I am unable to get VisionOS 2.0 (simulator) to receive the GCControllerDidConnect notification and thus am unable to setup support for a gamepad. However, it works in VisionOS 1.2.
For VisionOS 2.0 I've tried adding:
.handlesGameControllerEvents(matching: .gamepad) attribute to the view
Supports Controller User Interaction to Info.plist
Supported game controller types -> Extended Gamepad to Info.plist
...but the notification still doesn't fire. It does when the code is run from VisionOS 1.2 simulator, both of which have the Send Game Controller To Device option enabled.
Here is the example code. It's based on the Xcode project template. The only files updated were ImmersiveView.swift and Info.plist, as detailed above:
import SwiftUI
import GameController
import RealityKit
import RealityKitContent
struct ImmersiveView: View {
var body: some View {
RealityView { content in
// Add the initial RealityKit content
if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) {
content.add(immersiveContentEntity)
}
NotificationCenter.default.addObserver(
forName: NSNotification.Name.GCControllerDidConnect,
object: nil, queue: nil) { _ in
print("Handling GCControllerDidConnect notification")
}
}
.modify {
if #available(visionOS 2.0, *) {
$0.handlesGameControllerEvents(matching: .gamepad)
} else {
$0
}
}
}
}
extension View {
func modify<T: View>(@ViewBuilder _ modifier: (Self) -> T) -> some View {
return modifier(self)
}
}
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Hello,
I am looking to create a shader to update an entity's rendering. As a basic example say I want to recolour an entity, but leave its original textures showing through:
I understand with VisionOS I need to use Reality Composer Pro to create the shader, but I'm lost as how to reference the original colour that I'm trying to update in the node graph. All my attempts appear to completely override the textures in the entity (and its sub-entities) that I want to impact. Also the tutorials / examples I've looked at appear to create materials, not add an effect on top of existing materials.
Any hints or pointers?
Assuming this is possible, I've been trying to load the material in code, and apply to an entity. But do I need to do this to all child entities, or just the topmost?
do {
let entity = MyAssets.createModelEntity(.plane) // Loads from bundle and performs config
let material = try await ShaderGraphMaterial(named: "/Root/TestMaterial", from: "Test", in: realityKitContentBundle)
entity.applyToChildren {
$0.components[ModelComponent.self]?.materials = [material]
}
root.addChild(entity)
} catch {
fatalError(error.localizedDescription)
}
Does anyone have experience of creating their own EntityActions?
Say for example I wanted one that faded up the opacity of an entity, then once it had completed set another property on one of the entity's components.
I understand that I could use the FromToByAction to control the opacity (and have this working), but I am interested to learn how to create my own dedicated EntityAction, and finding the documentation hard to fathom.
I got as far as creating a struct conforming to EntityAction protocol:
var animatedValueType: (any AnimatableData.Type)?
}
Subscribing to update events on this:
FadeUpAction.subscribe(to: .updated) { event in
guard let animationState = event.animationState else {
return
}
// My animation state is always nil, so I never get here!
let newValue = \\\Some Calc...
animationState.storeAnimatedValue(newValue)
}
And setting it up as an animation on an entity:
let action = FadeUpAction()
if let animation = try? AnimationResource.makeActionAnimation(
for:action,
duration: 2.0,
bindTarget: .opacity
) {
entity.playAnimation(animation)
}
...but haven't been able to understand how to extract the current timeDelta or set the value in the event handler.
Any pointers?
Hi,
I'm looking to update the metadata properties of a DNG image stored on disc, saving to a new file.
Using ImageIO's CGImageSource and CGImageDestination classes, I run into a problem where by the destination doesn't support the type of the source. For example:
let imageSourceOptions = [kCGImageSourceShouldCache: false] as CFDictionary
if
let cgImageSource = CGImageSourceCreateWithURL(sourceURL as CFURL, imageSourceOptions),
let type = CGImageSourceGetType(cgImageSource) {
guard let imageDestination = CGImageDestinationCreateWithURL(destinationURL as CFURL, type, 1, nil) else {
fatalError("Unable to create image destination")
}
// Code to update properties and write out to destination url
}
}
When this code is executed I get the following errors on the command line when trying to create the destination:
2024-06-30 11:52:25.531530+0100 ABC[7564:273101] [ABC] findWriterForTypeAndAlternateType:119: *** ERROR: unsupported output file format 'com.adobe.raw-image'
2024-06-30 11:52:25.531661+0100 ABC[7564:273101] [ABC] CGImageDestinationCreateWithURL:4429: *** ERROR: CGImageDestinationCreateWithURL: failed to create 'CGImageDestinationRef'
I don't see a way to create a destination directly from a source? Yes, the code works for say a JPEG file but I want it to work for any image format that CGImageSource can work with?
