hello everyone.
I got a texture loading error on visionOS 2.0:
Can't create texture(Error Domain=MTKTextureLoaderErrorDomain Code=0 "Pixel format(MTLPixelFormatInvalid) is not valid on this device" UserInfo={NSLocalizedDescription=Pixel format(MTLPixelFormatInvalid) is not valid on this device, MTKTextureLoaderErrorKey=Pixel format(MTLPixelFormatInvalid) is not valid on this device}
But this texture can load correctly on visionOS1.3.
I don't know what happen between visionOS1.3 and visionOS2.0.
The texture is a ktx file which stores cubemap that encoding in astc6x6hdr. And the ktx texture has a glInternalFormat info: GL_COMPRESSED_RGBA_ASTC_6x6.
I wonder if visionOS2.0 no longer supports astc6x6hdr cubemap format, or there is something wrong with my assets.
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Hello dear forum,
I need to emit an exact amount of particles from a SCNParticleSystem in a burst (this is for an UI effect). This worked for me perfectly in the scene editor by setting the birthrate to the amount and emission duration to 0.
Sadly when I either load such a particle system from a scene or creating it by code, the emitted particles are sometimes one less, or one more.
The first time I run it in the simulator, it seems to work fine but then amount of particles varies as described.
video: https://youtube.com/shorts/MRzqWBy2ypA?feature=share
Does anybody know how to make this predictable?
Thanks so much in advance,
Seb
Hello,
We have a scanning app using Image Capture Core. It is working fine on MacOS up to version 13. We notice now it is broken on Mac OS 15 (Sequoia) because the scannerDevice:didScanToURL: is never invoked when the scanner has scanned a page.
Pages are scanned and saved on disk, but didScanToURL is never invoked.
Any fix for this?
Using Reality Composer Pro 2.0, I created a simple shader graph that displays a texture on an unlit surface:
On visionOS 2 beta, I can successfully use ShaderGraphMaterial(named:from:in:) to load that shader graph material and assign it to a model entity.
However, on visionOS 1.2 and earlier, either in Simulator or on the device, ShaderGraphMaterial(named:from:in:) fails and I see the following logged to the console:
If, using Reality Composer Pro 1.0, I experimentally open the same project and delete and recreate exactly the same nodes above, then ShaderGraphMaterial(named:from:in:) works as expected on visionOS 1.2.
Is it a known issue that Reality Composer 2 can't be used with visionOS 1?
Is this intentional behavior?
I've submitted feedback as FB14828873, including a sample project and repro steps.
If possible, I would appreciate guidance from an Apple engineer, like "This is a known issue for [list of node types]" or "Reality Composer Pro 2 is not supported for visionOS 1 development, please refer to [documentation]" or "We recommend [workaround]."
Thank you.
Hi All!
I'm being asked to migrate an app which utilizes iCloud KVS (Key Value Storage). This ability is a new-ish feature, and the documentation about this is sparse [1]. Honestly, the entire documentation about the new iCloud transfer functionality seems to be missing. Same with Game Center / GameKit. While the docs say that it should work, I'd like to understand the process in more detail.
Has anyone migrated an iCloud KVS app? What happens after the transfer goes through, but before the first release? Do I need to do anything special? I see that the Entitlements file has the TeamID in the Key Value store - is that fine?
<key>com.apple.developer.ubiquity-kvstore-identifier</key>
<string>$(TeamIdentifierPrefix)$(CFBundleIdentifier)</string>
Can someone please share their experience?
Thank you!
[1] https://developer.apple.com/help/app-store-connect/transfer-an-app/overview-of-app-transfer
Hi I have setup animation using timeline in Reality Composer Pro like below
This get triggered by a notification posts from the code.Once this time line triggered, I want to repeat this 2 animations in the timeline unitll user takes the next action. How can I make these repeat forever?
