As far as I know, we can use only Unity or Apple's RealityKit or SwiftUI to create Apps for Vision PRO. I just wanted to know whether Apple has any plans to release any VisionOS SDK that can be used for custom integration into our proprietary game engine?
Our Game Engine is a cross platform and built on top of Xamarin and C++ for the renderer. We are planning to migrate to dotnet MAUI. It would have been great if dotnet MAUI supported Vision PRO.
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I need some clarification regarding the Enterprise App distribution. I am a developer and have developed an App for a different organization. I don't have an Apple Enterprise Development account.
My question is with which certificate should I sign the IPA to give to the organization for which I developed the App? I don't know which path to follow
Get the Enterprise distribution certificate and the private key from the organization and sign it using that and share the IPA with the organization?
Share the IPA that I created with my developer certificate and give it to the organization, and ask their IT guys to resign it using their Enterprise distribution certificate?
Or Is there an MDM that will accept the IPA that I created with my developer certificate and will resign the IPA with their distribution certificate?
Can you please suggest to me the best approach? I am aware of the Custom Apps. But in my case, I don't want to go via App Store.
I am getting an error from the graphics driver while converting the EnvironmentTexture(from ARKIT.AREnvironmentProbeAnchor) to CVPixelBuffer. The EnvironmentTexture is an IMTLTexture. I am using Xamarin.iOS.
This is the code that I use to convert the IMTLTexture to CVPixelBuffer.
buffers[i] = new CVPixelBuffer((nint)epAnchor.EnvironmentTexture.Width, (nint)epAnchor.EnvironmentTexture.Height, CVPixelFormatType.CV32RGBA);
GetEnvironmentTextureSlice(buffers[i], epAnchor.EnvironmentTexture, i);
public void GetEnvironmentTextureSlice(CVPixelBuffer pixelBuffer, Metal.IMTLTexture texture, int id)
{
Metal.MTLRegion mtlRegion = Metal.MTLRegion.Create2D((nuint)0, 0, 256, 256);
nuint bytesPerPixel = 4;
nuint bytesPerRow = bytesPerPixel * (nuint)mtlRegion.Size.Width; // (nuint)pixelBuffer.BytesPerRow;
nuint bytesPerImage = bytesPerRow * (nuint)mtlRegion.Size.Height;
pixelBuffer.Lock(CVPixelBufferLock.None);
texture.GetBytes(pixelBuffer.BaseAddress, (nuint)pixelBuffer.BytesPerRow, mtlRegion, 0);
pixelBuffer.Unlock(CVPixelBufferLock.None);
}
The error I am getting from the driver is AGX: Texture read/write assertion failed: bytes_per_row = used_bytes_per_row
I tried with different values of pixelBuffer.BytesPerRow but still getting the error. Can someone help me?