Hello,
In the documentation for an ARView we see a diagram that shows that all Entity's are connected via AnchorEntity's to the Scene:
https://developer.apple.com/documentation/realitykit/arview
What happens when we are using a RealityView? Here the documentation suggests we direclty add Entity's:
https://developer.apple.com/documentation/realitykit/realityview/
Three questions:
Do we need to add Entitys to an AnchorEntity first and add this via content.add(...)?
Is an Entity ignored by physics engine if attached via an Anchor?
If both the AnchorEntity and an attached Entity is added via content.add(...), does is its anchor's position ignored?
Does anyone have any guidance / experience using TriggerVolumes to detect collision rather than the Physics engine in Reality Kit.
Aside from not participating the physics engine are there any other downside or upsides to using them?
I'm trying to detect when two entities collide. The following code shows a very basic set-up. How do I get the upperSphere to move? If I set its physicsBody.mode to .dynamic it moves with gravity (and the collision is reported), but when in kinematic mode it doesn't respond to the impulse:
struct CollisionView: View {
@State var subscriptions: [EventSubscription] = []
var body: some View {
RealityView { content in
let upperSphere = ModelEntity(mesh: .generateSphere(radius: 0.04))
let lowerSphere = ModelEntity(mesh: .generateSphere(radius: 0.04))
upperSphere.position = [0, 2, -2]
upperSphere.physicsBody = .init()
upperSphere.physicsBody?.mode = .kinematic
upperSphere.physicsMotion = PhysicsMotionComponent()
upperSphere.generateCollisionShapes(recursive: false)
lowerSphere.position = [0, 1, -2]
lowerSphere.physicsBody = .init()
lowerSphere.physicsBody?.mode = .static
lowerSphere.generateCollisionShapes(recursive: false)
let sub = content.subscribe(to: CollisionEvents.Began.self, on: nil) { _ in print("Collision!") }
subscriptions.append(sub)
content.add(upperSphere)
content.add(lowerSphere)
Task {
try? await Task.sleep(for: .seconds(2))
print("Impulse applied")
upperSphere.applyLinearImpulse([0, -1, 0], relativeTo: nil)
}
}
}
}
Xcode is not not picking up when I make changes to my unit test files when running tests. The only way is to clean the whole project and rebuild again. Any ideas why?
I recently tried Xcode cloud and this behaviour started after removing that option
How does one add Codable conformance to a class that needs to be isolated to the MainActor?
For example, the following code gives compiler errors:
@MainActor final class MyClass: Codable {
var value: Int
enum CodingKeys: String, CodingKey {
case value
}
init(from decoder: Decoder) throws { // <-- Compiler error: Initializer 'init(from:)' isolated to global actor 'MainActor' can not satisfy corresponding requirement from protocol 'Decodable'
let data = try decoder.container(keyedBy: CodingKeys.self)
self.value = try data.decode(Int.self, forKey: .value)
}
func encode(to encoder: Encoder) throws { // <-- Compiler error: Instance method 'encode(to:)' isolated to global actor 'MainActor' can not satisfy corresponding requirement from protocol 'Encodable'
var container = encoder.container(keyedBy: CodingKeys.self)
try container.encode(value, forKey: .value)
}
}
I'm definitely struggling to get my head around actors and @MainActor at the moment!
I am building a tokeniser, and would like to hold this as a struct, passing in a locale during initiation.
Here's the gist of what I would want to write:
struct Tokeniser {
private let locale: Locale
private let integerRegex: Regex
init(locale: Locale) {
self.locale: Locale
self.integerRegex = Regex {
Capture {
.localizedInteger(locale: locale)
} transform: {
Token.number($0)
}
}
}
func parse(text: String) -> Token {
if let match = try integerRegex.firstMatch(in: text) {
//... other code here
}
}
\\...other code here
}
As Regex is generic the compiler suggests to set the integerRegex's type to Regex<Any>, but this triggers another set of compiler issues that I have not been able to figure out what the type should be. So then I tried to write something like this (inspired by SwiftUI):
var integerRegex: some Regex {
Capture {
.localizedInteger(locale: locale)
} transform: {
Token.number($0)
}
}
But again, the compiler prompts me to enter Regex.
The only way I have to be able to get the struct to compiler is to create lazy variables, which then have the side effect that I have to mark my functions as mutable, which have downstream issues when they are called from with SwiftUI structs.
lazy var integerRegex = Regex {
Capture {
.localizedInteger(locale: locale)
}
}
mutating func parse(text: String) -> Token {
if let match = try integerRegex.firstMatch(in: text) {
}
}
How can I code this?
