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Subclassing / Modifying the built-in gesture recognizers
Hello, RealityKit offers an awesome interface to install gestures for the common interactions with the virtual object in the 3D space. One of them is the EntityTranslationGestureRecognizer to move the 3D object in the 3D space. When checking the documentation I found the velocity(in:) method which I'd like to modify to limit the speed an object can be moved through the 3D space. https://developer.apple.com/documentation/realitykit/entitytranslationgesturerecognizer/3255581-velocity I didn't find a straight forward way to subclass and install this gesture recognizer yet. Do I miss something? Best, Lennart
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704
Jun ’20
How to play Vorbis/OGG files with swift?
Does anyone have a working example on how to play OGG files with swift? I've been trying for over a year now. I was able to wrap the C Vorbis library in swift. I then used it to parse an OGG file successfully. Then I was required to use Obj-C\++ to fill the PCM because this method seems to only be available in C\++ and that part hangs my app for a good 40 seconds to several minutes depending on the audio file, it then plays for about 2 seconds and then crashes. I can't get the examples on the Vorbis site to work in objective-c and i tried every example on github I could find (most of which are for iOS - I want to play the files on mac) I also tried using Cricket Audio framework below. https://github.com/sjmerel/ck It has a swift example and it can play their proprietary soundbank format but it is also supposed to play OGG and it just doesn't do anything when trying to play OGG as you can see in the posted issue https://github.com/sjmerel/ck/issues/3 Right now I believe every player that can play OGGs on mac is written in Objective-C or C++. Anyway, any help/advice is appreciated. OGG format is very prevalent in the gaming community. I could use unity, which I believe plays oggs through the mono framework but I really really want to stay in swift.
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3k
Dec ’20
GameCenter scores are not being posted to the leaderboard
Hello! Bare with me here, as there is a lot to explain! I am working on implementing a Game Center high score leaderboard into my game. I have looked around for examples of how to properly implement this code, but have come up short on finding much material. Therefore, I have tried implementing it myself based off information I found on apples documentation. Long story short, I am getting success printed when I update my score, but no scores are actually being posted (or at-least no scores are showing up on the Game Center leaderboard when opened). Before I show the code, one thing I have questioned is the fact that this game is still in development. In AppStoreConnect, the status of the leaderboard is "Not Live". Does this affect scores being posted? Onto the code. I have created a GameCenter class which handles getting the leaderboards and posting scores to a specific leaderboard. I will post the code in whole, and will discuss below what is happening. PLEASE VIEW ATTACHED TEXT TO SEE THE GAMECENTER CLASS! GameCenter class - https://developer.apple.com/forums/content/attachment/0dd6dca8-8131-44c8-b928-77b3578bd970 In a different GameScene, once the game is over, I request to post a new high score to Game Center with this line of code: GameCenter.shared.submitScore(id: GameCenterLeaderboards.HighScore.rawValue) Now onto the logic of my code. For the longest time I struggled to figure out how to submit a score. I figured out that in Xcode 12, they deprecated a lot of functions that previously worked for me. Not is seems that we have to load all leaderboards (or the ones we want). That is the purpose behind the leaderboards private variable in the Game Center class. On the start up of the app, I call authenticate player. Once this callback is reached, I call loadLeaderboards which will load the leaderboards for each string id in an enum that I have elsewhere. Each of these leaderboards will be created as a Leaderboard object, and saved in the private leaderboard array. This is so I have access to these leaderboards later when I want to submit a score. Once the game is over, I am calling submitScore with the leaderboard id I want to post to. Right now, I only have a high score, but in the future I may add a parameter to this with the value so it works for other leaderboards as well. Therefore, no value is passed in since I am pulling from local storage which holds the high score. submitScore will get the leaderboard from the private leaderboard array that has the same id as the one passed in. Once I get the correct leaderboard, I submit a score to that leaderboard. Once the callback is hit, I receive the output "Successfully submitted score to leaderboard". This looks promising, except for the fact that no score is actually posted. At startup, I am calling updatePlayerHighScore, which is not complete - but for the purpose of my point, retrieves the high score of the player from the leaderboard and is printing it out to the console. It is printing out (0), meaning that no score was posted. The last thing I have questions about is the context when submitting a score. According to the documentation, this seems to just be metadata that GameCenter does not care about, but rather something the developer can use. Therefore, I think I can cross this off as causing the problem. I believe I implemented this correctly, but for some reason, nothing is posting to the leaderboard. This was ALOT, but I wanted to make sure I got all my thoughts down. Any help on why this is NOT posting would be awesome! Thanks so much! Mark
