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Problem with a visionOS built with Xcode 16 and TestFlight
I developed an app for visionOS in Xcode 16 (the beta one). The app's deployment target is set to visionOS 1.2 in Xcode, which is also displayed in the app metadata in App Store Connect. Both debug and release builds deployed to a couple of authorised devices work. However, a build deployed to TestFlight refused to install, saying that VisionOS 2.0 is required. When I hacked a build with Xcode 15, it worked. Does it mean I cannot build apps for visionOS versions before 2.0 with Xcode 16?
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Aug ’24
Assets are outrageously large in VisionOS builds
I'm developing an app for Apple Vision Pro. The asset directory in my project is small: $ du -sh Assets.xcassets 292K Assets.xcassets However, after build assets in the resulting bundle are 15MB! $ du -sh MyApp.app/Assets.car 15M MyApp.app/Assets.car That's two orders of magnitude! Considering that binaries of the app are a couple of MBs, the app bundle is basically all assets! WTF?! It seems somewhere in build process several very large assets are generated: > assetutil --info Assets.car | grep "SizeOnDisk" | sed 's/^[[:space:]]*"SizeOnDisk" : //' | sed 's/,$//' | sort -rn | head 2860982 2860982 2859215 2749277 2658939 1049666 163374 163374 136454 79949 The top one has this in the output of assetutil: {{ "MipLevel" : 0, "RenditionName" : "avp_app_icon_frame.png", "SHA1Digest" : "1F511AC99BA7EE4B7735FDC84F64BA1CDCB044734ED7D3A4AEC1F07AEA90B969", "SizeOnDisk" : 2860982, "Texture" : { "AssetType" : "Texture Data", "Compression" : "lzfse", "Encoding" : "ARGB", "PixelHeight" : 1024, "PixelWidth" : 1024, "Rowbytes" : 4096, "Texture Pixel Format" : "R32 Float" } } Full 32bpp basically w/ lz compression?! Why? What's going on? How do I turn this off?
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Aug ’24