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ModelEntity move duration visionOS 2 issue
The following RealityView ModelEntity animated text works in visionOS 1.0. In visionOS 2.0, when running the same piece of code, the model entity move duration does not seem to work. Are there changes to the way it works that I am missing? Thank you in advance. RealityView { content in let textEntity = generateMovingText() content.add(textEntity) _ = try? await arkitSession.run([worldTrackingProvider]) } update: { content in guard let entity = content.entities.first(where: { $0.name == .textEntityName}) else { return } if let pose = worldTrackingProvider.queryDeviceAnchor(atTimestamp: CACurrentMediaTime()) { entity.position = .init( x: pose.originFromAnchorTransform.columns.3.x, y: pose.originFromAnchorTransform.columns.3.y, z: pose.originFromAnchorTransform.columns.3.z ) } if let modelEntity = entity as? ModelEntity { let rotation = Transform(rotation: simd_quatf(angle: -.pi / 6, axis: [1, 0, 0])) // Adjust angle as needed modelEntity.transform = Transform(matrix: rotation.matrix * modelEntity.transform.matrix) let animationDuration: Float = 60.0 // Adjust the duration as needed let moveUp = Transform(scale: .one, translation: [0, 2, 0]) modelEntity.move(to: moveUp, relativeTo: modelEntity, duration: TimeInterval(animationDuration), timingFunction: .linear) } } The source is available at the following: https://github.com/Sebulec/crawling-text
2
0
400
Aug ’24
Swift 6 AVAssetImageGenerator generateCGImagesAsynchronously
I have the following piece of code that works in Swift 5 func test() { let url = Bundle.main.url(forResource: "movie", withExtension: "mov") let videoAsset = AVURLAsset(url: url!) let t1 = CMTime(value: 1, timescale: 1) let t2 = CMTime(value: 4, timescale: 1) let t3 = CMTime(value: 8, timescale: 1) let timesArray = [ NSValue(time: t1), NSValue(time: t2), NSValue(time: t3) ] let generator = AVAssetImageGenerator(asset: videoAsset) generator.requestedTimeToleranceBefore = .zero generator.requestedTimeToleranceAfter = .zero generator.generateCGImagesAsynchronously(forTimes: timesArray ) { requestedTime, image, actualTime, result, error in let img = UIImage(cgImage: image!) } } When I compile and run it in Swift 6 it gives a EXC_BREAKPOINT (code=1, subcode=0x1021c7478) I understand that Swift 6 adopts strict concurrency. My question is if I start porting my code, what is the recommended way to change the above code? Rgds, James
5
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581
Aug ’24
PreviewApplication open Spatial Video issue
Hi, I have a Spatial Video that I am trying to load in a visionOS app with PreviewApplication API let url = URL(string: "https://mauiman.azureedge.net/videos/SpatialJourney/watermelon_cat.MOV") let item = PreviewItem(url: url!) _ = PreviewApplication.open(items: [item]) When I run the application, I am getting the following error. Did I miss anything? QLUbiquitousItemFetcher: <QLUbiquitousItemFetcher: 0x6000022edfe0> could not create sandbox wrapper. Error: Error Domain=NSPOSIXErrorDomain Code=2 "couldn't issue sandbox extension com.apple.quicklook.readonly for '/videos/SpatialJourney/watermelon_cat.MOV': No such file or directory" UserInfo={NSDescription=couldn't issue sandbox extension com.apple.quicklook.readonly for '/videos/SpatialJourney/watermelon_cat.MOV': No such file or directory} #PreviewItem The screen shows up as: Putting the spatial video locally, I get the following error: let url = URL(fileURLWithPath: "watermelon_cat.MOV") let item = PreviewItem(url: url) _ = PreviewApplication.open(items: [item]) Error getting the size of file(watermelon_cat.MOV -- file:///) with error (Error Domain=NSCocoaErrorDomain Code=260 "The file “watermelon_cat.MOV” couldn’t be opened because there is no such file." UserInfo={NSURL=watermelon_cat.MOV -- file:///, NSFilePath=/watermelon_cat.MOV, NSUnderlyingError=0x600000ea1650 {Error Domain=NSPOSIXErrorDomain Code=2 "No such file or directory"}}) #Generic Any help is greatly appreciated. Thank you in advance.
