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Reply to How to Make Xcode Recognize Morph Targets in a DAE File Imported from Blender? I'm working on a project in Xcode where I need to use a 3D model with multiple morph targets (shape keys in Blender) for animations. The model, specifically the Wolf3D_He
I've found that Warren Moore's GLTFKit2 which allows you to import GLTF/GLB models directly into SceneKit is essentially the only way to use morph targets (particularly in Ready Player Me avatar models). https://github.com/warrenm/GLTFKit2
May ’24
Reply to XCode 14.2 randomly crashes often since update to Ventura
I updated Xcode to version 14.3.1 and it still crashes regularly. It seems to be something to do with GIT source control: Thread 16 Crashed:: Dispatch queue: DVTSourceControlGitXPCClient :: Proxy Completion Queue 0 libobjc.A.dylib 0x1a27e7ff4 AutoreleasePoolPage::releaseUntil(objc_object**) + 4 1 libobjc.A.dylib 0x1a27e4b7c objc_autoreleasePoolPop + 256 2 CoreFoundation 0x1a2c1a59c _CFAutoreleasePoolPop + 32 3 Foundation 0x1a3bc8b14 __NSIndexSetEnumerate + 1104 4 Foundation 0x1a3baa024 _NSKeyValueObservationInfoGetObservances + 412 5 Foundation 0x1a3baa150 NSKeyValueWillChange + 176 6 Foundation 0x1a3b9ad18 -[NSObject(NSKeyValueObservingPrivate) _changeValueForKeys:count:maybeOldValuesDict:maybeNewValuesDict:usingBlock:] + 464 7 Foundation 0x1a3bc4f10 -[NSObject(NSKeyValueObservingPrivate) _changeValueForKey:key:key:usingBlock:] + 64 8 Foundation 0x1a3bde43c _NSSetObjectValueAndNotify + 284 9 DVTSourceControl 0x10453b480 -[DVTSourceControlWorkingCopy(Operations) updateCurrentLocations:branches:stashes:remoteRepositories:remoteBranches:currentLocation:recentLocations:primaryRemoteRepository:currentState:] + 2264 10 DVTSourceControl 0x1045b2e78 closure #2 in DVTSourceControlWorkingCopy.updateCurrentLocations(completionBlock:) + 1424 11 DVTSourceControl 0x104597cfc closure #1 in DVTSourceControlGitXPCClient.complete(with:) + 60 12 DVTSourceControl 0x104578114 thunk for @callee_guaranteed () -> () + 20 13 DVTSourceControl 0x104578134 thunk for @escaping @callee_guaranteed () -> () + 20 14 libdispatch.dylib 0x1a29cc400 _dispatch_client_callout + 20 15 libdispatch.dylib 0x1a29db97c _dispatch_lane_barrier_sync_invoke_and_complete + 56 16 DVTSourceControl 0x104597c30 DVTSourceControlGitXPCClient.complete(with:) + 228 17 DVTSourceControl 0x104597f78 DVTSourceControlGitXPCClient.complete(with:context:) + 588 18 DVTSourceControl 0x1045ce2ec closure #1 in DVTSourceControlGitXPCOperation.init(proxyObject:identifier:client:context:operationBlock:) + 108 19 DVTSourceControl 0x104578bfc DVTSourceControlXPCOperation.complete(with:) + 92 20 DVTSourceControl 0x104578ed0 closure #1 in closure #1 in DVTSourceControlXPCOperation.operate(with:) + 68 21 DVTSourceControl 0x104578858 closure #1 in DVTSourceControlXPCOperation.execute(from:to:block:) + 84 22 DVTSourceControl 0x104579d30 partial apply for thunk for @callee_guaranteed () -> () + 20 23 DVTSourceControl 0x104578134 thunk for @escaping @callee_guaranteed () -> () + 20 24 libdispatch.dylib 0x1a29cc400 _dispatch_client_callout + 20 25 libdispatch.dylib 0x1a29db97c _dispatch_lane_barrier_sync_invoke_and_complete + 56 26 DVTSourceControl 0x104578434 DVTSourceControlXPCOperation.execute(from:to:block:) + 276 27 DVTSourceControl 0x104578300 DVTSourceControlXPCOperation.execute(from:to:block:) + 120 28 DVTSourceControl 0x104578e5c closure #1 in DVTSourceControlXPCOperation.operate(with:) + 240 29 DVTSourceControl 0x1045b3f28 thunk for @escaping @callee_guaranteed (@guaranteed DVTSourceControlRevisionLocationResultType) -> () + 52 30 CoreFoundation 0x1a2c3c7f4 __invoking___ + 148 31 CoreFoundation 0x1a2c3c668 -[NSInvocation invoke] + 428 32 Foundation 0x1a3b954fc __NSXPCCONNECTION_IS_CALLING_OUT_TO_REPLY_BLOCK__ + 16 33 Foundation 0x1a3b93b68 -[NSXPCConnection _decodeAndInvokeReplyBlockWithEvent:sequence:replyInfo:] + 520 34 Foundation 0x1a3b934c4 __88-[NSXPCConnection _sendInvocation:orArguments:count:methodSignature:selector:withProxy:]_block_invoke_3 + 188 35 libxpc.dylib 0x1a28c1650 _xpc_connection_reply_callout + 124 36 libxpc.dylib 0x1a28c1540 _xpc_connection_call_reply_async + 88 37 libdispatch.dylib 0x1a29cc480 _dispatch_client_callout3 + 20 38 libdispatch.dylib 0x1a29ea624 _dispatch_mach_msg_async_reply_invoke + 344 39 libdispatch.dylib 0x1a29d3960 _dispatch_lane_serial_drain + 372 40 libdispatch.dylib 0x1a29d462c _dispatch_lane_invoke + 436 41 libdispatch.dylib 0x1a29df244 _dispatch_workloop_worker_thread + 648 42 libsystem_pthread.dylib 0x1a2b78074 _pthread_wqthread + 288 43 libsystem_pthread.dylib 0x1a2b76d94 start_wqthread + 8
