset(z: -modelDepth * 0.75) } } .dragRotation(yawLimit: .degrees(120), pitchLimit: .degrees(20)) .offset(z: modelDepth)
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499
Mar ’24
DrawableQueue to RealityKit ShaderGraphMaterial ignoring alpha channel of texture?
I'm using DrawableQueue to create textures that I apply to my ShaderGraphMaterial texture. My metal render is using a range of alpha values as a test. My objects displayed with the DrawableQueue texture are working as expected, but the alpha component is not working. Is this an issue with my DrawableQueue descriptor? My ShaderGraphMaterial? A missing setting on my scene objects? or some limitation in visionOS? DrawableQueue descriptor let descriptor = await TextureResource.DrawableQueue.Descriptor( pixelFormat: .rgba8Unorm, width: textureResource!.width, height: textureResource!.height, usage: [.renderTarget, .shaderRead, .shaderWrite], // Usage should match the requirements for how the texture will be used //usage: [.renderTarget], // Usage should match the requirements for how the texture will be used mipmapsMode: .none // Assuming no mipmaps are needed for the text texture ) let queue = try await TextureResource.DrawableQueue(descriptor) queue.allowsNextDrawableTimeout = true await textureResource!.replace(withDrawables: queue) Draw frame: guard let drawable = try? drawableQueue!.nextDrawable(), let commandBuffer = commandQueue?.makeCommandBuffer()//, //let renderPipelineState = renderPipelineState else { return } let renderPassDescriptor = MTLRenderPassDescriptor() renderPassDescriptor.colorAttachments[0].texture = drawable.texture renderPassDescriptor.colorAttachments[0].loadAction = .clear renderPassDescriptor.colorAttachments[0].storeAction = .store renderPassDescriptor.colorAttachments[0].clearColor = clearColor /*renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColor( red: clearColor.red, green: clearColor.green, blue: clearColor.blue, alpha: 0.5 )*/ renderPassDescriptor.renderTargetHeight = drawable.texture.height renderPassDescriptor.renderTargetWidth = drawable.texture.width guard let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor) else { return } renderEncoder.pushDebugGroup("DrawNextFrameWithColor") //renderEncoder.setRenderPipelineState(renderPipelineState) // No need to create a render command encoder with shaders, as we are only clearing the drawable. // Since we are just clearing the drawable to a solid color, no need to draw primitives renderEncoder.endEncoding() commandBuffer.commit() commandBuffer.waitUntilCompleted() drawable.present() }
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1.6k
Oct ’23
Full Screen problem on macOS 14
On macOS 14.2.1 Sonoma, when our app is displayed in full screen, there is a problem where the operations at hand are not reflected at all on the connection destination. This issue does not occur on macOS 13 Ventura. If you stop displaying full screen and reduce the window size, you will be able to operate it to some extent. Were there any specifications or technical changes around the screen between Ventura and Sonoma? Mac at hand* - Relay server - Windows to connect to *This does not occur on windows, android, or ios.
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417
Mar ’24
Could not locate file 'default-binaryarchive.metallib' in bundle.
I am running the RoomPlan Demo app and keep getting the above error and when I try to find someplace to get the archive in the Metal Libraries my searches come up blank. There are no files that show up in a search that contain such identifiers. A number of messages are displayed about "deprecated" interfaces also. Is it normal to send out demo apps that are hobbled in this way?
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2.1k
Apr ’23
How to Specify Pixel-Specific Depths of Views in xrOS?
With the advent of the third dimension, I wanted to know wether if it's currently possible to display the flat swiftUI Views with some thickness in xrOS? While the .frame(depth: CGFloat?) does the job for Views in general, I am eager for a more granular level of control at the pixel-specific level. I was hoping that there are lower level APIs to achieve this & I've looked into the fairly new layerEffect shader API, yet it seems it's incapable of setting the depths of pixels...
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614
Mar ’24
Gamma issue when display linear color
Hi, I'm displaying linear gray by CAMetalLayer with the shader below. fragment float4 fragmentShader(VertexOut in [[stage_in]], texture2d<float, access::sample> BGRATexture [[ texture(0) ]]) { float color = in.texCoordinates.x; return float4(float3(color), 1.0); } And my CAMetalLayer has been set to linearSRGB. metalLayer.colorspace = CGColorSpace(name: CGColorSpace.linearSRGB) metalLayer.pixelFormat = .bgra8Unorm Why the display seem add gamma? Apparently the middle gray is 187 but not 128.
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876
Feb ’24
MPSNNGraph: use custom compute/render metal during training?
