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Reply to Vision Pro: UX: how to close an immersive view?
I'm also not 100% sure what OP is after, but it seems to be a window that remains open when opening an immersive space. I only looked into the sample app briefly, but it indeed uses the app's main window for navigation and content presentation, while the immersive space is presented. WWDC sessions seem to promote the full space only as an immersive experience, so I wasn't aware that this is even an encouraged use case.
Oct ’23
Reply to Diorama Demo Issues -
Also let cameraTransform = Transform(matrix: pose.originFromDeviceTransform) needs to become let cameraTransform = Transform(matrix: pose.originFromAnchorTransform) Attachments work differently now, as well, so that for example } attachments: { Text("Preview") .font(.system(size: 100)) .background(.pink) .tag("previewTag") } needs to become } attachments: { Attachment(id: "previewTag") { Text("Preview") .font(.system(size: 100)) .background(.pink) } }
Sep ’23
Reply to visionOS RealityView attachment SwiftUI controls don't always respond to user interaction
Since I needed to find a workaround for this issue myself, I played around a little more. As suspected, this definitely is a race condition during the initial RealityView setup. I have a test project set up that adds two buttons and a toggle to the ImmersiveView in Xcode's template project. When I add try! await Task.sleep(nanoseconds: 100 * NSEC_PER_MSEC) at the end of the view’s make closure, all three UI elements are always active in the visionOS simulator on my MBP M2 Pro, 8+4 cores, 16 GB. When I go down to 50 * NSEC_PER_MSEC, all of the UI elements work (most of the time - I’ve had a case where two of the three were active, but the third one, that is added last, wasn’t). When I go down to 30 * NSEC_PER_MSEC, all of the UI elements sometimes work. When I go down to 20 * NSEC_PER_MSEC, none of the UI elements work.
Sep ’23
Reply to Trying RealityKit immersionStyle
Figured it out. According to the docs, there are two entries that apparently both must be added to Info.plist. Xcode's error message is not helpful in making that understood, since it doesn't reflect the actual error and the missing immersion style can also be set in code. UIApplicationPreferredDefaultSceneSessionRoleKey: UISceneSessionRoleImmersiveSpaceApplication UISceneInitialImmersionStyle: UIImmersionStyleMixed / UIImmersionStyleFull / UIImmersionStyleProgressive nested in the scene configurations dictionary under UISceneSessionRoleImmersiveSpaceApplication. Note: There's also UISceneSessionRoleImmersiveApplication without the Space part. Make sure to use the right one in both places. I used Xcode's GUI to set it up, but here's the working Info.plist as of Xcode 15.0 beta 8 (15A5229m): <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>UIApplicationSceneManifest</key> <dict> <key>UIApplicationPreferredDefaultSceneSessionRole</key> <string>UISceneSessionRoleImmersiveSpaceApplication</string> <key>UIApplicationSupportsMultipleScenes</key> <true/> <key>UISceneConfigurations</key> <dict> <key>UISceneSessionRoleImmersiveSpaceApplication</key> <array> <dict> <key>UISceneInitialImmersionStyle</key> <string>UIImmersionStyleProgressive</string> </dict> </array> </dict> </dict> </dict> </plist>
Sep ’23
Reply to How can I pinch to open a menu in VisionOS simulator?
SwiftUI views in visionOS can be presented as windows via the openWindow enviroment action and as RealityView attachments. Your VideoView is presented as neither. An ImmersiveSpace doesn't know where to put a SwiftUI view on its own in the unbounded full space. Note that if you go for an attachment, be wary of the recent API changes which seem to be currently undocumented.
Sep ’23