Given that type UUID is a struct I thought it would be Sendable. But the compiler generates a warning:
struct S: Sendable {
var int: Int
var id: UUID // <-- Stored property 'id' of 'Sendable'-conforming struct 'S' has non-sendable type 'UUID'
}
I'm developing across two Macs: one Apple Silicon and an Intel laptop (used for performance and compatibility testing).
I've been testing my StoreKit2 implementation, and have come across a couple of issues.
From time to time something appears to become corrupted, and StoreKit2 says it has a 'connection' issue. Deleting the folder com.apple.storekitagent, which a sub folder Octane, restarting the machine appears to fix this.
The second issue I cannot appear to resolve. I have needed to change the App Bundle ID. I did this whilst developing on the M2 Mac without problem. But now when I try and run back on the Intel Mac I am getting a set of unfinished transactions which I can either process, nor delete (they are not appearing in Xcode's StoreKit debug window. I've tried deleting the folder com.apple.storekitagent, and restarting the machine, but to no avail.
Note if I reset back to my original App Bundle ID then all works as before.
Here is a sample of errors I am receiving:
Error finishing transaction 110: Error Domain=ASDErrorDomain Code=500 "Unhandled exception" UserInfo={NSUnderlyingError=0x600001863cf0 {Error Domain=AMSErrorDomain Code=301 "Invalid Status Code" UserInfo={NSLocalizedDescription=Invalid Status Code, AMSURL=http://localhost:49242/WebObjects/MZFinance.woa/wa/inAppTransactionDone?REDACTED, AMSStatusCode=404, AMSServerPayload={
error = "Transaction not found";
}, NSLocalizedFailureReason=The response has an invalid status code}}, storefront-country-code=USA, client-environment-type=XcodeTest(file:///Users/peggers/Library/Caches/com.apple.storekitagent/Octane/com.bristolbaycodefactory.photo-organista/), AMSServerErrorCode=0, NSLocalizedFailureReason=An unknown error occurred, NSLocalizedDescription=Unhandled exception}
Any further ideas on how to reset or solve this issue?
I'm writing a photo management app where the document stores the location of folders (in which image files reside). These are added by the user, and saved as security scoped bookmarks. All this appeared to be working.
However, I tested a use-case where the user starts working on one machine where they add a folder, which resides on an external drive. This works, as long as they remain the on the same machine.
However, if they move to another machine, plug in the external drive and then load up the document it fails to resolve the bookmark, throws the following error:
Error Domain=NSCocoaErrorDomain Code=259 "The file couldn’t be opened because it isn’t in the correct format."
For completeness here is the code to resolve the bookmark:
do {
let url = try URL(
resolvingBookmarkData: data,
options: Self.bookmarkResolutionOptions,
relativeTo: nil,
bookmarkDataIsStale: &isStale
)
} catch {
print(error)
/// ... error handling code here
}
Do I therefore assume that I cannot achieve this, and will have to ask the user to re-authorise this folder on the second machine?
When I run my code with TSAN enabled I am getting an EXC_BAD_ACCESS exception thrown.
I am seeing the following error in debug navigator:
#0 0x0000000104becb44 in __tsan::ThreadClock::release(__tsan::DenseSlabAllocCache*, __tsan::SyncClock*) ()
The stack trace is not in my code.
Without TSAN I am seeing the following in the console:
(Fig) signalled err=-16993
Anybody seen this before?
This is under the new Beta 6 Xcode running under Ventura 13.0 Beta (22A5331f), on an M1 Mac.
Assuming I have defined a global actor:
@globalActor actor MyActor {
static let shared = MyActor()
}
And I have a class, in which a couple of methods need to act under this:
class MyClass {
@MyActor func doSomething(undoManager: UndoManager) {
// Do something here
undoManager?.registerUndo(withTarget: self) {
$0.reverseSomething(undoManager: UndoManager)
}
}
@MyActor func reverseSomething(undoManager: UndoManager) {
// Do the reverse of something here
print(\(Thread.isMainThread) /// Prints true when called from undo stack
undoManager?.registerUndo(withTarget: self) {
$0.doSomething(undoManager: UndoManager)
}
}
}
Assume the code gets called from a SwiftUI view:
struct MyView: View {
@Environment(\.undoManager) private var undoManager: UndoManager?
let myObject: MyClass
var body: some View {
Button("Do something") { myObject.doSomething(undoManager: undoManager) }
}
}
Note that when the action is undone the 'reversing' func it is called on the MainThread. Is the correct way to prevent this to wrap the undo action in a task? As in:
@MyActor func reverseSomething(undoManager: UndoManager) {
// Do the reverse of something here
print(\(Thread.isMainThread) /// Prints true
undoManager?.registerUndo(withTarget: self) {
Task { $0.doSomething(undoManager: UndoManager) }
}
}