Thank you very much!How do I pass the notification (with coordinates) back to realitycomposer? or do I perform the move in Xcode itself.
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Thank you for your response.Are you using Xcode on the Mac? Or Swift Playgrounds on iOS? (Yes I am using Xcode on the Mac, Xcode 11 - however if this works, I works I would like to use in a swift playground too)And what version? (Xcode 11)Are you building the framework from source? Or trying to import a binary framework? (Building from the source)If you’re building from source, is the framework written in Swift? Or Objective-C? Or something else? (In order to experiment I have tried with Swift, Objective-C using toy examples. None of them work. My application on Xcode is in Swift which calls Objective-C. I am able to package the Swift framework, using the Objective-C framework, however, I am unable to reference that in the Xcode playground)Any help will be appreciated. Thank you again.
Thank you.I am able to have playground recognize it as you said. If I make changes to the framework and recompile, the playground refuses to recognize it. There is some state in Xocde that it doesnt like.
Closing the workspace and restarting doesnt work. I tried deleting "Derived Data" as well. Deleting the workspace and starting again too didnt work.
I am using copy bundle resources in build phases already
I was wondering if you were able to use realitykit entities loaded via external entities shared across peers.I get the following"[Assets] Failed to load asset path 'singlefilearchive:" and I am using copy bundle resources in build phases already
This is related to compiledmesh in the usdz file. However, the entities are completely read from the file. I am not sure where the references are still in the file
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