I updated to Xcode 16.0 beta 4 (16A5211f) and I am experiencing the same issue.
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I agree it's a welcome change. The user experience is much better this way.
Since I updated my device to visionOS 2 beta, I've installed my app via TestFlight multiple times, and I don't think I've seen the notice you described except once, immediately after I first installed visionOS 2 beta. So, it appears this is not something I can easily test without reinstalling visionOS 2.
Also, since I no longer have visionOS 1 installed, there's now no easy way to test the original visionOS 1 immersive space permission alert either. The visionOS 1 simulator has never supported presentation of the immersive space permission alert, so that's not an option.
This is all unfortunate, but thank you for responding. It's helpful to know I'm not overlooking something obvious.
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.
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)