I just built Core and GameKit without errors. The command line I used was the following: python3 build.py -p Core GameKit -m macOS -c "Apple Development ID (redacted)" When importing these packages into Unity, as soon as the editor refreshes I get these errors:
DllNotFoundException: GameKitWrapper assembly:<unknown assembly> type:<unknown type> member:(null)
And
DllNotFoundException: AppleCoreNativeMac assembly:<unknown assembly> type:<unknown type> member:(null)
And
Apple Unity Plug-ins] No Apple native plug-in libraries found. Were the libraries built with the build script (build.py), xcodebuild, or Xcode? Was any output generated from the build script/tool? Were there any errors or issues? Please check to ensure that libraries (.a, .framework, or .bundle files) were created and saved to each plug-in's "NativeLibraries~" folder.
I made sure that the libraries were saved to this NativeLibraries folder. I made sure to update xcode, python, npm and Unity to the latest version, got the most recent commity from Github (Sept. 17th) but the errors persist. The errors also occur right as the game starts in a built player. Also occurs in a blank Unity project, where I tested both 2022.3.17f and 2022.3.48f.
The versions I was trying to import was Core 3.1.4 and GameKit 3.0.0. Same issue with Core 3.1.3 and Gamekit 2.2.2. Last version I tried that works was Core 1.05 and GameKit 1.04.
I haven't seen anyone else encounter this on these forums so I'm guessing that I'm personally doing something wrong rather than there being an issue with the plugins themselves, but what am I doing wrong?
Hi, I am recently writing metal shader language to parallelize the algorithms to accelerate the speed of it.
I created a simple example to show the acceleration result of it. Since Rust is used in our algorithm, so I used metal-rs as the wrapper to execute the MSL kernels from rust side.
In this example, I am calculating the result of two arrays, and kernel looks like:
kernel void two_array_addition_2(
constant uint* a [[buffer(0)]],
constant uint* b [[buffer(1)]],
device uint* c [[buffer(2)]],
uint idx [[thread_position_in_grid]]
) {
c[idx] = a[idx] + b[idx];
}
in the main.rs, you can see a function called execute_kernel() , this function has all it needs to execute the kernel in MSL (such as commandEncoder, piplelineState, etc).
use core::mem;
use metal::{Buffer, MTLSize};
use objc::rc::autoreleasepool;
use std::time::Instant;
use two_array_addition::abstractions::state::MetalState;
fn execute_kernel(
name: &str,
state: &MetalState,
input_a: &Buffer,
input_b: &Buffer,
output_c: &Buffer,
) -> Vec<u32> {
// assert!(input_a.len() == input_b.len() && input_a.len() == output_c.len());
// let len = input_a.len() as u64;
let len = input_a.length() as u64 / mem::size_of::<u32>() as u64;
// 1. Init the MetalState
// - we inited it
// 2. Set up Pipeline State
let pipeline = state.setup_pipeline(name).unwrap();
// 3. Allocate the buffers for A, B, and C
// - we allocated outside of this function
let mut result: &[u32] = &[];
autoreleasepool(|| {
// 4. Create the command buffer & command encoder
let (command_buffer, command_encoder) = state.setup_command(
&pipeline,
Some(&[(0, input_a), (1, input_b), (2, output_c)]),
);
// 5. command encoder dispatch the threadgroup size and num of threads per threadgroup
let threadgroup_count = MTLSize::new((len + 256 - 1) / 256, 1, 1);
let thread_per_threadgroup = MTLSize::new(256, 1, 1);
// let grid_size = MTLSize::new(len, 1, 1);
// let threadgroup_count = MTLSize::new(pipeline.max_total_threads_per_threadgroup(), 1, 1);
command_encoder.dispatch_thread_groups(threadgroup_count, thread_per_threadgroup);
command_encoder.end_encoding();
command_buffer.commit();
command_buffer.wait_until_completed();
// 6. Copy the result back to the host
let start = Instant::now();
result = MetalState::retrieve_contents::<u32>(output_c);
let duration = start.elapsed();
println!("Duration for copying result back to host: {:?}", duration);
});
result.to_vec()
}
The performance of the result is kinda interesting to me.
This is the result:
$ cargo run -r
This is expected to run for a while... please wait...
Generating input arrays...
Generating input arrays...
Generating output array...
Generating expected output...
Duration for allocating buffers: 2.015258s
Executing 1st kernel (1)...
Duration for copying result back to host: 5.75µs
Executing 1st kernel (2)...
