i think i get what you are saying. not sure if the same issue by i have not been able to stop/pause particle systems. when a particle system gets destroyed or hidden, live particles continue their lifespan. not sure if a bug or a feature.
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where did you make your dae file? when you open the file in scenekit does it show up as scntext or as a scnnode?i don't think you can bring text geometry from other apps as SCNText, it would be just a mesh. SCNText can only be created in scenekit.I'm making a lot of assumptions here because i don't know where your dae came from. but the thing to do would be to replace the "label element" with scntext and then access that in your code. just a headsup scnekit text is a little hard to work with as its scale is ridiculous - 1pt = 1 meter and you can't set text at something like 0.1pts because it will be deformed. so you'll have to make your text really gigantic and scale it down. also in the editor, there are no justification options, like center-align, so if you need this text to maintaing it's relationship to your medal, it's gonna take some in-code adjustments and you'll have to account for its crazy scale.
yes. you would use a plane and update it's texture. you can render spritekit scenes as textures in 3d nodes but not spritekit nodes as nodes in 3d space.
not sure why your scene is taking long to present but that's the way to do it. you could reference your scene before you need to load it and prepare it for presentation. then when you get to present it, it will already be loaded. also you might be losing control of your player because it doesn't exists in the new "level_2.scn". nodeA and nodeB refer to a nodes in the current scene and they mean nothing when the new scene is loaded. you need to find the nodes in the new scene or load them into the new scene somehow.
do you have any spritekit overlays?
there aren't any. specially ones that work with dae natively. all apps will import the dae files to whatever their native foramat is and then export back to dae. you could use your ipad as a second display if your mac hardware allows it and use the ipad to paint on cheetah.
are you implying scenekit is dead?
what is the hierarchy? and are you accessing the correct geometry?also what does your "alpha" mean? is it a value or a texture? if it is a texture does it actually contain alpha information or is it a black and white image? if it's a black and white image you need to set transparency mode to RGB Zero. what is the Blend Mode for the material? diffuse does not change transparancy unless your blending mode is something other than alpha.so many questions. would help a lot if you showed more of your setup.
this still happens in catalina and latest xcode. it's been around for a long time, but also it happens to Safari on mac. If you open Console and Safari, you'll see this error spam the console even with nothing opened in the browser. It actually happens when the mouse enters the window, not when it's trying to load or render and content, so it probably has to do with TrackingArea. it also seems to be a sandbox issue because if you turn of sandbox in your project the error goes away. also an unsigned app with a webview causes this error in the console when you move your mouse within it's window, but goes away after signing the app. but that doesn't explain why Safari would be spitting out this error. anyway, I hate opening console because it logs like 50 errors per seconds and it gives me anxiety.
computer i tested on was no metal compatible.
I get the same error. Except my app works fine for a few days till it doesnt.
i don't think you can. you have to use reality converter or reality composer. export as universal scene and import that into composer.
so i figured out the pivot getting moved in dae files. but i still wish i could open obj files as it would make my world easier in general
"Isn't this need part of what Reality Converter was built for - to go from .obj to .usdz?"
but i'm not trying to make usdz files. i'm trying to figure out why OBJ files in scenekit are blank.
you can make the same type of games but the same functionality provided by unity out of the box won't be in scenekit.