3
1
616
Jul ’24
visionOS ContactPicker Multiple Selection Issue
In visionOS simulator, a ContactPicker for Multiple contacts selection is shown without the Done button. Can I assume this behavior will be OK on an actual Vision Pro? I could not get a list of contacts to be selected. On iOS, the Done button is shown ok as follows: import ContactsUI import Combine struct ContactPickerView: View { @State private var pickedNumber: String? @StateObject private var coordinator = Coordinator() var body: some View { VStack { Button("Open Contact Picker") { openContactPicker() } .padding() Text(pickedNumber ?? "") .padding() } .onReceive(coordinator.$pickedNumber, perform: { phoneNumber in self.pickedNumber = phoneNumber }) .environmentObject(coordinator) } func openContactPicker() { let contactPicker = CNContactPickerViewController() contactPicker.delegate = coordinator let scenes = UIApplication.shared.connectedScenes let windowScenes = scenes.first as? UIWindowScene let window = windowScenes?.windows.first window?.rootViewController?.present(contactPicker, animated: true, completion: nil) } class Coordinator: NSObject, ObservableObject, CNContactPickerDelegate { @Published var pickedNumber: String? func contactPicker(_ picker: CNContactPickerViewController, didSelect contacts: [CNContact]){ print(contacts) contacts.forEach { contact in for number in contact.phoneNumbers { let phoneNumber = number.value print("number is = \(phoneNumber)") } } } } }
0
0
435
May ’24
Moving a Rigged character with Armature Bones Question
Is there a way to move a Rigged Character with its Armature Bones in ARKit/RealityKit? I am trying to do this When I try to move using JointTransform the usdz robot provided in https://developer.apple.com/documentation/arkit/arkit_in_ios/content_anchors/capturing_body_motion_in_3d It gives me the following: I see the documentation on Character Rigging etc. But is the movement through armature bones only available through a third party software. Or can it be done in Reality Kit/Arkit/RealityView? https://developer.apple.com/documentation/arkit/arkit_in_ios/content_anchors/rigging_a_model_for_motion_capture
0
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868
Jul ’23
Detecting human body poses in 3D with Vision sample working?
Hi, Has anyone gotten the human body pose in 3D sample provided at the following working? https://developer.apple.com/documentation/vision/detecting_human_body_poses_in_3d_with_vision I installed iPadOS 17 on a 9th Gen iPad. The sample load up on Mac and iPad. However after selecting an image, it goes into the spinning wheel without anything returned. I hope to play and learn more about the sample. Any pointers or help is greatly appreciated. Similarly, the Detecting animal body poses with Vision is showing up as blank for me. https://developer.apple.com/documentation/vision/detecting_animal_body_poses_with_vision Or does the samples require a device with Lidar? Thank you in advance.
4
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1k
Jun ’23
Apple Vision Pro - Unable to boot the Simulator
Hi, I have install Xcode Beta 2. Creating a VisionOS app and running it gives me the following error. I have submitted an issue to Apple Feedback. Anyone faces the same issue and have a quick workaround for me? Thanks. Unable to boot the Simulator. Domain: NSPOSIXErrorDomain Code: 60 Failure Reason: launchd failed to respond. User Info: { DVTErrorCreationDateKey = "2023-06-22 00:13:12 +0000"; IDERunOperationFailingWorker = "_IDEInstalliPhoneSimulatorWorker"; Session = "com.apple.CoreSimulator.SimDevice.133D85C4-93F9-4BC7-9F7F-3AD80E15DCD5"; } Failed to start launchd_sim: could not bind to session, launchd_sim may have crashed or quit responding Domain: com.apple.SimLaunchHostService.RequestError Code: 4 Event Metadata: com.apple.dt.IDERunOperationWorkerFinished : { "device_model" = "RealityDevice14,1"; "device_osBuild" = "1.0 (21N5165g)"; "device_platform" = "com.apple.platform.xrsimulator"; "dvt_coredevice_version" = "325.3"; "dvt_mobiledevice_version" = "1643.0.15.505.1"; "launchSession_schemeCommand" = Run; "launchSession_state" = 1; "launchSession_targetArch" = arm64; "operation_duration_ms" = 10345; "operation_errorCode" = 60; "operation_errorDomain" = NSPOSIXErrorDomain; "operation_errorWorker" = "_IDEInstalliPhoneSimulatorWorker"; "operation_name" = IDERunOperationWorkerGroup; "param_consoleMode" = 0; "param_debugger_attachToExtensions" = 0; "param_debugger_attachToXPC" = 1; "param_debugger_type" = 3; "param_destination_isProxy" = 0; "param_destination_platform" = "com.apple.platform.xrsimulator"; "param_diag_MainThreadChecker_stopOnIssue" = 0; "param_diag_MallocStackLogging_enableDuringAttach" = 0; "param_diag_MallocStackLogging_enableForXPC" = 1; "param_diag_allowLocationSimulation" = 1; "param_diag_checker_tpc_enable" = 1; "param_diag_gpu_frameCapture_enable" = 0; "param_diag_gpu_shaderValidation_enable" = 0; "param_diag_gpu_validation_enable" = 0; "param_diag_memoryGraphOnResourceException" = 