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Reply to NSAttributedString.enumerateAttribute(_:in) crashes with custom attribute in macOS Sequoia
[quote='806209022, Claude31, /thread/764898?answerId=806209022#806209022, /profile/Claude31'] What would you expect from [/quote] I use this to correlate a text range with a custom object that I need when the user modifies that range. The documentation says right in the first paragraph: Attributed strings support many different kinds of attributes, including Custom attributes you define for your app
Sep ’24
Reply to Creating file bookmarks doesn't work anymore on macOS 15 Sequoia
[quote='806001022, Macho Man ***** Savage, /thread/764435?answerId=806001022#806001022, /profile/Macho+Man+*****+Savage'] Just to throw some spaghetti at the wall, is it possible this could be related to not balancing -startAccessingSecurityScopedResource calls with -stopAccessingSecurityScopedResource when you are done with the file? [/quote] I don't think so. This happened both with my App Store published app and with a sample app I had just created to reproduce the issue. Even after restarting both apps they had the same issue. It only disappeared the day after.
Sep ’24
Reply to SKTexture initialized with system UIImage has slightly wrong aspect ratio and ignores system symbol color
[quote='803865022, endecotp, /thread/763479?answerId=803865022#803865022, /profile/endecotp'] In principle you could render the UIImage into a graphics context and then create your SKTexture from that. [/quote] That's a great idea. I changed the iOS code to this and it seems to work for both aspect ratio and color: var image = UIImage(systemName: systemImage)!.applyingSymbolConfiguration(.init(pointSize: width))!.applyingSymbolConfiguration(.init(hierarchicalColor: .white))! image = UIGraphicsImageRenderer(size: image.size).image { context in image.draw(at: .zero) }
Sep ’24
Reply to SKTexture initialized with system UIImage has slightly wrong aspect ratio and ignores system symbol color
[quote='803792022, endecotp, /thread/763479?answerId=803792022#803792022, /profile/endecotp'] UIImage and CGImage have different aspect ratios for SF Symbols, due to padding. [/quote] I tried using SKTexture(image: image) and SKTexture(cgImage: image.cgImage!) and they both produce the same result. Do you think this is expected or do you have a suggestion for how one could do it differently?
Sep ’24
Reply to SKTexture renders SF Symbols image always black
Same issue here. Not only is the image on iOS always black when on macOS it displays as expected, but on iOS some images are also displayed with a slightly wrong aspect ratio, as demonstrated by this code: import SpriteKit #if os(macOS) import AppKit #else import UIKit #endif class GameScene: SKScene { override func didMove(to view: SKView) { let systemImage = "square.and.arrow.up" let width = 400.0 #if os(macOS) let image = NSImage(systemSymbolName: systemImage, accessibilityDescription: nil)!.withSymbolConfiguration(.init(hierarchicalColor: .white))! let scale = NSScreen.main!.backingScaleFactor image.size = CGSize(width: width * scale, height: width / image.size.width * image.size.height * scale) #else let image = UIImage(systemName: systemImage)!.applyingSymbolConfiguration(.init(pointSize: width))!.applyingSymbolConfiguration(.init(hierarchicalColor: .white))! #endif let texture = SKTexture(image: image) print(image.size, texture.size(), image.size.width / image.size.height) let size = CGSize(width: width, height: width / image.size.width * image.size.height) addChild(SKSpriteNode(texture: texture, size: size)) } }
Sep ’24
Reply to SceneKit app randomly crashes with EXC_BAD_ACCESS in jet_context::set_fragment_texture
[quote='802657022, deeje, /thread/763173?answerId=802657022#802657022, /profile/deeje'] FWIW, early in my SceneKit days, I experienced similar crashes, and solved it by refactoring my code to add and remove SCNNodes only in main thread. [/quote] Thanks for the suggestion, but I already solved these kind of crashes a long time ago. I'm already doing scene changes on the main thread.
Sep ’24