Apple's WWDC24 video "Optimize your 3D assets for spatial computing" states recommended max triangle counts at 2:33 https://developer.apple.com/wwdc24/10186?time=153
This video is wonderful.
Post
Replies
Boosts
Views
Activity
For anyone reading this in the future, in visionOS 2, ShaderGraphMaterial now supports faceCulling:
https://developer.apple.com/documentation/realitykit/shadergraphmaterial/faceculling-swift.property
I've investigated this issue frequently since it first in Xcode appeared 5 years ago, and the only way I've found to actually fix the issue is to run this in Terminal:
rm -rf ${HOME}/Library/Developer/Xcode/DerivedData
That will permanently get rid of the phantom warnings and errors you're seeing. However, you'll have to run this again each time new warnings and errors appear.
The other downside is that after deleting the DerivedData folder, you'll have to do a full rebuild of your project, which can be time consuming.
The suggested solution, using Product > Clear All Issues, only removes the warnings and errors temporarily. They will usually return the next time you build your project.
This seems to work for me:
// If we don't use `DispatchQueue.main.async` here, `withAnimation` has no effect.
DispatchQueue.main.async {
withAnimation {
scrollViewProxy.scrollTo(id)
}
}
(deleted)
Same for me on visionOS 1.2.
For Apple Vision Pro, the USB-C developer strap can now be purchased via this page: https://developer.apple.com/visionos/resources/
This was fixed in visionOS 1.0 beta 4.
This was fixed in visionOS 1.0 beta 4.
As of visionOS 1.0 beta 4, even though defaultSize results in a janky resize animation when the app launches, it you force-quit the app by killing it from Terminal and relaunch it from the visionOS home screen ... twice ... then visionOS somehow seems to remember what the window's last runtime default size was and your app's launch window will reflect that size for future runs. This state is lost each time you launch the app from Xcode.
I have no idea if apps have this behavior on the device, or what the behavior will be the first time an app is launched after being installed from the App Store.
None of Apple's system apps, like Safari or Settings, appear to feature the awkward launch window resize animation problem. It would be nice to know what Apple's plan is for visionOS launch window sizes for third party apps.
lol
The UILaunchPlacementParameters approach no longer works in visionOS 1.0 beta 4.
This does not work in Version 15.1 beta (15C5028h)
Here is my Info.plist that works in Xcode 15.0 beta 8, based on the reply posted by @atbf earlier. This launches the app directly into a full immersive space. Curiously, the user was not prompted for permission first, as they are when openImmersiveSpace is called.
@raldrich Hi, did you ever figure this out? I am following this same path and I am surprised that MeshDescriptor does not appear to define a vertex color option. Maybe the answer is to define a custom buffer and then, at least on visionOS, hope that it's possible to define a shader graph that accesses the custom buffer.