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3.8k
Dec ’20
Game Center authentication workflow
Prior to iOS 14.5, I adopted the following workflow for my Game Center enabled game - At the launch, if there is no authenticated GKLocalPlayer, then store the viewController passed in the completion handler and display it later to the user (i.e. not immediately after the app completes launching). I am using the following code for the authentication process -         GKLocalPlayer.local.authenticateHandler = {viewController, error in             if (viewController != nil){ //store the viewController and present it at a later time             } else if (GKLocalPlayer.local.isAuthenticated) { //successfully authenticated             } else { // player could not be authenticated             } Since iOS 14.5 the callback to the authenticationHandler seems to have changed. The login prompt is displayed automatically after app launch, if there is no authenticated player. I checked - the completionHandler is not even being called in this case before the login prompt is presented. If there is already an authenticated player on the device, then the handler is called as expected. How can I prevent the login prompt from being displayed automatically by the system? Is there a new workflow for authenticating a player from iOS 14.5 onwards? thanks,
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3.7k
Aug ’21
How to use GCVirtualController directly with SKScene?
GCVirtualController isn't displaying when used with SKScene class. The Virtual controllers appear but then it seems that they are obscured by the SKScene itself!? The documentation says that calling connect() will display the virtual controllers but I seem to be missing how to add the controllers to the SKScene? class GameScene: SKScene { private var _virtualController: Any? @available(iOS 15.0, *) public var virtualController: GCVirtualController? { get { return self._virtualController as? GCVirtualController } set { self._virtualController = newValue } } override func didMove(to view: SKView) { let background = SKSpriteNode(imageNamed: ".jpg") background.zPosition = -1 addChild(background) let virtualConfig = GCVirtualController.Configuration() virtualConfig.elements = [GCInputLeftThumbstick, GCInputRightThumbstick, GCInputButtonA, GCInputButtonB] virtualController = GCVirtualController(configuration: virtualConfig) virtualController?.connect() } } I've also tried adding the virtual controllers in the UIViewController but this doesn't work either.
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1.8k
Oct ’21
Are OpenGL and OpenCL supported on Apple silicon?
OpenGL is deprecated for new development, and Apple's docs no longer even acknowledge the existence of OpenCL. However, many legacy MacOS apps contain modules written in those languages, and they have been building with Xcode and running on Intel Macs just fine. I need to know if they are also tacitly supported on M1 Macs, and if so, whether there is a known kill date.
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10k
Nov ’21
Metal Core Image passing sampler arguments
I am trying to use a CIColorKernel or CIBlendKernel with sampler arguments but the program crashes. Here is my shader code which compiles successfully. extern "C" float4 wipeLinear(coreimage::sampler t1, coreimage::sampler t2, float time) { float2 coord1 = t1.coord(); float2 coord2 = t2.coord(); float4 innerRect = t2.extent(); float minX = innerRect.x + time*innerRect.z; float minY = innerRect.y + time*innerRect.w; float cropWidth = (1 - time) * innerRect.w; float cropHeight = (1 - time) * innerRect.z; float4 s1 = t1.sample(coord1); float4 s2 = t2.sample(coord2); if ( coord1.x > minX && coord1.x < minX + cropWidth && coord1.y > minY && coord1.y <= minY + cropHeight) { return s1; } else { return s2; } } And it crashes on initialization. class CIWipeRenderer: CIFilter { var backgroundImage:CIImage? var foregroundImage:CIImage? var inputTime: Float = 0.0 static var kernel:CIColorKernel = { () -> CIColorKernel in let url = Bundle.main.url(forResource: "AppCIKernels", withExtension: "ci.metallib")! let data = try! Data(contentsOf: url) return try! CIColorKernel(functionName: "wipeLinear", fromMetalLibraryData: data) //Crashes here!!!! }() override var outputImage: CIImage? { guard let backgroundImage = backgroundImage else { return nil } guard let foregroundImage = foregroundImage else { return nil } return CIWipeRenderer.kernel.apply(extent: backgroundImage.extent, arguments: [backgroundImage, foregroundImage, inputTime]) } } It crashes in the try line with the following error: Fatal error: 'try!' expression unexpectedly raised an error: Foundation._GenericObjCError.nilError If I replace the kernel code with the following, it works like a charm: extern "C" float4 wipeLinear(coreimage::sample_t s1, coreimage::sample_t s2, float time) { return mix(s1, s2, time); }
