Post

Replies

Boosts

Views

Activity

Reply to TestFlight - missing On Demand Resources
Just recevied this from Developer Technical Support:I have seen this issue pop up for a few developers recently, so I would have normally have asked you to file a bug report. But, I see that you already have filed one, which is great. Thank you for that.That fact you are seeing invalid hashes, is a giveaway that this is related to a known issue on our backend and was recently confirmed by our engineering team.I don’t have a workaround at the moment, but I’m in close contact with the ODR engineering team and will relay any relevant information I hear surrounding this issue back to you as soon as I hear about it.
Mar ’20
Reply to TestFlight - missing On Demand Resources
This morning I am unable to get our latest build to even install from TestFlight - it just hangs half-way through the installation every time. The Apple System Status page says there was a "performance problem" but it was "resolved" though apparently not quite completly.However, what I can get working is to use Xcode to install a Release build of our app onto two iPads, one of which is running iOS 13.3.1 and one of which is running iOS 13.4 Beta 4. The Release build is configured to NOT embed the on-demand resources IN the app (EMBED_ASSET_PACKS_IN_PRODUCT_BUNDLE = false), so it is downloading them from the App Store (verified by connecting the Console app and filtering on "process:appstored"). The app successfully downloads the resources on the iPad running iOS 13.4 and fails (hangs) on the iPad running iOS 13.3.1.The app is being built with Xcode Version 11.4 beta 3 (11N132i) and it was uploaded to the App Store / TestFlight March 4, 2020 at 6:02 PM PST.I have not heard anything new from Apple Developer Technical Support or any other channel.
Mar ’20
Reply to finishTransaction fails on brand new 16" MacBook Pro
We've been seeing the Sign In prompt loop for weeks on multiple Macs and MacOS versions with different Apple IDs. It fails the same with non-consumable products and subscriptions. I sent in a Feedback report #FB7648381on it on April 1, but it was happening even before that. Our app is an unreleased MacCatalyst app, so we were hoping there were still a few kinks getting worked out in the App Store, but they're still occuring (I realize this isn't a normal time for anyone, of course).Yesterday I sent a request through Apple Developer Technical Support. Here's basically what I sent:PLATFORM AND VERSIONOS XMacBook Pro with MacOS 10.15.5 Beta 1 and MacBook with MacOS 10.15.4. Xcode 11.4.DESCRIPTION OF PROBLEMWe have a new MacCatalyst app that's based on an existing iOS app. In-app-purchase works fine on iOS for both production and sandbox. But on MacOS, an in-app-purchase correctly prompts for the user's Apple ID password, but when you tap the Buy button after entering ID and password, it just re-presents the Sign-In prompt. If you enter an invalid password, it correctly shows an invalid password error.We have not been able to release the Mac version of our app yet because we're unable to test the in-app-purchases.STEPS TO REPRODUCE// Queue up a payment request to purchase the specified product.let payment = SKPayment(product: product)SKPaymentQueue.default().add(payment)
Apr ’20
Reply to How to disable Metal compiler warnings for SceneKit / ARKit?
Using Instruments and SceneKit profiling I've found shader compilation in our app is about 100x slower in iOS 14.0 & 14.2 vs. 13.7. For example, 200ms vs. 2ms. This is probably due to the excessive logging, but there could also be other issues. The same problem occurs in macOS Big Sur Beta for the Catalyst version of our app. Here's a sample profile loading a scene in our app: iOS 13.7 Start Duration Stage 00:01.991.065 743.46 µs Compile shader 00:01.992.512 738.50 µs Compile shader 00:01.994.517 1.83 ms Compile shader 00:02.004.412 7.75 ms Compile shader 00:02.014.193 1.59 ms Compile shader 00:02.017.340 1.59 ms Compile shader 00:02.231.516 