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Specific barcode is not recognized
Hi, I face a problem that I could not scan a specific Code 39 barcode with Vision framework. We have multiple barcode in a label and almost all Code 39 can be scanned, but not for specific one. One more information, regardless the one that is not recognized with Vision can be read by a general barcode scanner. Have anyone faced similar situation? Is there unique condition to make it hard to scan the barcode when using Vision?(size, intensity, etc) Regards,
1
0
940
Oct ’24
Remove iphone-performance-gaming-tier
Hello, I've been experimenting with the iphone-performance-gaming-tier Device Capability using TestFlight. I've decided I don't want the restriction and I've just submitted a new build (new version number) without the value but the build metadata still includes it. How do i remove it? I don't want to the restriction. Cheers
1
0
613
Oct ’24
Mac crashing
Hi, everytime I try to run Minecraft Launcher theres a bunch of code that comes up? It ran fine about a month ago but now I cant even open the app, it wont let me copy all of the code but it does say this ""PC register does not match crashing frame (0x0 vs 0x10B338024)"". My Mac is fully up to date, I have deleted and reinstalled Minecraft numerous times ut it continues to display a large amount of code with nothing to fix it. Could someone help me fix it or recommend anything I can do to fix it?
1
0
718
Oct ’24
Aligning Camera Feed with User Perspective in Apple Vision Pro
I am currently working on a project where I aim to overlay the camera feed obtained via the Apple Vision Pro's camera access API to align perfectly with the user's perspective in Vision Pro. However, I've noticed a discrepancy between the captured camera feed and the actual view from the user's perspective. My assumption is that this difference might be related to lens distortion correction or the lack thereof. Unfortunately, I'm not entirely sure how the camera feed is being corrected or processed. For the overlay, I'm using a typical 3D CG approach where a texture captured from the background plane is projected onto a surface. In this case, the "background capture" is the camera feed that I'm projecting. If anyone has insights or suggestions on how to align the camera feed with the user's perspective more accurately, any information would be greatly appreciated. Attached image shows what difference between the camera feed and actual user's perspective field of view. I want to align the camera feed image to the user's perspective.
1
0
616
Oct ’24
CADisplayLink wrongly capping at 90hz on iPhone 15 Pro
I have a game for iOS where I use CADisplayLink to animate a simulation, and for some reason the animation is not getting the full 120hz on capable devices (like iPhone 15 Pro). When I enable a 120hz refresh target, the animation is capped at only 90hz. This looks terrible because the animation works best when doubled (30, 60, 120, 240, etc). The really bizarre thing is that when I turn on Screen Recording, my frame rate instantly jumps to 120, and everything looks perfectly smooth. My game has never looked better on iPhone! When recording is stopped, the animation drops back down to 90 fps. What in the world is going on? [displayLink setPreferredFrameRateRange:CAFrameRateRangeMake(100,240,120)]; //Min. Max, Preferred [displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; (Also, CADisableMinimumFrameDurationOnPhone is set to True in info.plist)
2
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1.1k
Oct ’24
Having problems with the game porting toolkit
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
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6
1.9k
Sep ’24
Apple.Gamekit tar package won't build with UnityPlugins
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)
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845
Sep ’24
converting .usdz to .obj results in flattened model
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)
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1.1k
Sep ’24
Possible error in export to USDC
Hello. I have an application that exports a 3D object with vertex color to USDC. I'm using an MDLAsset and its functionality to export to USDC with [asset exportAssetToURL:[NSURL fileURLWithPath:filePath]]. In version 1.3 of the system, everything works correctly. But after updating to version 2.0, the exported object appears white (using the same code). Any suggestions? Thank you very much.
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494
Sep ’24
Feedback on IOS 18
I am sure others will agree with me on this. I personally don’t like the way the new reactions look. Too many different color for the reactions. I honestly prefer the old grey version for the reactions to text messages. The extra emoji thing is okay but the change in color for the heart, thumbs up and the other reactions are not the best. Auto correct is horrible in this new update by the way
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1.5k
Sep ’24
A tutorial on Windows VR on ARM Mac
I'll leave this here for anyone who's interested but it is possible to slightly use Windows VR on ARM Mac, right now it's just some demos but I am still working on solutions: https://www.youtube.com/watch?v=qbucnU0dpDo&t=431s&ab_channel=NightSightProductions
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516
Sep ’24
How is CAShapeLayer implemented
Hello, I want to create a painting app for iOS and I saw many examples use a CAShapeLayer to draw a UIBezierPath. As I understand CoreAnimation uses the GPU so I was wondering how is this implemented on the GPU? Or in other words, how would you do it with Metal or OpenGL? I can only think of continuously updating a texture in response to the user's drawing but that would be a very resource intensive operation... Thanks
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910
Sep ’24
How can I pause ARView?