Jun ’23
Reply to On-Demand Resources in iOS apps running on Apple silicon Macs
Is there a suggested alternative for on-demand resources in a Catalyst app? This is a really key feature that's missing. Our app size on iOS is quite reasonable but all the resources for the macOS Catalyst app make the download size too big (~2GB). Is there some way to use the Hosted Asset-Packs URL with iCloud? Our app currently does not have any need for our own web server and so we'd like to find an Apple-supported solution. Thanks!
Jun ’23
Reply to ARKit addChildNode freezes SCNSceneView
Unfortunately, I have not heard of anyone who has found a workaround for this issue and the performance is still terrible in today's iOS 14.5 Beta 3 and macOS 11.3 Beta 3 builds.  The cause of the problem seems to be that SceneKit is (re-)compiling a 4,500 line Metal shader program every time you add a node or light to a scene. MetalKit appears to do the compilation with the GPU but SceneKit invokes MTLDevice.makeLibrary synchronously in a CADisplayLink handler so it actually hangs the whole app UI for about 200-400 msec each time you invoke .addChildNode. The result is app hangs of many seconds if you add multiple model nodes to a scene. MetalKit caches the compilations in the file system, so if your app doesn't change anything, you might get lucky and avoid the hang in future .addChildNodes of the same model, but there seem to be numerous reasons the cache misses or is flushed. See this earlier Forum thread for more discussion of this problem. - https://developer.apple.com/forums/thread/659856
Mar ’21
Reply to RealityConverter beta 3 loses skin binding - FBX to USDZ
I've also discovered this recently. I've also found that RealityConverter does export all the skeleton animations correctly when the input file is a .GLB or .GLTF. So I've been using the most recent releases of Cheetah3D or Blender to import the .FBX, then export to .GLB then use RealityConverter to export to .USDZ. Not very convenient for lots of models, but at least it seems to work.
Feb ’21
Reply to How to disable Metal compiler warnings for SceneKit / ARKit?
arthurfromberlin: Sounds like you're encountering similar problems. You can see it via Instruments / SceneKit by just running a sample app made using the standard Game template in Xcode. BTW: I have tried (and even shipped) many different attempts to use both the synchronous and background versions of the SCNView.prepare method. I have had many problems with both of them. The background version crashes (at least since iOS 13) if the view is removed from the UIWindow (e.g., user changes views). I've debugged this and it's lacking a check for a null window but so far have not been able to convince Apple to fix it (FB7716713 May 27, 2020). Trying to use the synchronous version on a non-main DispatchQueue also crashes randomly and, at least for our app, actually makes it slower when it doesn't crash (FB5418811 Feb 11, 2019). Both of them seem to still cause the the shaders to be compiled during the CADisplayLink frame refresh, so they hang the whole app UI anyway. I've removed all uses of prepare from our app, at least until the bugs are fixed. I agree with your assessment of RealityKit also: not a replacement for the functionality of SceneKit yet with a few too many missing features.
Dec ’20
Reply to How to disable Metal compiler warnings for SceneKit / ARKit?
Graphics and Games Engineer : Thank you for your response. The Metal cache is helpful, but for some reason it is either too small or fails much of the time. During my investigations, for some scenes, the "compile time" is indeed a couple of milliseconds, so it must be hitting the cache. But I cannot figure out a pattern or how to get the cache to work all the time. Is there some way to adjust the size? I see what looks like the cache in Library/Caches/app-id/com.apple.metal/functions.list, functions.data, libraries.list, libraries.data, so I see it written when a scene is loaded and shaders are compiled. Is there doc on how it works? I'm also not sure what you mean by "...after each reboot." At least for our app, SceneKit scenes ARE the app UI, so there really isn't a way to show something else while the shaders compile. I'd be happy if there was some way to just get the shader compilation off the frame refresh (CADisplayLink) so it wouldn't hang the entire app UI. If you have some suggestions on how to achieve that, it'd be super appreciated.
Dec ’20