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Using a SwiftUI View in app from a Package
Let's say I have a public "content view" in a package. public struct SwiftUIView: View {     public var body: some View {         Text("Hello, world from within a package!").padding()     } } How would I implement that in an app to replace the default ContentView. struct ContentView: View {     var body: some View {         Text("Hello, world!").padding()     } } What I am attempting to do is have a complete logic flow within a package, and use this flow inside an app. With storyboards I am able; in the app, is to access the flow within the framework through the use of storyboard references. As the app launches the framework's view controller is launched. Is this possible in SwiftUI ? Thank you
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746
Jul ’20
Image improper display with SceneKit
I have two OBJ images Generated by Meshlab. The summary of the differences from the sender of the images is: Even though both files are per-vertex OBJ files of the same model that were generated by Meshlab, and both files consist purely of V, VN, and F lines - the data in the files themselves is completely different because of the way they were generated differently within Meshlab – the good file started off life as a huge per-vertex OBJ file with 8 million faces, that was decimated down to 500k faces and saved as a Per-Vertex OBJ – and the blue file started off life as an OBJ file with a separate Texture as a Material that was applied in Meshlab, then the texture values were transferred to per-vertex color values and exported as a per-vertex OBJ with 280k faces. Now when I load the good image everything looks great, however when I load the other smaller image it is blue and transparent. I load them using: let asset = MDLAsset(url: url) let object = asset.object(at: 0) let node = SCNNode(mdlObject: object)										 self!.sceneView.scene.rootNode.addChildNode(node) This is the additional text in the blue image that is not in the good image: usemtl material_0 vt 0.000000 0.000000 When I bring the blue image into Xcode previewer, it renders fine. So something I am not doing correctly when loading into SceneKit is causing it to be blue and transparent.
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534
Jul ’20
Profile doesn't include the com.apple.application-identifier entitlement.
I have tried everything and still I am getting this. Just for a test I created a new app (Master-Detail template Xcode 11.5) I have created an entry in the iTunes Connect to receive the app upon archiving and uploading. I regenerated all new certificates for iOS Development and Distribution. I created all new Provisioning profiles. The Dev profile builds deploys and runs on my device The Dist profile builds but when I select the distribution profile I get the "Profile doesn't include the com.apple.application-identifier entitlement." error. When I download the profile within Xcode all looks good for the distribution profile: App ID: matches correctly Certificated: 1 Included includes the new signing certificate "iPhone Distribution...." Capabilities: 3 Included Includes Game Center, In-App Purchase, and Keychain Sharing Entitlements: 5 Included Includes application-identifier, keychain-access-groups, beta-reports-active, get-task-allow, and com.apple.developer.team-identifier. Im not sure what is going on. This is a standard process I have performed for quite a while. As a matter of fact I just submitted 3 applications last Sunday. Thank you for any suggestions.
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12k
Jun ’20
Play an animation of BodyTrackedEntity as in Xcode usdz preview
Hello,I have a BodyTrackedEntity with an orb that rotates around the skeleton. This plays if I bring up the usdz in Xcode and click the play button. The orb appears in the scene graph.Scene graph aceg Icosphere <- the orb biped_aceg_skeleton biped_aceg_staticMeshthe availableAnimations is empty.How can I play the Icosphere so it rotates around the skeleton like it does in Xcode ?Thank you
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967
Dec ’19
XCFramework and Mac Catalyst
Hello,I have archives for all iOS devices working, but when I include archive for macosx the XCFramework works fine in a native MacApp but not with the iOS app including Mac Catalyst.Here is my xcodebuild statementxcodebuild archive -project "$FRAMEWORK".xcodeproj -scheme "$FRAMEWORK" \ -sdk macosx \ -archivePath "$FRAMEWORK"M.xcarchive SKIP_INSTALL=NO cleanThe error I am getting is "While building for Mac Catalyst, no library for this platform was found in '[framework].xcframeworkSo the question that I have: Is there another -sdk setting to include Mac Catalyst binaries ?Thank you, your help is appreciated.
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6.9k
Jul ’19