Did you ever find a solution to this?
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I've been playing with this and managed to get it to work on a single domain.
I noticed most of the files had a hash at the end of them, so I merged them all down into a single .docarchive file.
Of course, this may break in the future, but for now it works
# Delete existing .doccarchive
rm -rf templates/AllProjects.doccarchive
# Create a working folder
mkdir templates/working_dir
# Copy most files, excluding the index and metadata.json files to the working directory
rsync -a --exclude 'index.html' --exclude 'metadata.json' templates/ProjectA.doccarchive/* templates/working_dir
rsync -a --exclude 'index.html' --exclude 'metadata.json' templates/ProjectB.doccarchive/* templates/working_dir
# Copy across the index.html file from each Archive, but give it a new name when copying
rsync templates/ProjectA.doccarchive/index.html templates/test/projectA.html
rsync templates/ProjectB.doccarchive/index.html templates/test/projectB.html
# Create a new .doccarchive folder
mv templates/working_dir templates/AllProjects.doccarchive
You can then host this on your server and point to /documentation/ProjectA or /documentation/ProjectB.
There is one current drawback I can see, the table of contents isn't unique.
I have something like this setup for instant changes, store the stylesheet as a state variable, and then when you want to change stylesheet, listen for a change.
You can then use @Environment(\.stylesheet) var stylesheet and style your views as you see fit
@main
struct MyApp: App {
@State var stylesheet = StylesheetLoader.load(file: "MyStylesheet", in: Bundle.main)
var body: some Scene {
WindowGroup {
NavigationView {
HomeView()
.environment(\.stylesheet, stylesheet)
.onReceive(stylesheetPublisher, perform: { newStylesheet in
stylesheet = newStylesheet
})
}
}
}
@karim, Sorry, I haven't tried it with a navigation bar, I've had lots of issues with appearance and navigation bars, I've given up trying to get it working
To get it working I had to add
	<key>NSLocalNetworkUsageDescription</key>
<string>Network usage is required for macOS/iOS communication</string>
<key>NSBonjourServices</key>
<array>
<string>_myitem._tcp</string>
</array>
Ok, I found a twitter post and they said it was because the items were selectable, so my code became:
func toolbarSelectableItemIdentifiers(_ toolbar: NSToolbar) -> [NSToolbarItem.Identifier] {
//return self.toolbarDefaultItemIdentifiers(toolbar) // old
return [] //new
}
Ok, I got past this error by reinstalling with the Apple Configurator, instructions here: https://developer.apple.com/download/universal/
Is it possible to show us a drawing/screenshot of what you want? - maybe some code too?
Could the `extent` property of `ARWorldMap` be useful here: https://developer.apple.com/documentation/arkit/arworldmap/2968211-extent
Just curious, do you have plane detection turned on? I don't have a device to test on, but this video seems to suggest it has higher detail with it turned off, at around 5:20 https://developer.apple.com/videos/play/tech-talks/609/
I have a similar issue, earlier Targets don't seem to be used, I wonder if I have to pass them through a chain, which I'd prefer not to do. Did you manage to solve it?