Hello, I have been following the excellent/informative "Metal for Machine Learning" from WWDC19 to learn how to do on device training (I have a specific use case for this) and it is all working really well using the MPSNNGraph. However, I would like to call my own metal compute/render function/pipeline to transform the inference result before calculating the loss, does anyone know if this possible and what would this look like in code? Please see my current code below, at the comment I need to call an intermediate compute/render function to transform the inference result image before passing to the MPSNNForwardLossNode. let rgbImageNode = MPSNNImageNode(handle: nil) let inferGraph = makeInferenceGraph() let reshape = MPSNNReshapeNode(source: inferGraph.resultImage, resultWidth: 64, resultHeight: 64, resultFeatureChannels: 4) //Need to call render or compute pipeline to post process in the inference result image let rgbLoss = MPSNNForwardLossNode(source:reshape.resultImage, labels:rgbImageNode, lossDescriptor:lossDescriptor) let initGrad = MPSNNInitialGradientNode(source:rgbLoss.resultImage) let gradNodes = initGrad.trainingGraph(withSourceGradient:nil, nodeHandler:nil) guard let trainGraph = MPSNNGraph(device: device, resultImage: gradNodes![0].resultImage, resultImageIsNeeded: true) else{ fatalError("Unable to get training graph.") } Thanks
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663
Mar ’24
Detecting touching a SKSpriteNode within a touchesBegan event?
Detecting touching a SKSpriteNode within a touchesBegan event? My experience to date has focused on using GamepadControllers with Apps, not a touch-activated iOS App. Here are some short code snippets: Note: the error I am trying to correct is noted in the very first snippet = touchesBegan within the comment <== shows "horse" Yes, there is a "horse", but it is no where near the "creditsInfo" SKSpriteNode within my .sksfile. Please note that this "creditsInfo" SKSpriteNode is programmatically generated by my addCreditsButton(..) and will be placed very near the top-left of my GameScene. override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) { if let ourScene = GameScene(fileNamed: "GameScene") { if let touch:UITouch = touches.first { let location = touch.location(in: view) let node:SKNode = ourScene.atPoint(location) print("node.name = \(node.name!)") // <== shows "horse" if (node.name == "creditsInfo") { showCredits() } } } // if let ourScene } // touchesBegan The above touchesBegan function is an extension GameViewController which according to the docs is okay, namely, touchesBegan is a UIView method besides being a UIViewController method. Within my primary showScene() function, I have: if let ourScene = GameScene(fileNamed: "GameScene") { #if os(iOS) addCreditsButton(toScene: ourScene) #endif } with: func addCreditsButton(toScene: SKScene) { if thisSceneName == "GameScene" { itsCreditsNode.name = "creditsInfo" itsCreditsNode.anchorPoint = CGPoint(x: 0.5, y: 0.5) itsCreditsNode.size = CGSize(width: 2*creditsCircleRadius, height: 2*creditsCircleRadius) itsCreditsNode.zPosition = 3 creditsCirclePosY = roomHeight/2 - creditsCircleRadius - creditsCircleOffsetY creditsCirclePosX = -roomWidth/2 + creditsCircleRadius + creditsCircleOffsetX itsCreditsNode.position = CGPoint(x: creditsCirclePosX, y: creditsCirclePosY) toScene.addChild(itsCreditsNode) } // if thisSceneName } // addCreditsButton To finish, I repeat what I stated at the very top: The error I am trying to correct is noted in the very first snippet = touchesBegan within the comment <== shows "horse"
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994
Feb ’24
PortalComponent – allow world content to peek out
Hello, I've been tinkering with PortalComponent on visionOS a bit but noticed that the content of the WorldComponent is always clipped to the mesh geometry of whatever entities have the PortalComponent applied. Now I'm wondering if there is any way or trick to allow contents of the portal to peek out – similar to the Encounter Dinosaurs experience on Vision Pro (I assume it also uses PortalComponent?). I saw that PortalComponent has a clippingPlane property (https://developer.apple.com/documentation/realitykit/portalcomponent/clippingplane-swift.property). But so far I haven't been able to achieve a perceptible visual difference with it. If possible I would like to avoid hacky tricks using duplicate meshes or similar to achieve this. Thanks for any hints!
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1k
Feb ’24
Unable to draw textures on SCNGeometry which is created from ARKit FaceAnchor points.