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1.4k
Nov ’21
How to fully apply parallel computing on CPU and GPU of M1max
Project is based on python3.8 and 3.9, containing some C and C++ source How can I do parallel computing on CPU and GPU of M1max In deed, I buy Mac m1max for the strong GPU to do quantitative finance, for which the speed is extremely important. Unfortunately, cuda is not compatible with Mac. Show me how to do it, thx. Are Accelerate(for CPU) and Metal(for GPU) can speed up any source by building like this: Step 1: download source from github Step 2: create a file named "site.cfg"in this souce file, and add content: [accelerate] libraries=Metal, Acelerate, vecLib Step 3: Terminal: NPY_LAPACK_Order=accelerate python3 setup.py build Step 4: pip3 install . or python3 setup.py install ? (I am not sure which method to apply) 2、how is the compatibility of such method? I need speed up numpy, pandas and even a open souce project, such as https://github.com/microsoft/qlib 3、just show me the code 4、when compiling C++, C source, a lot of errors were reported, which gcc and g++ to choose? the default gcc installed by brew is 4.2.1, which cannot work. and I even tried to download gcc from the offical website of ARM, still cannot work. give me a hint. thx so much urgent
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2.6k
Dec ’21
Display USDZ 3D model on website without AR
I am trying to build a website where I would like to render the USDZ 3D model on the browser without the AR feature. The user should be able to interact with the 3D model using a pointing device (mouse). If the user wants to see the 3D model in AR she/he can do so by loading the page on a compatible device where the 3D model can be projected in AR. I am looking for an answer to how to display the USDZ 3D model on the browser without the AR feature.
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3.1k
Jan ’22
Metal Ray Tracing, RealityKit, SwiftUI Problems
First of all, I apologize for such a general question, but my code is far too long to post. However, I have narrowed down my problems and am seeking advice for any solutions/workarounds that may help me. I recently updated my physics simulation code from using Metal Performance Shaders for ray tracing to using the (fairly) new Metal ray tracing routines directly. A few notes on my program: I perform the ray tracing entirely in a separate thread using Compute Kernels -- there is no rendering based on the ray tracing results. The compute kernels are called repeatedly and each ends with a waitUntilCompleted() command. The main thread is running a SwiftUI interface with some renderings that use RealityKit to display the scene (i.e., the vertices), and the rays that traverse the scene using Metal Ray Tracing. This is purely a Mac program and has no IOS support. So, the problem is that there seems to be some conflict between RealityKit rendering and the ray-tracing compute kernels where I will get a "GPU Soft Fault" when I run the "intersect" command in Metal. After this soft-fault error, my Ray Tracing results are completely bogus. I have figured out a solution to this which is to refit my acceleration structures semi-regularly. However, this solution is inelegant and probably not sustainable. This problem gets worse the more I render in my RealityKit display UI (rendered as a SwiftUI view) so I am now confident that the problem is some "collision" between the GPU resources needed by my program and RealityKit. I have not been able to find any information on what a "GPU Soft Fault" actually is although I suspect it is a memory violation. I suspect that I need to use fences to cordon off my ray tracing compute kernel from other things that use Metal (i.e., RealityKit), however I am just not sure if this is the case or how to accomplish this. Again, I apologize for the vague question, but I am really stuck. I have confirmed that every Metal buffer I pass to my compute kernel is correct. I did this confirmation by making my object a simple cube and having only one instance of this cube. Something happens to either corrupt the acceleration structure data or to make it inaccessible during certain times when RealityKit needs to use the GPU. Any advice would be appreciated. I have not submitted a bug report since I am still not sure if this is just my lack of advanced knowledge of multiple actors requiring GPU use or if there is something more serious here. Thanks in advance, -Matt
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1.1k
Feb ’22
Sudden error being logged continuously in XCode console