I'm also getting a similar error, a fairly regular crash in Xcode, but fine when not running through Xcode, crashes using a SCNTechnique0x00000001a74fc9c0 in objc_msgSend ()
0x00000001bbf441e8 in -[MTLRenderPipelineDescriptorInternal setFragmentFunction:] ()
0x00000001bc46ebec in _pipelineDescriptorForPipelineDesc ()
0x00000001bc46f958 in __69-[SCNMTLResourceManager(Compilation) newRenderPipelineStateWithDesc:]_block_invoke ()
0x00000001bc46f71c in -[SCNMTLResourceManager(Compilation) newRenderPipelineStateWithDesc:] ()
0x00000001bc46ea30 in -[SCNMTLResourceManager(Compilation) renderResourceForProgramDesc:renderPassDescriptor:] ()
0x00000001bc296dc4 in _execute(SCNMTLRenderContext*, DrawCommand) ()
0x00000001bc29bd80 in -[SCNMTLRenderContext drawFullScreenQuadForPass:] ()
0x00000001bc2c2db8 in C3D::DrawQuadPass::execute(C3D::RenderArgs const&) ()
0x00000001bc24dfe4 in C3D::__renderSlice(C3D::RenderGraph*, C3D::RenderPass*, unsigned short&, C3D::RenderGraph::GraphNode const&, C3D::RenderGraph::Stage*&, C3D::RenderArgs, bool, id<MTLCommandBuffer>&) ()
0x00000001bc24f91c in C3D::RenderGraph::execute() ()
0x00000001bc34f228 in -[SCNRenderer _renderSceneWithEngineContext:sceneTime:] ()
0x00000001bc34fa98 in -[SCNRenderer _drawSceneWithNewRenderer:] ()
0x00000001bc350028 in -[SCNRenderer _drawScene:] ()
0x00000001bc3503f8 in -[SCNRenderer _drawAtTime:] ()
0x00000001bc3eec7c in -[SCNView _drawAtTime:] ()
0x00000001c3ebc09c in -[ARSCNView _drawAtTime:] ()
0x00000001bc2ac2d8 in __69-[NSObject(SCN_DisplayLinkExtensions) SCN_setupDisplayLinkWithQueue:]_block_invoke ()
0x00000001bc3b8dc4 in __36-[SCNDisplayLink _callbackWithTime:]_block_invoke ()
0x0000000108f8b18c in _dispatch_client_callout ()
0x0000000108f9ac34 in _dispatch_lane_barrier_sync_invoke_and_complete ()
0x00000001bc3b8d48 in -[SCNDisplayLink _callbackWithTime:] ()
0x000000010916c114 in -[DYDisplayLinkInterposer forwardDisplayLinkCallback:] ()
0x00000001ae30f354 in CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) ()
0x00000001ae3df1a4 in display_timer_callback(__CFMachPort*, void*, long, void*) ()
0x00000001a773d584 in __CFMachPortPerform ()
0x00000001a7767f44 in __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ ()
0x00000001a77675e8 in __CFRunLoopDoSource1 ()
0x00000001a77620e0 in __CFRunLoopRun ()
0x00000001a7761660 in CFRunLoopRunSpecific ()
0x00000001a7aab6a8 in -[NSRunLoop(NSRunLoop) runMode:beforeDate:] ()
0x00000001bc2ac6e0 in __71-[SCNView(SCNDisplayLink) _initializeDisplayLinkWithCompletionHandler:]_block_invoke ()
0x00000001bc2ac968 in __SCNRenderThread_start__ ()
0x00000001a74f18fc in _pthread_start ()with a crash on line 10 here:com.apple.scenekit.scnview-renderer (17): EXC_BAD_ACCESS (code=1, address=0x0)libobjc.A.dylib`objc_msgSend:
0x1a74fc9a0 <+0>: cmp x0, #0x0 ; =0x0
0x1a74fc9a4 <+4>: b.le 0x1a74fca20 ; <+128>
0x1a74fc9a8 <+8>: ldr x13, [x0]
0x1a74fc9ac <+12>: and x16, x13, #0xffffffff8
0x1a74fc9b0 <+16>: ldr x11, [x16, #0x10]
0x1a74fc9b4 <+20>: and x10, x11, #0xffffffffffff
0x1a74fc9b8 <+24>: and x12, x1, x11, lsr #48
0x1a74fc9bc <+28>: add x12, x10, x12, lsl #4
-> 0x1a74fc9c0 <+32>: ldp x17, x9, [x12]Sometimes it's the fragmentShader, sometimes its the vertex shader, sometimes it's MTLDebugFunction
All I can find is that it's called: "Scene Geometry API" I've searched the Xcode BETA but it has no reference to it