1.78 ms Compile shader 00:02.235.465 2.22 ms Compile shader 00:02.238.922 1.27 ms Compile shader 00:02.240.839 612.17 µs Compile shader 00:02.241.988 1.71 ms Compile shader 00:02.245.526 1.13 ms Compile shader 00:02.248.269 2.40 ms Compile shader 00:02.251.258 3.53 ms Compile shader 00:02.255.415 1.76 ms Compile shader 00:02.257.790 1.24 ms Compile shader 00:02.261.007 1.39 ms Compile shader 00:02.263.038 662.88 µs Compile shader 00:02.264.685 633.46 µs Compile shader 00:02.268.135 1.29 ms Compile shader 00:02.270.013 625.88 µs Compile shader 00:02.271.579 1.57 ms Compile shader 00:02.275.123 1.42 ms Compile shader 00:02.277.399 664.29 µs Compile shader 00:02.279.553 858.88 µs Compile shader 00:02.323.472 1.96 ms Compile shader 00:02.709.819 2.77 ms Compile shader 00:02.713.130 1.89 ms Compile shader 00:02.742.231 1.28 ms Compile shader 00:02.755.714 750.38 µs Compile shader iOS 14.2 Start Duration Stage 00:03.268.055 1.04 ms Compile shader 00:03.272.247 939.42 µs Compile shader 00:03.275.733 1.09 ms Compile shader 00:03.278.655 823.42 µs Compile shader 00:03.297.285 247.30 ms Compile shader 00:03.545.357 211.33 ms Compile shader 00:03.757.419 206.94 ms Compile shader 00:03.965.727 205.61 ms Compile shader 00:04.172.686 206.78 ms Compile shader 00:04.390.671 208.49 ms Compile shader 00:04.603.269 206.41 ms Compile shader 00:04.810.495 208.02 ms Compile shader 00:05.027.189 118.36 ms Compile shader 00:05.157.610 842.29 µs Compile shader 00:05.159.270 227.94 ms Compile shader 00:05.395.161 228.50 ms Compile shader 00:05.624.389 207.48 ms Compile shader 00:05.832.939 207.77 ms Compile shader 00:06.041.442 204.93 ms Compile shader 00:06.247.441 207.00 ms Compile shader 00:06.455.536 206.45 ms Compile shader 00:06.662.692 116.07 ms Compile shader 00:06.779.364 116.29 ms Compile shader
Sep ’20
Reply to How to disable Metal compiler warnings for SceneKit / ARKit?
Courance, that's an interesting idea. But I tried it with all my loaded .scn and .usdz models and while it seems to reduce the logging, it doesn't improve the performance. Shader compile times are still around 200ms instead of 2ms. Do you think I might be doing it wrong? if let node = SCNReferenceNode(url: url) { 		node.load() 		node.enumerateChildNodes { (node, stop) in 				if let geometry = node.geometry { 						let shader = """ 								scn::reduce_op(vec4(0, 0, 0, 0), vec4(0, 0, 0, 0)); 								const metal::sampler s = scn_shadow_sampler_ord_z; 								while (&s > &s) { 										break; 								} 						""" 						geometry.shaderModifiers = [.surface : shader] 				} 		} }
Sep ’20
Reply to How to disable Metal compiler warnings for SceneKit / ARKit?
The excessive logging is now gone in iOS 14.2 Beta 2, but the compile time is still very bad. SceneKit shader compilation is still about 100x slower in iOS 14.2 Beta 2 than in iOS 13.7. I re-ran my tests with Instruments and unfortunately the results are very similar to 14.0 and 14.2 Beta 1. The warning logging may have just been an indication of a deeper problem rather than the cause of the bad performance.
Sep ’20
Reply to iOS 14 change in performance cost of SCNNode creation
This might be caused by the shader compiler performance bug in SceneKit in iOS 14. Shader compilation when adding nodes to a scene can be 100x slower in iOS 14 than in iOS 13. See https://developer.apple.com/forums/thread/659856 for more about this. You can use the Xcode Instruments tool with the SceneKit profiling template to profile your app to take a look at the shader compile times. After you start then stop an Instruments SceneKit recording session, tap SceneKit Application > Frames above the lower window pane and change it to Events. Then type "compile" in the Input Filter control to limit the list to shader compile events. Normal (i.e., iOS 13) compile times for our app are around 1-2 ms but in iOS 14, compile times may be more like 100-200 ms. Even if shader compiling is not your problem, Instruments may give you some insight into what else may be going on.
Sep ’20