In the below code I have extracted face mesh vertices from ARKit face anchors and created a custom face mesh using SceneKit SCNGeometry. This enabled me to stretch face mesh vertices as per my requirement. Now the problem I am facing is as follows. I am trying to apply a lipstick texture material which is of type SCNMaterial. Although ARSCNFaceGeometry lets me apply different textures through SCNMaterial and SCNNode, I am not able to do the same using mu CustomFaceGeometry. When I am applying a lipstick texture which looks like the image attached below, the full face is getting colored or modified, I want only that part of the face which has texture transparency as >0 and I dont want other part of the face to be modified. Can you give me a detailed solution using code? // ViewController.swift import UIKit import ARKit import SceneKit import simd class ViewController: UIViewController, ARSCNViewDelegate, ARSessionDelegate{ @IBOutlet weak var sceneView: ARSCNView! let vertexIndicesOfInterest = [250] var customFaceGeometry: CustomFaceGeometry! var scnFaceGeometry: SCNGeometry! private var faceUvGenerator: FaceTextureGenerator! var faceGeometry: ARSCNFaceGeometry! override func viewDidLoad() { super.viewDidLoad() sceneView.delegate = self override func viewWillAppear(_ animated: Bool) { super.viewWillAppear(animated) let configuration = ARFaceTrackingConfiguration() sceneView.session.run(configuration) } } extension ViewController { func renderer(_ renderer: SCNSceneRenderer, didUpdate node: SCNNode, for anchor: ARAnchor) { guard let faceAnchor = anchor as? ARFaceAnchor else { return } customFaceGeometry = CustomFaceGeometry(fromFaceAnchor: faceAnchor) let customGeometryNode = SCNNode(geometry: customFaceGeometry.geometry) customFaceGeometry.geometry.firstMaterial?.fillMode = .lines customFaceGeometry.geometry.firstMaterial?.transparency = 0.0 customFaceGeometry.geometry.firstMaterial?.isDoubleSided = true node.addChildNode(customGeometryNode) } func renderer(_ renderer: SCNSceneRenderer, willUpdate node: SCNNode, for anchor: ARAnchor) { guard let faceAnchor = anchor as? ARFaceAnchor, let faceMeshNode = node.childNodes.first else { return } DispatchQueue.main.async { self.customFaceGeometry.update(withFaceAnchor: faceAnchor, node: faceMeshNode) } } } class CustomFaceGeometry { var geometry: SCNGeometry let lipImage = UIImage(named: "Face.scnassets/lip_arks_y7.png") init(fromFaceAnchor faceAnchor: ARFaceAnchor) { self.geometry = CustomFaceGeometry.createCustomSCNGeometry(from: faceAnchor)! } static func createCustomFaceGeometry(fromVertices vertices_o: [SCNVector3]) -> SCNGeometry { var vertices = vertices_o let vertexData = Data(bytes: vertices, count: vertices.count * MemoryLayout<SCNVector3>.size) let vertexSource = SCNGeometrySource(data: vertexData, semantic: .vertex, vectorCount: vertices.count, usesFloatComponents: true, componentsPerVector: 3, bytesPerComponent: MemoryLayout<Float>.size, dataOffset: 0, dataStride: MemoryLayout<SCNVector3>.stride) let indices: [Int32] = Array(0..<Int32(vertices.count)) let indexData = Data(bytes: indices, count: indices.count * MemoryLayout<Int32>.size) let element = SCNGeometryElement(data: indexData, primitiveType: .point, primitiveCount: vertices.count, bytesPerIndex: MemoryLayout<Int32>.size) return SCNGeometry(sources: [vertexSource], elements: [element]) } static func createGeometry(fromFaceAnchor faceAnchor: ARFaceAnchor) -> SCNGeometry let vertices = faceAnchor.geometry.vertices.map { SCNVector3($0.x, $0.y, $0.z) } return CustomFaceGeometry.createCustomFaceGeometry(fromVertices: vertices) } func update(withFaceAnchor faceAnchor: ARFaceAnchor, node: SCNNode) { if let newGeometry = CustomFaceGeometry.createCustomSCNGeometry(from: faceAnchor) { node.geometry = newGeometry let lipstickNode = SCNNode(geometry: newGeometry) let lipstickTextureMaterial = SCNMaterial() lipstickTextureMaterial.diffuse.contents = lipImage lipstickTextureMaterial.transparency = 1.0 lipstickNode.geometry?.firstMaterial = lipstickTextureMaterial node.geometry?.firstMaterial?.fillMode = .lines node.geometry?.firstMaterial?.transparency = 0.5 } } static func createCustomSCNGeometry(from faceAnchor: ARFaceAnchor) -> SCNGeometry? { let faceGeometry = faceAnchor.geometry var vertices: [SCNVector3] = faceGeometry.vertices.map { SCNVector3($0.x, $0.y, $0.z) } print(vertices[250]) let ll_ratio_y = Float(0.969999) vertices[290] = SCNVector3(x: vertices[290].x, y: vertices[290].y*ll_ratio_y, z: vertices[290].z) vertices[274] = SCNVector3(x: vertices[274].x, y: vertices[274].y*ll_ratio_y, z: vertices[274].z) vertices[265] = SCNVector3(x: vertices[265].x, y: vertices[265].y*ll_ratio_y, z: vertices[265].z) vertices[700] = SCNVector3(x: vertices[700].x, y: vertices[700].y*ll_ratio_y, z: vertices[700].z) vertices[730] = SCNVector3(x: vertices[730].x, y: vertices[730].y*ll_ratio_y, z: vertices[730].z) vertices[25] = SCNVector3(x: vertices[25].x, y: vertices[25].y*ll_ratio_y, z: vertices[25].z) vertices[709] = SCNVector3(x: vertices[709].x, y: vertices[709].y*ll_ratio_y, z: vertices[709].z) vertices[725] = SCNVector3(x: vertices[725].x, y: vertices[725].y*ll_ratio_y, z: vertices[725].z) vertices[710] = SCNVector3(x: vertices[710].x, y: vertices[710].y*ll_ratio_y, z: vertices[710].z) let vertexData = Data(bytes: vertices, count: vertices.count * MemoryLayout<SCNVector3>.size) let vertexSource = SCNGeometrySource(data: vertexData, semantic: .vertex, vectorCount: vertices.count, usesFloatComponents: true, componentsPerVector: 3, bytesPerComponent: MemoryLayout<Float>.size, dataOffset: 0, dataStride: MemoryLayout<SCNVector3>.stride) let indices: [UInt16] = faceGeometry.triangleIndices.map(UInt16.init) let indexData = Data(bytes: indices, count: indices.count * MemoryLayout<UInt16>.size) let element = SCNGeometryElement(data: indexData, primitiveType: .triangles, primitiveCount: indices.count / 3, bytesPerIndex: MemoryLayout<UInt16>.size) return SCNGeometry(sources: [vertexSource], elements: [element]) } }
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709
Feb ’24
indoor sky box is displayed large and far in the field of view in visionos?
The indoor sky box is displayed large and far in the field of view in visionos? why? func addSkybox(for destination: Destination) { let subscription = TextureResource.loadAsync(named: destination.imageName).sink( receiveCompletion: { switch $0 { case .finished: break case .failure(let error): assertionFailure("\(error)") } }, receiveValue: { [weak self] texture in guard let self = self else { return } var material = UnlitMaterial() material.color = .init(texture: .init(texture)) self.components.set(ModelComponent( mesh: .generateSphere(radius: 1E3), materials: [material] )) // We flip the sphere inside out so the texture is shown inside. self.scale *= .init(x: -1, y: 1, z: 1) self.transform.translation += SIMD3<Float>(0.0, 1.0, 0.0) // Rotate the sphere to show the best initial view of the space. updateRotation(for: destination) } ) components.set(Entity.SubscriptionComponent(subscription: subscription)) } by https://developer.apple.com/documentation/visionos/destination-video
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579
Feb ’24
SceneKit Hangs
I experience an issue with SceneKit that is driving me crazy ;( I have severe hangs when I disable Metal API Validation (which is default when you don't run from Xcode). So is there any way to force enable Metal API Validation for AppStore binary? (run MTL_DEBUG_LAYER=1 for Testflight or App Store) Hangs happen on Catalyst but also on iOS if I use lightingEnvironment...
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536
Feb ’24
USDZ file not working
I'm working on a project wherein RealityKit for iOS will be used to display 3D files (USDZ) in a real-world environment. The model will also need to animate differently depending on which button is pressed. When using models that are downloaded from various websites or via Apple QuickLook, the code functions well. I can hold the animation in place and click a button to play it. Unfortunately, although the model (through blender) my team provided is animating in SceneKit, it does not play at all when left in the real world, not even when a button is pressed. I checked RealityKit USDZ tool, and found usdz file is not valid, they are not figure out whats wrong. Could you please help me figure out what's wrong with my USDZ file? Working USDZ: https://developer.apple.com/augmented-reality/quick-look/models/drummertoy/toy_drummer_idle.usdz My file: https://drive.google.com/file/d/1UibIKBy2fx4q0XxSNodOwQZMLgktKiKF/view?usp=sharing
1
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832
Feb ’24
Custom render pass texture maps with LayerRenderer pipeline
Hi, Re: WWDC2023-10089, I have a question about creating texture maps during pipeline setup. In traditional MTKView setups, it's easy to query for the view size to know what the dimensions of the texture map should be. But, after digging through all the documentation on the classes, I don't see any way to find this information. There's the drawable, and querying it, and then maybe getting the info from the default render texture maps – but, I'm trying to set these textures up when I set up the pipelines, and so I don't think that's going to work. (Because the render loop won't have started yet.) Secondly, I'm wondering w/ foviation if there's even more that needs to be considered regarding creating these types of auxiliary render passes. Basically, for example's sake, imagine you have a working visionOS Metal pipeline. But, now you want to add a special render pass to do some effects. Typically you'd create a texture map to store that pass, calculate the work in a fragment shader, etc, and then do another pipeline state to mix that with the default rendering pipeline. Any help appreciated, thanks!
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490
Feb ’24