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I don't know whether this will be helpful in your case, but here's something I've determined in my app... As noted in this discussion, projectPoint() can apparently block if it is called on two different threads at the same time. I find that projectPoint() is quite fast when called within one of my SCNSceneRendererDelegate methods. These are called in the SCNRenderer render thread; presumably iOS is not making its own calls to projectPoint() while any of these delegate methods are active. But if I call projectPoint() from the main UI thread, its execution time is quite variable and often quite slow. I'm guessing that it is blocking whenever it happens to also be called simultaneously by iOS in the SCNRenderer render thread.
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The good news: Yes, if I set usesReverseZ to false, then the behavior of unprojectPoint() returns to the pre-iOS 14 behavior. The bad news: This doesn’t explain why when usesReverseZ == true, a z-value of 0.5 maps to the far clipping plane. For reverse-z, presumably 0.0 should do so? Also, the other mappings look just as non-linear as in pre-iOS 14 — that’s not what is supposed to happen with reverse-z. So it seems to me that unprojectPoint() is working incorrectly when usesReverseZ == true. (Defaulting it to true in iOS 14 seems a bit questionable.)
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Thanks, gchiste! I wasn't previously aware of usesReverseZ. Now that I've read about that property (though not, unfortunately, in Apple's SceneKit documentation), I understand why my results were so non-linear. I will do some experiments with usesReverseZ in a bit. But I'm not seeing why that would change my observation that a z value of 0.5 is apparently mapping to the far clipping plane. Wouldn't usesReverseZ simply control whether z == 0 vs. z == 1 maps to the far clipping plane?
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Ah. In my case this was caused by a reappearance of this previously-noted bug: https://forums.developer.apple.com/message/398162#398162
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Same issue here, running on device (iPhone X), iOS 12.3.1. Xcode 12.0.1. Same issue on simulator iPhone X, iOS 12.2. Works fine for my iOS 13 iPad. Was not an issue for Xcode 10 or 11, with the same project.
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Just rechecked today, on iOS 13.3.1, and everything is now looking good!HSChris, how about you?[Edited to add:]Well, actually, everything is now looking good, but also looking different than in iOS 12.6. Using an iOS 13.3.1 device, hold device in landscape-right orientation and launch the app.=> Camera image is NOT rotated counterclockwise.=> The AR model and AR axes are NOT rotated counterclockwise.=> Feature points appear correct.That is:- In iOS 12, the camera image is rotated and the AR elements are also rotated a matching amount.- In iOS 13.1, the camera image is rotated but the AR elements are not rotated.- In iOS 13.3, neither the camera image nor the AR elements are rotated.I'm not sure whether it's the iOS 12 or the iOS 13.3 behavior that is correct, but at least both are self-consistent.Still, seems like different behavior between versions, without documentation (AFAIK), isn't optimal.
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Same problem for me. App has been building just fine for many, many months. Today it's suddenly getting the above error when building for a couple of iOS 12 devices (12.3.1, 12.4), but not for an iOS 13 device. Happening on both Xcode 11.3 and earlier versions.No obvious recent changes to the storyboard, nor to the relevant view controller class.I've tried several of the many fixes that have been reported on StackOverflow over the past several years, so far without success.
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That's very helpful for Basic and Digest.But what about "Bearer <token>"?I've been at this for a few hours, coding and googling, without any joy. I (and several other devs over the past couple years, apparently) would love to learn the secret incantations.UPDATE: Ah. I guess you've already addressed this in https://forums.developer.apple.com/thread/89811