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Local file access when building iOS app on M1 via "My Mac (designed for iPad)"
I am building an iOS / Swift app for my M1 Mac in XCode by selecting the build target of "My Mac (designed for iPad)" from the drop down list. I was wondering if it is possible to access local files on my mac ( e.g. /Users/Downloads etc ) via the usual FileManager APIs ( or any other way ) I'm NOT trying to access files in the app bundle or app documents directory. I get a permissions error when trying to read a file or directory. I'm pretty sure I had done this in the simulator before, but that approach won't work here because I use some pre-compiled arm64 only libraries. I also tried Mac Catalyst but had similar build issues around my pre-compiled libraries. Maybe there is a way to use arm64 simulator on the M1? Thanks
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1.6k
Jun ’22
USDZ + ShaderGraphMaterial not working?
I'm trying to make a simple demo of using ShaderGraphMaterial in a USDZ file that I can preview on Mac and VisionOS but I'm having trouble. In Reality Composer, I make a sphere, then assign a ShaderGraphMaterial to the material, with a simple diffuse color (green) input. When I save the file as .usda, it displays as a gray sphere on mac rather than the green sphere shown in reality composer. If I then convert to usdz using Reality Converter, I get a warning on import: "Shader nodes must have “id” as the implementationSource, with id values that begin with “Usd”. Also, shader inputs with connections must each have a single, valid connection source." And the exported .usdz also shows as a gray sphere. Is there a simple demo of a .usda file using ShaderGraphMaterial that displays on Mac, iOS, and VisionOS that I can look at to see how it looks internally? My actual problem is creating usdz / usda files on visionOS for viewing on iOS / Mac / VisionOS.. but the first step is showing it's possible to even use ShaderGraphMaterial across all platforms. Thanks
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881
Mar ’24