I've an app I've been working on for quite some time now. It uses SpriteKit. The windows with the scenes in them are generated programmatically. All of a sudden, when it's up and running through XCode, the console throws out a continuous stream of errors - probably in the order of 1 per second. The main one that makes up this stream is: 2022-03-07 20:07:38.765930+0000 My*App[8461:465673] [] CurrentVBLDelta returned 0 for display 1 -- ignoring unreasonable value But others that appear slightly less frequently are: 2022-03-07 20:07:38.447800+0000 My*App[8461:465143] Metal GPU Frame Capture Enabled 2022-03-07 20:07:38.448070+0000 My*App[8461:465143] Metal API Validation Enabled 2022-03-07 20:07:38.613097+0000 My*App[8461:465640] [] [0x7f9596053820] CVCGDisplayLink::setCurrentDisplay: 1 2022-03-07 20:07:38.613415+0000 My*App[8461:465640] [] [0x7f9596053820] Bad CurrentVBLDelta for display 1 is zero. defaulting to 60Hz. 2022-03-07 20:07:38.613442+0000 My*App[8461:465640] [] [0x7f9596053800] CVDisplayLinkCreateWithCGDisplays count: 1 [displayID[0]: 0x1] [CVCGDisplayLink: 0x7f9596053820] 2022-03-07 20:07:38.613467+0000 My*App[8461:465640] [] [0x7f9596053800] CVDisplayLinkStart 2022-03-07 20:07:38.613487+0000 My*App[8461:465640] [] [0x7f9596053820] CVDisplayLink::start 2022-03-07 20:07:38.613541+0000 My*App[8461:465640] [] [0x7f9596053800] CVDisplayLinkStart 2022-03-07 20:07:38.613575+0000 My*App[8461:465640] [] [0x7f9596053820] CVDisplayLink::start 2022-03-07 20:07:38.613634+0000 My*App[8461:465671] [] [0x600000c09f10] CVXTime::reset 2022-03-07 20:07:38.613718+0000 My*App[8461:465671] [] CurrentVBLDelta returned 0 for display 1 -- ignoring unreasonable value 2022-03-07 20:07:38.639810+0000 My*App[8461:465671] [] CurrentVBLDelta returned 0 for display 1 -- ignoring unreasonable value 2022-03-07 20:07:38.639887+0000 My*App[8461:465671] [] [0x7f9596053820] CVCGDisplayLink::getDisplayTimes display: 1 -- SLSDisplayGetCurrentVBLDelta returned 0 => generating fake times 2022-03-07 20:07:38.673702+0000 My*App[8461:465653] [] [0x7f9596053820] CVCGDisplayLink::setCurrentDisplay: 1 2022-03-07 20:07:38.673748+0000 My*App[8461:465653] [] [0x7f9596053820] CVDisplayLink::stop 2022-03-07 20:07:38.673862+0000 My*App[8461:465653] [] [0x7f9596053820] Bad CurrentVBLDelta for display 1 is zero. defaulting to 60Hz. 2022-03-07 20:07:38.673883+0000 My*App[8461:465653] [] [0x7f9596053820] CVDisplayLink::start I really don't know how else to describe this. I can only imagine having to hand over the entire project as lately I've only been working on the storyboard file so how would this affect it? To be honest the only change I can see is my upgrade to OSX 12.2.1. It's definitely something to do with SpriteKit since not initialising a window with a scene in it stops the errors from showing.
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8.1k
Mar ’22
Unreal Engine / Path tracer
I‘am architect in switzerland. In our office we use since 20 years only apple computers. And we love them! For our visualisations we also use twinmotion and unreal engine. One key feature the pathe tracer are not supportet for mac os. Some people say thats because apple wont support hardware accelarated gpu. Now im wondering if its on your roadmap? Or are you in discoussion with the decelopers from epic? Would be great to have this feature :) best Kevin
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6.8k
Mar ’22
RealityKit MeshResource generated from SwiftUI shape
On Scenekit, using SCNShapewe can create SCN geometry from SwiftUI 2D shapes/beziers:https://developer.apple.com/documentation/scenekit/scnshape Is there an equivalent in RealityKit? Could we use the generate(from:) for that?https://developer.apple.com/documentation/realitykit/meshresource/3768520-generate https://developer.apple.com/documentation/realitykit/meshresource/3768520-generate
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1.1k
Mar ’22
Apple's Metal Simulation fails on SIGABRT on MTLTextureUsageShaderRead
I've downloaded Apple's metal simulator example from here https://developer.apple.com/documentation/metal/supporting_simulator_in_a_metal_app and tried simulating an iphone 11 with 11.5 and 12 using iOS, and iPad 9th gen. I get the error below when running the simulator on all the above devices. -[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5252: failed assertion `Draw Errors Validation Fragment Function(blendFragmentShader): Shader reads texture (prevColor[1]) whose usage (0x04) doesn't specify MTLTextureUsageShaderRead (0x01) The error occurs in the drawBox:rendererEncoder at the code below when boxIndex = 1 for(MTKSubmesh *submesh in _meshes[boxIndex].submeshes)   {     [renderEncoder drawIndexedPrimitives:submesh.primitiveType                  indexCount:submesh.indexCount                   indexType:submesh.indexType                  indexBuffer:submesh.indexBuffer.buffer               indexBufferOffset:submesh.indexBuffer.offset];   } I'm using a Macbook pro, macos 12.2 and Xcode 13.3. I hoped that this example would be an easy way to get experience with metal, but I've not got the experience I need to interpret what I should change to address the "doesn't specify MTLTextureUsageShaderRead" error. Any help is greatly appreciated.