In my app, I have an ARView that has cameraMode set to nonAR. I occasionally hide the ARView when it is not needed and reveal it again later. While the ARView is hidden, I'd like to pause the animation to save iPhone battery life. I'd also like to do this when I know that animation in my scene has paused and the contents of the view, although still visible, is static. This was possible using SceneKit, but I can't seem to find an equivalent way to do it using RealityKit. At least as of iOS 18, a hidden ARView with an empty scene appears to use approximately 30% of the CPU. How can I pause ARView so that it won't use the battery unnecessarily? Thank you for considering this question.
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928
Sep ’24
Placing text over images
What is the best way to display text over images - I'd like the image to fade to white underneath the text so that the text is easier to read since I have no control over the contents of the images. I thought about having a second label behind the actual label with the same text in a slightly larger font and white color. but I'd rather have it be a gradual fading of the image just under the text rather than what looks like 3D text. Any suggestions?
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1.1k
Sep ’24
Why is an OpenGL positional (spot) light interfering with non-positional light
I have a legacy OpenGL fixed-pipeline app which has been ported from Windows (32-bit) to MacOS 64-bit. The problem is that if I have a scene with a non-positional light, everything works great. If I add a positional spotlight the two lights interact, and I get incorrect results. This problem does not occur on X86_64 Macs. It does occur when the app is X86_64 running under Rosetta or native ARM64. So it's either an Apple Silicon OpenGL driver behaviour my code is triggering, or something with the on-chip Apple Silicon graphics. Here is the "normal" case: the spotlight is to the right: Here, I have moved the spotlight down (Y = 1). Notice the black areas on the cube. That's incorrect. Now, I turn off the spotlight by commenting out the "makeALight" call for the spotlight (light 6). Now, the cube is evenly lit. Here is the test code I use to generate the lights. You will need to install glfw with brew to build it. main.cpp
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771
Sep ’24
Specific barcode is not recognized
Hi, I face a problem that I could not scan a specific Code 39 barcode with Vision framework. We have multiple barcode in a label and almost all Code 39 can be scanned, but not for specific one. One more information, regardless the one that is not recognized with Vision can be read by a general barcode scanner. Have anyone faced similar situation? Is there unique condition to make it hard to scan the barcode when using Vision?(size, intensity, etc) Regards,
Replies
1
Boosts
0
Views
940
Activity
Oct ’24
Remove iphone-performance-gaming-tier
Hello, I've been experimenting with the iphone-performance-gaming-tier Device Capability using TestFlight. I've decided I don't want the restriction and I've just submitted a new build (new version number) without the value but the build metadata still includes it. How do i remove it? I don't want to the restriction. Cheers
Replies
1
Boosts
0
Views
613
Activity
Oct ’24
Mac crashing
Hi, everytime I try to run Minecraft Launcher theres a bunch of code that comes up? It ran fine about a month ago but now I cant even open the app, it wont let me copy all of the code but it does say this ""PC register does not match crashing frame (0x0 vs 0x10B338024)"". My Mac is fully up to date, I have deleted and reinstalled Minecraft numerous times ut it continues to display a large amount of code with nothing to fix it. Could someone help me fix it or recommend anything I can do to fix it?
Replies
1
Boosts
0
Views
718
Activity
Oct ’24
Aligning Camera Feed with User Perspective in Apple Vision Pro
I am currently working on a project where I aim to overlay the camera feed obtained via the Apple Vision Pro's camera access API to align perfectly with the user's perspective in Vision Pro. However, I've noticed a discrepancy between the captured camera feed and the actual view from the user's perspective. My assumption is that this difference might be related to lens distortion correction or the lack thereof. Unfortunately, I'm not entirely sure how the camera feed is being corrected or processed. For the overlay, I'm using a typical 3D CG approach where a texture captured from the background plane is projected onto a surface. In this case, the "background capture" is the camera feed that I'm projecting. If anyone has insights or suggestions on how to align the camera feed with the user's perspective more accurately, any information would be greatly appreciated. Attached image shows what difference between the camera feed and actual user's perspective field of view. I want to align the camera feed image to the user's perspective.
Replies
1
Boosts
0
Views
616
Activity
Oct ’24
CADisplayLink wrongly capping at 90hz on iPhone 15 Pro
I have a game for iOS where I use CADisplayLink to animate a simulation, and for some reason the animation is not getting the full 120hz on capable devices (like iPhone 15 Pro). When I enable a 120hz refresh target, the animation is capped at only 90hz. This looks terrible because the animation works best when doubled (30, 60, 120, 240, etc). The really bizarre thing is that when I turn on Screen Recording, my frame rate instantly jumps to 120, and everything looks perfectly smooth. My game has never looked better on iPhone! When recording is stopped, the animation drops back down to 90 fps. What in the world is going on? [displayLink setPreferredFrameRateRange:CAFrameRateRangeMake(100,240,120)]; //Min. Max, Preferred [displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; (Also, CADisableMinimumFrameDurationOnPhone is set to True in info.plist)
Replies
2
Boosts
0
Views
1.1k
Activity
Oct ’24
How to disable Game Mode for my app?
My app isn’t a game app, but iOS 18 always enable Game Mode for my app automatically. I didn’t find a switch to disable it in Xcode.
