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Hello, We are encountering the exact same issue (main thread lock) with SceneKit displaying SCNNodes with SpriteKit materials. Thread 0 name: Thread 0 Crashed: 0 libsystem_kernel.dylib 0x00000001b88e4678 __psynch_rw_wrlock + 8 1 libsystem_pthread.dylib 0x00000001f24cc150 _pthread_rwlock_lock_wait + 84 (pthread_rwlock.c:647) 2 libsystem_pthread.dylib 0x00000001f24d31a4 _pthread_rwlock_lock_slow + 728 (pthread_rwlock.c:761) 3 SceneKit 0x00000001bfccd760 C3DTransactionFlush + 436 (C3DTransaction.c:214) Thread 13: 0 libsystem_kernel.dylib 0x00000001b88e0540 semaphore_wait_trap + 8 1 libdispatch.dylib 0x00000001815b3bf0 _dispatch_sema4_wait + 28 (lock.c:139) 2 libdispatch.dylib 0x00000001815b42a8 _dispatch_semaphore_wait_slow + 132 (semaphore.c:132) 3 Metal 0x000000019bc4a4e4 -[_MTLCommandBuffer initWithQueue:retainedReferences:synchronousDebugMode:] + 188 (MTLCommandBuffer.m:275) 4 IOGPU 0x00000001caecac28 -[IOGPUMetalCommandBuffer initWithQueue:retainedReferences:synchronousDebugMode:] + 108 (IOGPUMetalCommandBuffer.m:39) 5 AGXMetalG14 0x00000001f3b491e4 -[AGXG14FamilyCommandBuffer initWithQueue:retainedReferences:] + 64 (agxa_command_buffer_objc.mm:232) 6 AGXMetalG14 0x00000001f3b4b608 -[AGXG14FamilyCommandQueue commandBuffer] + 52 (agxa_command_queue_objc.mm:24) 7 Jet 0x00000001cb0b54ec jet_context_Metal::ensureCommandBuffer(bool) + 52 (jet_context_Metal.mm:1589) 8 Jet 0x00000001cb0b5454 jet_context_Metal::override_Metal_render_state(id<MTLCommandQueue>, id<MTLRenderCommandEncoder>, jet_framebuffer*) + 176 (jet_context_Metal.mm:696) 9 SpriteKit 0x00000001c02bee0c -[SKSCNRenderer renderToTexture:commandQueue:] + 220 (SKSCNRenderer.mm:313) 10 SceneKit 0x00000001bfd89acc -[SCNTextureSpriteKitSource metalTextureWithEngineContext:textureSampler:nextFrameTime:] + 720 (SCNSpriteKitSource.m:370) 11 SceneKit 0x00000001bfcc3560 kSCNTextureSourceCallbackGetMetalTexture + 64 (SCNTextureSource.m:352) 12 SceneKit 0x00000001bfdf1118 C3DTextureProxyGetMetalTexture + 88 (C3DTextureProxy.c:153) 13 SceneKit 0x00000001bfdc3b60 -[SCNMTLResourceManager(Textures) renderResourceForImageProxy:sampler:engineContext:] + 232 (SCNMTLResourceManager+Textures.mm:658) 14 SceneKit 0x00000001bfd2f5bc -[SCNMTLResourceManager(Textures) renderResourcesForEffectSlot:withEngineContext:] + 132 (SCNMTLResourceManager+Textures.mm:616) 15 SceneKit 0x00000001bfde3c24 __39+[SCNMTLRenderContext registerBindings]_block_invoke_6.540 + 84 (SCNMTLRenderContext.mm:4397) 16 SceneKit 0x00000001bfce85dc _execute(SCNMTLRenderContext*, DrawCommand) + 4656 (SCNMTLRenderContext.mm:3595) 17 SceneKit 0x00000001bfd14720 -[SCNMTLRenderContext drawRenderElement:withPass:] + 648 (SCNMTLRenderContext.mm:0) 18 SceneKit 0x00000001bfcf9e5c _processRendererElement(SCNMTLRenderContext*, __C3DRendererElement*, __C3DFXPassInstance*) + 840 (SCNMTLRenderContext.mm:3053) 19 SceneKit 0x00000001bfd30a08 -[SCNMTLRenderContext processRendererElements:count:engineIterationContext:] + 1120 (SCNMTLRenderContext.mm:2675) 20 SceneKit 0x00000001bfcc0fa4 C3D::DrawNodesPass::_renderEye(long) + 560 (C3DDrawNodesPass.mm:472) 21 SceneKit 0x00000001bfcbb3f4 C3D::DrawNodesPass::execute(C3D::RenderArgs const&) + 248 (C3DDrawNodesPass.mm:273) 22 SceneKit 0x00000001bfcbaac0 C3D::__renderSlice(C3D::RenderGraph*, C3D::RenderPass*, unsigned short&, C3D::RenderGraph::GraphNode const&, C3D::RenderGraph::Stage*&, C3D::RenderArgs, bool, id<MTLCommandBuffer>&) + 1860 (C3DRenderGraph.mm:769) 23 SceneKit 0x00000001bfcfd7fc C3D::RenderGraph::execute() + 5436 (C3DRenderGraph.mm:1354) 24 SceneKit 0x00000001bfcc5c30 -[SCNRenderer _renderSceneWithEngineContext:sceneTime:] + 512 (SCNRenderer.m:5217) Would love to know if a solution was found for Hai. On our side the problem occurs when we add too many objects with a SpriteKit texture. We suspect an issue with the max numbers of command buffers in SceneKit. But we have not found a way to modify the default max (CommandQueue on SceneView is readOnly). Thanks Gil
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Hello, Same issue here since iOS14. Still haven't found any workaround ;(
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Hello, We are currently working on trying to persist ARWorldMap with mesh information (from Lidar). From what I see, ARMeshAnchors are not persisted in the ARWorldMap (But ARPlaneAnchors are persisted) when saving the worldmap. Is this a bug or is it working as intended? Thanks Gil
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Ok, i opened FB7782885. Thanks you for the awesome work you do.
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ok, thank you for your answer. I will submit a feedback. What I don't understand, is that I can see multiple animations in my USDZ file (with availableAnimations) and also with Xcode Scene editor but I can only play the first one. What's the point of having an array called availableAnimations and have only one animation playable? Thanks
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Hello,I'm also looking for a way to use more than one animation from USDZ file and i'm starting to think this is not possible at the moment with RealityKit.Maybe you have made some progress on this on your side?
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This is really disappointing.I don't understand how the 2018 iPads pro have this feature and the 2020 iPad Pro does not.What kind of hardware limitation? Aren't A12Z supposed to be upgraded versions of A12x?Please tell me this can be fixed in with a software update.
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HelloUpdating to Mac OS 10.15.4 fixed the issue for me.
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Hello,I experience the same issue.I don't understand why it does not work, since the 2020 ipad has both FaceID and A12 processor.Maybe it's an issue with orientation?Anybody knows if this works on 2018 ipad pro?
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Hello Max, Your tutorials and sample code on github is really the best material available at the moment on RealityKit. I’m not really sure what i want to see, maybe working with animated usdz characters, or some more exemples of managing events in RealityKit using combine, or a way to replicate your portal node on realitykit (not sure it’s even possible). There are a lot of new concepts and I’m still wondering if RealityKit is an option for a small game or if I should stick to SceneKit... Thanks for your work, it’s really inspiring.