Duration for copying result back to host: 542ns
Executing 2nd kernel (1)...
Duration for copying result back to host: 1µs
Executing 2nd kernel (2)...
Duration for copying result back to host: 458ns
Duration expected: 183.406167ms
Duration for 1st kernel (1): 1.894994875s
Duration for 1st kernel (2): 537.318208ms
Duration for 2nd kernel (1): 501.33275ms
Duration for 2nd kernel (2): 497.339916ms
You have successfully run the kernels!
The speed is slower when executing in the MSL kernel, while I reckon of the dataset is quite big ($2^{29}$)
The first kernel execution takes more time to launch.
Is there any way to optimize the MSL in this case? And in most case, when you design the algorithm into parallelism, what would be the concerns?
The machine I am using is M1 Pro with 14-core GPU and 16 GB memory.
Does anyone have idea / explanation for why these happen?
Thank you
There is a sample project from Apple here. It has a scene of a city at night and you can move in it.
It basically has 2 parts:
application code written in what looks like Objective-C (I am more familiar with C++), which inherits from things like NSObject, MTKView, NSViewController and so on - it processes input and all app-related and window-related stuff.
rendering code that also looks like Objective-C. Btw both parts are mostly in .mm files (Obj-C++ AFAIK). The application part directly uses only one class from the rendering part - AAPLRenderer.
I want to move the rendering part to C++ using metal-cpp. For that I need to link metal-cpp to the project. I did it successfully with blank projects several times before using this tutorial. But with this sample project Xcode can't find Foundation/Foundation.hpp (and other metal-cpp headers). The error says this:
Did not find header 'Foundation.hpp' in framework 'Foundation' (loaded from '/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX15.0.sdk/System/Library/Frameworks')
Pls help
So I'm installing the toolkit but during the process the terminal just gives me this:
Last 15 lines from /Users/quiqu/Library/Logs/Homebrew/game-porting-toolkit/01.configure:
--enable-win64
--with-gnutls
--with-freetype
--with-gstreamer
CC=/usr/local/opt/game-porting-toolkit-compiler/bin/clang
CXX=/usr/local/opt/game-porting-toolkit-compiler/bin/clang++
checking build system type... x86_64-apple-darwin23.5.0
checking host system type... x86_64-apple-darwin23.5.0
checking whether make sets $(MAKE)... yes
checking for gcc... /usr/local/opt/game-porting-toolkit-compiler/bin/clang
checking whether the C compiler works... no
configure: error: in /private/tmp/game-porting-toolkit-20240928-16869-7g5o5t/wine64-build': configure: error: C compiler cannot create executables See config.log' for more details
If reporting this issue please do so to (not Homebrew/brew or Homebrew/homebrew-core):
apple/apple
quiqu@Quiques-Laptop ~ %
please if someone could help I have a tournament this weekend and I need this to work
Hi folks,
I'm working on a Tile based Deferred renderer, similar to this Apple example. I'm wondering how to add MSAA to the renderer, and I see two choices:
Copy the single-sampled texture at the end of the GBuffer/Lighting render pass to a multi-sampled texture and resolve from that
Make all render targets (GBuffer) multi-sampled and deal with sampling/resolving all intermediate textures as well as the final, combined texture.
Which is the proper approach, and are there any examples of how to implement it?
Thanks!
I have an app which have an Immersive Space view and it needs the user to have a button in the bottom which have a fixed place in front of the user head like a dashboard in game or so but when the user get too close to any3d object in the view it could cover the button and make it inaccessible and it mainly would prevent the app for being approved like that in appstoreconnect I was working before on SceneKit and there was something like camera view Znear and Zfar which decide when to hide the 3d model if it comes too close or gets too far and I wonder if there is something like that in realityView / RealityKit 4.