Replies
3
Boosts
0
Views
3.2k
Activity
Oct ’24
Deactivate Navigate visionOS2 with New Hand Gestures in application
Hello. I have a spatial painting application for AR/VR, and the new system built into VisionOS2 for bringing up the navigation menu constantly interferes with using hand gestures for painting. How can I deactivate the system within the application? It's really a big issue.
Replies
1
Boosts
0
Views
555
Activity
Oct ’24
Image Capture Core - scannerDevice:didScanToURL not fired on Sequoia
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?
Replies
1
Boosts
0
Views
633
Activity
Oct ’24
Having problems with the game porting toolkit
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
Replies
6
Boosts
6
Views
1.9k
Activity
Sep ’24
Apple.Gamekit tar package won't build with UnityPlugins
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)
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1
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2
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845
Activity
Sep ’24
iOS Object Capture Questions
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?
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8
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5
Views
3.8k
Activity
Sep ’24
converting .usdz to .obj results in flattened model
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)
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0
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0
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1.1k
Activity
Sep ’24
Possible error in export to USDC
Hello. I have an application that exports a 3D object with vertex color to USDC. I'm using an MDLAsset and its functionality to export to USDC with [asset exportAssetToURL:[NSURL fileURLWithPath:filePath]]. In version 1.3 of the system, everything works correctly. But after updating to version 2.0, the exported object appears white (using the same code). Any suggestions? Thank you very much.
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0
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0
Views
494
Activity
Sep ’24
Feedback on IOS 18
I am sure others will agree with me on this. I personally don’t like the way the new reactions look. Too many different color for the reactions. I honestly prefer the old grey version for the reactions to text messages. The extra emoji thing is okay but the change in color for the heart, thumbs up and the other reactions are not the best. Auto correct is horrible in this new update by the way
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5
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5
Views
1.5k
Activity
Sep ’24
A tutorial on Windows VR on ARM Mac
I'll leave this here for anyone who's interested but it is possible to slightly use Windows VR on ARM Mac, right now it's just some demos but I am still working on solutions: https://www.youtube.com/watch?v=qbucnU0dpDo&t=431s&ab_channel=NightSightProductions
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0
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0
Views
516
Activity
Sep ’24
How is CAShapeLayer implemented
Hello, I want to create a painting app for iOS and I saw many examples use a CAShapeLayer to draw a UIBezierPath. As I understand CoreAnimation uses the GPU so I was wondering how is this implemented on the GPU? Or in other words, how would you do it with Metal or OpenGL? I can only think of continuously updating a texture in response to the user's drawing but that would be a very resource intensive operation... Thanks
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3
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0
Views
910
Activity
Sep ’24
How can I pause ARView?
In my app, I have an ARView that has cameraMode set to nonAR. I occasionally hide the ARView when it is not needed and reveal it again later. While the ARView is hidden, I'd like to pause the animation to save iPhone battery life. I'd also like to do this when I know that animation in my scene has paused and the contents of the view, although still visible, is static. This was possible using SceneKit, but I can't seem to find an equivalent way to do it using RealityKit. At least as of iOS 18, a hidden ARView with an empty scene appears to use approximately 30% of the CPU. How can I pause ARView so that it won't use the battery unnecessarily? Thank you for considering this question.
Replies
2
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0
Views
928
Activity
Sep ’24
Placing text over images
What is the best way to display text over images - I'd like the image to fade to white underneath the text so that the text is easier to read since I have no control over the contents of the images. I thought about having a second label behind the actual label with the same text in a slightly larger font and white color. but I'd rather have it be a gradual fading of the image just under the text rather than what looks like 3D text. Any suggestions?
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3
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0
Views
1.1k
Activity
Sep ’24
Why is an OpenGL positional (spot) light interfering with non-positional light
I have a legacy OpenGL fixed-pipeline app which has been ported from Windows (32-bit) to MacOS 64-bit. The problem is that if I have a scene with a non-positional light, everything works great. If I add a positional spotlight the two lights interact, and I get incorrect results. This problem does not occur on X86_64 Macs. It does occur when the app is X86_64 running under Rosetta or native ARM64. So it's either an Apple Silicon OpenGL driver behaviour my code is triggering, or something with the on-chip Apple Silicon graphics. Here is the "normal" case: the spotlight is to the right: Here, I have moved the spotlight down (Y = 1). Notice the black areas on the cube. That's incorrect. Now, I turn off the spotlight by commenting out the "makeALight" call for the spotlight (light 6). Now, the cube is evenly lit. Here is the test code I use to generate the lights. You will need to install glfw with brew to build it. main.cpp
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0
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1
Views
771
Activity
Sep ’24
Error with D3D12GraphicsCommandList on Age of Mythology Retold
Hello, I’m trying to run Age of Mythology Retold on my Mac using the Game Porting Toolkit. Unfortunately, the game crashes before it opens. Has anyone experienced something similar or have any suggestions on how to resolve it? Thank you!
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1
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0
Views
952
Activity
Sep ’24