Ok, I have found a way to get the information. if let referenceNode = SCNReferenceNode(url: sceneURL) {
referenceNode.load()
let iconsphere: SCNNode = (referenceNode.childNodes.first!.childNodes.first!.childNodes.first!.childNodes.first)!
let transformAnimationKey = iconsphere.animationKeys.first
if let animationPlayer = iconsphere.animationPlayer(forKey: transformAnimationKey!) {
animationPlayer.paused = false
animationPlayer.animation.isRemovedOnCompletion = false
animationPlayer.play()
}
}Now if there are any suggestions on how to get this to play, it would be appreciated.
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The solution that I was able to get work was to have the animation exported as a usdz file and bring that directly into Reality Composer.
Ok, I just created this same app on an older Mac mini running Mojave and Xcode 11.3.1. I exported my profile from the Xcode 11.5 and imported it to Xcode 11.3.1 and everything worked as expected and was able to upload it to iTunesConnect.
A thing to note this is running Xcode 11.5 on the Big Sur beta. Also the same error appeared with Xcode 11.6 beta but not with Xcode 12.
Ok, I figured out how to accomplish what I wanted to do.
First I do not have to remove the original ContentView I just have to modify it to include the new view that is on the package. I did change names a bit so it makes sense (the new Package is called Navigator). So the original ContentView is now:
import SwiftUI
import Navigator
struct ContentView: View {
var body: some View {
NavigatorView()
}
}
Now the Package (Navigator) has 2 views. (NavigatorView and DetailView)
import SwiftUI
public struct NavigatorView: View {
let colors = ["Red", "Green", "Blue"]
public init() {
}
@available(iOS 13.0.0, *)
public var body: some View {
NavigationView {
List(colors, id:\.self) {
color in
NavigationLink(destination: DetailView(color: color)) {
Text(color).padding()
}
}
.navigationBarTitle("Colors")
}
}
}
struct NavigatorView_Previews: PreviewProvider {
@available(iOS 13.0.0, *)
static var previews: some View {
NavigatorView()
}
}
import SwiftUI
struct DetailView: View {
let color: String
@available(iOS 13.0, *)
var body: some View {
Text(color).padding()
.navigationBarTitle(Text(color), displayMode: .inline)
}
}
struct DetailView_Previews: PreviewProvider {
@available(iOS 13.0, *)
static var previews: some View {
DetailView(color: "Red")
}
}
So when the app launches, the NetworkView in the Navigator package takes control and you are now following the logic flow within the Package.
I have 2 branches to the following GitHub repo at TestPackages - https://github.com/gbacklin/TestPackages/
internal - has the package within the same project locally
external - is using the external Navigator package
For those who are well versed in SwiftUI, this may be a "of course that is how it works", but I am now trying to get a hold of the more beyond general UI issues coming from the nib, xib, storyboard crowd.
I hope this helps someone !
Take Care
Same here.
If you try to get the app on the watch from the App Store it says that it Requires an iPhone, but when you go to the App Store from the phone, it says that it is for Watch only.
From the article linked below, it seems that you can get the app from the App Store on the watch after you have set it up in the Health App on the phone, however there is no way to set up on the phone, thus it looks like we will not have the Blood oxygen app on our Watch 6's, the main reason for purchasing them.
Oh well, live and learn.
Apple Support - https://support.apple.com/en-us/HT211027/