Here is My Code and the screenshots follows
import SwiftUI
import RealityKit
struct ContentView: View {
@State var myHead: Entity = {
let headAnchor = AnchorEntity(.head)
headAnchor.position = [-0.02, -0.023, -0.24]
return headAnchor
}()
@State var clicked = false
var body: some View {
RealityView { content, attachments in
// create a 3d box
let mainBox = ModelEntity(mesh: .generateBox(size: [0.1, 0.1, 0.1]))
mainBox.position = [0, 1.6, -0.3]
content.add(mainBox)
content.add(myHead)
guard let attachmentEntity = attachments.entity(for: "Dashboard") else {return}
myHead.addChild(attachmentEntity)
}
attachments: {
// SwiftUI Inside Immersivre View
Attachment(id: "Dashboard") {
VStack {
Spacer()
.frame(height: 300)
Button(action: {
goClicked()
}) {
Text(clicked ? "⏸️" : "▶️")
.frame(maxWidth: 48, maxHeight: 48, alignment: .center)
.font(.extraLargeTitle)
}
.buttonStyle(.plain)
}
}
}
}
func goClicked() {
clicked.toggle()
}
}
If I import a USDZ model with blendMode set to alpha, occlusion does not work on iPhone with iOS 18. How should transparent materials and occlusion be properly used in the new RealityKit? Additionally, new artifacts have appeared when working with transparent objects overlapping each other. The transparency results do not blend but rather parts of the model just not rendering.
In my project I need to do the following:
In runtime create metal Dynamic library from source.
In runtime create metal Executable library from source and Link it with my previous created Dynamic library.
Create compute pipeline using those two libraries created above.
But I get the following error at the third step:
Error Domain=AGXMetalG15X_M1 Code=2 "Undefined symbols:
_Z5noisev, referenced from: OnTheFlyKernel
" UserInfo={NSLocalizedDescription=Undefined symbols:
_Z5noisev, referenced from: OnTheFlyKernel
}
import Foundation
import Metal
class MetalShaderCompiler {
let device = MTLCreateSystemDefaultDevice()!
var pipeline: MTLComputePipelineState!
func compileDylib() -> MTLDynamicLibrary {
let source = """
#include <metal_stdlib>
using namespace metal;
half3 noise() {
return half3(1, 0, 1);
}
"""
let option = MTLCompileOptions()
option.libraryType = .dynamic
option.installName = "@executable_path/libFoundation.metallib"
let library = try! device.makeLibrary(source: source, options: option)
let dylib = try! device.makeDynamicLibrary(library: library)
return dylib
}
func compileExlib(dylib: MTLDynamicLibrary) -> MTLLibrary {
let source = """
#include <metal_stdlib>
using namespace metal;
extern half3 noise();
kernel void OnTheFlyKernel(texture2d<half, access::read> src [[texture(0)]],
texture2d<half, access::write> dst [[texture(1)]],
ushort2 gid [[thread_position_in_grid]]) {
half4 rgba = src.read(gid);
rgba.rgb += noise();
dst.write(rgba, gid);
}
"""
let option = MTLCompileOptions()
option.libraryType = .executable
option.libraries = [dylib]
let library = try! self.device.makeLibrary(source: source, options: option)
return library
}
func runtime() {
let dylib = self.compileDylib()
let exlib = self.compileExlib(dylib: dylib)
let pipelineDescriptor = MTLComputePipelineDescriptor()
pipelineDescriptor.computeFunction = exlib.makeFunction(name: "OnTheFlyKernel")
pipelineDescriptor.preloadedLibraries = [dylib]
pipeline = try! device.makeComputePipelineState(descriptor: pipelineDescriptor, options: .bindingInfo, reflection: nil)
}
}
The following code runs fine when compiled with Swift 5, but crashes when compiled with Swift 6 (stack trace below). In the draw method, commenting out the addCompletedHandler line fixes the problem. I'm testing on iOS 18.0 and see the same behavior in both the simulator and on a device. What's going on here?
import Metal
import MetalKit
import UIKit
class ViewController: UIViewController {
@IBOutlet var metalView: MTKView!
private var commandQueue: MTLCommandQueue?