0; "param_diag_queueDebugging_enable" = 1; "param_diag_runtimeProfile_generate" = 0; "param_diag_sanitizer_asan_enable" = 0; "param_diag_sanitizer_tsan_enable" = 0; "param_diag_sanitizer_tsan_stopOnIssue" = 0; "param_diag_sanitizer_ubsan_stopOnIssue" = 0; "param_diag_showNonLocalizedStrings" = 0; "param_diag_viewDebugging_enabled" = 1; "param_diag_viewDebugging_insertDylibOnLaunch" = 1; "param_install_style" = 0; "param_launcher_UID" = 2; "param_launcher_allowDeviceSensorReplayData" = 0; "param_launcher_kind" = 0; "param_launcher_style" = 0; "param_launcher_substyle" = 0; "param_runnable_appExtensionHostRunMode" = 0; "param_runnable_productType" = "com.apple.product-type.application"; "param_testing_launchedForTesting" = 0; "param_testing_suppressSimulatorApp" = 0; "param_testing_usingCLI" = 0; "sdk_canonicalName" = "xrsimulator1.0"; "sdk_osVersion" = "1.0"; "sdk_variant" = xrsimulator; } System Information macOS Version 14.0 (Build 23A5276g) Xcode 15.0 (22181.22) (Build 15A5161b) Timestamp: 2023-06-22T08:13:12+08:00
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1
2.5k
Jun ’23
Mixing CIKernel with RealityKit Geometry Modifier - Error
Hi, I have trouble mixing Core Image CIKernel with Surface Shader/Geometry Modifier in the same project. I am getting the following error in my surface shader when I compile with -fcikernel option. RealityFoundation.CustomMaterialError.geometryModifierFunctionNotFound To simulate the problem: Compile Sample from Apple Altering RealityKit Rendering with Shader Functions https://developer.apple.com/documentation/realitykit/altering_realitykit_rendering_with_shader_functions Set Metal Compiler - Build Options Other Metal Compiler Flags -fcikernel Metal Linker - Build Options Other Metal Linker Flags -fcikernel RealityView->SetupRobots RealityFoundation.CustomMaterialError.geometryModifierFunctionNotFound Any suggestions will be great. Thank you in advance.
2
0
987
May ’23
Port NavigationView to NavigationStack (with NavigationLink) Question
I am porting an existing app to iOS16. It contains a NavigationView that looks like the following: var body: some View { NavigationView { VStack { Text("Main Content") .frame(height: 400) NavigationView { NavigationLink(destination: Text("Navigation Detail") ) { Text("Navigation Link") } .navigationTitle("Properties Frame") .navigationBarTitleDisplayMode(.inline) }.navigationViewStyle(.stack) } .navigationTitle("Main Frame") .navigationBarTitleDisplayMode(.inline) } .navigationViewStyle(.stack) } Clicking on Navigation Link gives the following (as originally intended) : When the above is ported to NavigationStack  var body: some View {         NavigationStack {             VStack {                 Text("Main Content")                     .frame(height: 400)                               NavigationStack {                     NavigationLink(destination:                       Text("Navigation Detail")                     )                     {                         Text("Navigation Link")                     }                     .navigationTitle("Properties Frame")                     .navigationBarTitleDisplayMode(.inline)                 }             }             .navigationTitle("Main Frame")             .navigationBarTitleDisplayMode(.inline)         }     } It gives a full screen Properties Frame when clicking on Navigation Link: Will be grateful for any suggestions on how I can achieve the same behavior (half screen Properties Frame) as NavigationView in NavigationStack. Leaving the code as NavigationView (Deprecated) in iOS16 does still work. Or does it means, I should move away from the above half screen design. It is still useful to see the changes to the Main Content when changing the properties.
1
0
599
Feb ’23
DriverKit by Third Party question
I understand that a Company’s hardware vendor ID is required for requesting Entitlements for DriverKit. Does this means DriverKit is only targeted for hardware vendors? Does Apple allows third party (not the hardware vendor) entitlements for DriverKit? Our company is exploring the development of generic open source drivers on iPad for label printers such as those by Zebra. Is this allowed?
1
0
1.4k
Jun ’22
Mac Catalyst Swift Compiler Error
Hi, I enabled Mac Catalyst (macOS12.1) for an app, set Optimise Interface for Mac with the following code. The code can be compiled with "Build Succeeded" and can be run successfully on an M1 Mac. However the editor will flag out the following: 'horizontalSizeClass' is unavailable in macOS and with build time issues. If I use UIViewControllerRepresentable it will give Cannot find type 'UIViewControllerRepresentable' in scope The app does run ok. Am I missing something? import SwiftUI struct ContentView: View { @Environment(.horizontalSizeClass) var horizontalSizeClass: UserInterfaceSizeClass?     var body: some View {         if horizontalSizeClass == .compact {             Text("Compact")         } else {             Text("Regular")         }               } } Thanks in advance.
2
0
1.4k
Jun ’22