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1.5k
Jun ’22
Cannot get Nintendo Switch Joycon accelerator motion data in iOS 16
Now I am using iOS 16 beta 6, I can get buttonA/buttonB is pressed event. but cannot get accelerator motion data info.      //work     buttonA?.valueChangedHandler = {(_ button: GCControllerButtonInput, _ value: Float, _ pressed: Bool) -> Void in       print(">>> ButtonA tapped")     }     //work     buttonB?.valueChangedHandler = {(_ button: GCControllerButtonInput, _ value: Float, _ pressed: Bool) -> Void in       print(">>> ButtonB tapped")     }           // this is not works     gameController.motion?.valueChangedHandler = { (motion: GCMotion)->() in       print(">>>> motion data \(motion.acceleration.x) \(motion.acceleration.y) \(motion.acceleration.z)")       if let delegate = self.motionDelegate {         delegate.motionUpdate(motion: motion)       }     } Is there any plan to support this?
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3
2.5k
Aug ’22
Is it possible to make Unity iOS App into iOS widget extension?
HELLO WORLD! I am currently developing an amazing Unity mini Game. The game development has come to the deploying stage. Using Unity allows me to deploy this game on MacOS, iOS, Android and Windows which is fantastic . However, I really need this game to have the iOS widget extension as a key feature on mobile. Just like the "Steve" dinosaur game which can be played in widget. I had seen a lot of tutorials and youtube videos but still cant find a solution which make Unity iOS app into a widget. If I really want to make widget Game on iOS, do I need to develop the whole game all over again in xcode or using GameKit? Really hoping there's a way to simply convert the Unity iOS app into a widget.
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1
2k
Sep ’22
CIFilter + SpriteKit broken behavior on iOS 16
Hello there 👋 I've noticed a different behavior between iOS 15 and iOS 16 using CIFilter and SpriteKit. Here is a sample code where I want to display a text and apply a blurry effect on the same text in the back of it. Here is the expected behavior (iOS 15): And the broken behavior on iOS 16: It looks like the text is rotated around the x-axis and way too deep. Here is the sample code: import UIKit import SpriteKit class ViewController: UIViewController {     var skView: SKView?     var scene: SKScene?     override func viewDidLoad() {         super.viewDidLoad()         skView = SKView(frame: view.frame)         scene = SKScene(size: skView?.bounds.size ?? .zero)         scene?.backgroundColor = UIColor.red         view.addSubview(skView!)         skView!.presentScene(scene)         let neonNode = SKNode()         let glowNode = SKEffectNode()         glowNode.shouldEnableEffects = true         glowNode.shouldRasterize = true         let blurFilter = CIFilter(name: "CIGaussianBlur")         blurFilter?.setValue(20, forKey: kCIInputRadiusKey)         glowNode.filter = blurFilter         glowNode.blendMode = .alpha         let labelNode = SKLabelNode(text: "MOJO")         labelNode.fontName = "HelveticaNeue-Medium"         labelNode.fontSize = 60         let labelNodeCopy = labelNode.copy() as! SKLabelNode         glowNode.addChild(labelNode)         neonNode.addChild(glowNode)         neonNode.addChild(labelNodeCopy)         neonNode.position = CGPoint(x: 200, y: 200)         scene?.addChild(neonNode) } }
5
4
2.8k
Sep ’22