override func viewDidLoad() {
super.viewDidLoad()
guard let device = MTLCreateSystemDefaultDevice() else {
fatalError("expected a Metal device")
}
self.commandQueue = device.makeCommandQueue()
metalView.device = device
metalView.enableSetNeedsDisplay = true
metalView.isPaused = true
metalView.delegate = self
}
}
extension ViewController: MTKViewDelegate {
func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {}
func draw(in view: MTKView) {
guard let commandQueue,
let commandBuffer = commandQueue.makeCommandBuffer()
else { return }
commandBuffer.addCompletedHandler { _ in } // works with Swift 5, crashes with Swift 6
commandBuffer.commit()
}
}
Here's the stack trace:
Thread 10 Queue : connection Queue (serial)
#0 0x000000010581c3f8 in _dispatch_assert_queue_fail ()
#1 0x000000010581c384 in dispatch_assert_queue ()
#2 0x00000002444c63e0 in swift_task_isCurrentExecutorImpl ()
#3 0x0000000104d71ec4 in closure #1 in ViewController.draw(in:) ()
#4 0x0000000104d71f58 in thunk for @escaping @callee_guaranteed (@guaranteed MTLCommandBuffer) -> () ()
#5 0x0000000105ef1950 in __47-[CaptureMTLCommandBuffer _preCommitWithIndex:]_block_invoke_2 ()
#6 0x00000001c50b35b0 in -[MTLToolsCommandBuffer invokeCompletedHandlers] ()
#7 0x000000019e94d444 in MTLDispatchListApply ()
#8 0x000000019e94f558 in -[_MTLCommandBuffer didCompleteWithStartTime:endTime:error:] ()
#9 0x000000019e95352c in -[_MTLCommandQueue commandBufferDidComplete:startTime:completionTime:error:] ()
#10 0x0000000226ef50b0 in handleMainConnectionReplies ()
#11 0x00000001800c9690 in _xpc_connection_call_event_handler ()
#12 0x00000001800cad90 in _xpc_connection_mach_event ()
#13 0x000000010581a86c in _dispatch_client_callout4 ()
#14 0x0000000105837950 in _dispatch_mach_msg_invoke ()
#15 0x0000000105822870 in _dispatch_lane_serial_drain ()
#16 0x0000000105838c10 in _dispatch_mach_invoke ()
#17 0x0000000105822870 in _dispatch_lane_serial_drain ()
#18 0x00000001058237b0 in _dispatch_lane_invoke ()
#19 0x00000001058301f0 in _dispatch_root_queue_drain_deferred_wlh ()
#20 0x000000010582f75c in _dispatch_workloop_worker_thread ()
#21 0x00000001050abb74 in _pthread_wqthread ()
Apple's own USDZ files from their website does not display properly both in OPReview and in Keynote when imported. It displays properly, however, in Reality Converter bit with this error:
"Invalid USD shader node in USD file
Shader nodes must have “id” as the implementationSource, with id values that begin with “Usd”. Also, shader inputs with connections must each have a single, valid connection source."
I tried importing other models from external sources and they work without any issue at all.
Is there any potential fix or workaround this?
Thanks in advance.
I have followed the documentation to download the UnityPlugins from https://github.com/apple/unityplugins. When I run through the quick guide to create the .tgz builds it builds all the packages except for the Apple.GameKit package, which is the one I need.
It looks like during the build process there is a build failure which is likely causing this issue I will post the code below. This is blocking me and I have tried multiple times to the same result. (I removed some of the code error because it was too long just showing start and finish)
Building Release GameKit native libraries for platform: iOS
Build command: xcodebuild -scheme iOS - Release -destination generic/platform=iOS clean build
** BUILD FAILED **
The following build commands failed:
SwiftCompile normal arm64 Compiling\ GKAchievementDescription.swift,\ GKLeaderboard.swift,\ GKTurnBasedMatchmakerViewControllerDelegate.swift,\ GKChallengeDelegate.swift,\ GKMatchDelegate.swift,\ GKMatchmakerViewControllerDelegate.swift,\ GKInvite.swift,\ GKChallenge.swift,\ DefaultHandlers.swift,\ GKTurnBasedParticipant.swift,\ GKLocalPlayerListener.swift,\ GKGameCenterViewController.swift,\ GKSavedGameDelegate.swift,\ GKAccessPoint.swift,\ GKBasePlayer.swift,\ GKAchievementChallenge.swift,\ GKLeaderboardEntry.swift,\ GKTurnBasedExchangeReply.swift,\ GKTurnBasedMatchmakerViewController.swift,\ AppleCoreRuntimeShared.swift,\ GKErrorCodeExtension.swift,\ GKMatchmaker.swift,\ GKTurnBasedExchange.swift,\ GKNotificationBanner.swift,\ GKScoreChallenge.swift,\ GKLocalPlayer.swift,\ GKLeaderboardSet.swift,\ GKSavedGame.swift,\ GKMatchRequest.swift,\ GKMatch.swift,\ GKAchievement.swift,\ GKVoiceChat.swift,\ GKTurnBasedMatchDelegate.swift,\ UiUtilities.swift,\ GKTurnBasedMatch.swift,\ GKMatchmakerViewController.swift,\ GameKitUIDelegateHandler.swift,\ GKPlayer.swift,\ GKInviteDelegate.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKAchievementDescription.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKLeaderboard.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKTurnBasedMatchmakerViewControllerDelegate.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKChallengeDelegate.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKMatchDelegate.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKMatchmakerViewControllerDelegate.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKInvite.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKChallenge.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/DefaultHandlers.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKTurnBasedParticipant.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKLocalPlayerListener.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKGameCenterViewController.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKSavedGameDelegate.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKAccessPoint.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKBasePlayer.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKAchievementChallenge.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKLeaderboardEntry.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKTurnBasedExchangeReply.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKTurnBasedMatchmakerViewController.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/AppleCoreRuntimeShared.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKErrorCodeExtension.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKMatchmaker.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKTurnBasedExchange.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKNotificationBanner.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKScoreChallenge.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKLocalPlayer.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKLeaderboardSet.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKSavedGame.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKMatchRequest.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKMatch.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKAchievement.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKVoiceChat.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKTurnBasedMatchDelegate.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/UiUtilities.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKTurnBasedMatch.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKMatchmakerViewController.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GameKitUIDelegateHandler.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKPlayer.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKInviteDelegate.swift (in target 'GameKitWrapper iOS' from project 'GameKitWrapper')
CompileSwift normal arm64 (in target 'GameKitWrapper iOS' from project 'GameKitWrapper')
(2 failures)
I'm really excited about the Object Capture APIs being moved to iOS, and the complex UI shown in the WWDC session.
I have a few unanswered questions:
Where is the sample code available from?
Are the new Object Capture APIs on iOS limited to certain devices?
Can we capture images from the front facing cameras?
Hello all,
I am building for visionOS with another engineer and using Reality Composer Pro to validate usd files.
The starting position of my animated usdz, its position when it's first loaded, is not the same as the first frame of the animation on the usdz file
For testing, I am using the AR Quick Look asset 'toy_biplane_idle.usdz' which demonstrates the same 'error' we're currently getting with our own usdz files.
When the usdz is loaded, it is on the ground plane -
But when the aniamtion is played, the plane 'snaps' to the position of the first frame of the animation -
This 'snapping' behavior is giving us problems. We want the user ot see this plane in its static 'load' position with the option to play the animation. But we dont want it to snap when the user presses play
Is it possible to load the .usdz in the position specified by the first frame of the animation? What is the best way to fix this issue.
Thanks!
I'm using the Apple RoomPlan sdk to generate a .usdz file, which works fine, and gives me a 3D scan of my room.
But when I try to use Model I/O's MDLAsset to convert that output into an .obj file, it comes out as a completely flat model shaped like a rectangle. Here is my Swift code:
let destinationURL = destinationFolderURL.appending(path: "Room.usdz")
do {
try FileManager.default.createDirectory(at: destinationFolderURL, withIntermediateDirectories: true)
try finalResults?.export(to: destinationURL, exportOptions: .model)
let newUsdz = destinationURL;
let asset = MDLAsset(url: newUsdz);
let obj = destinationFolderURL.appending(path: "Room.obj")
try asset.export(to: obj)
}
Not sure what's wrong here. According to MDLAsset documentation, .obj is a supported format and exporting from .usdz to the other formats like .stl and .ply works fine and retains the original 3D shape.
Some things I've tried:
changing "exportOptions" to parametric, mesh, or model.
simply changing the file extension of "destinationURL" (throws error)