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'Segmentation fault: 11' error after upgrading to the latest macOS version
Today I updated my macbook pro to macOS sequoia. with this I also downloaded the latest Xcode and visionOS 2 packages. I had a working project. Which did work with my vision pro which is updated to the latest visionOS 2. But now whenever I try to click on preview in xcode while editing a swift file I am receiving the following error: (lot of lines here) Library/Developer/Xcode/DerivedData/test2-fznbrpphddkqdaddrzamkayoajjm/Build/Intermediates.noindex/RealityKitContent.build/Debug-xrsimulator/RealityKitContent_RealityKitContent.build/DerivedSources/RealityAssetsGenerated/CustomComponentUSDInitializers.usda error: Tool terminated by signal 'Segmentation fault: 11' I tried exiting and restarting my mac but the problem is not going away. Can someone help me with this? Thank you!
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523
Sep ’24
Material Reference from Reality Composer Pro
I have a model entity (from Reality Composer Pro) I want to change the material of the model entity inside swift. The material is also imported in reality composer pro. I am copying the USDZ file of the material in the same directory as the script. This is the code I am using to reference the Material. do { // Load the file data if let materialURL = Bundle.main.url(forResource: "BlackABSPlastic", withExtension: "usdz") { let materialData = try Data(contentsOf: materialURL) // Check the first few bytes of the data to see if it matches expected types let headerBytes = materialData.prefix(4) let headerString = String(decoding: headerBytes, as: UTF8.self) // Print out the header information for debugging print("File header: \(headerString)") // Attempt to load the ShaderGraphMaterial let ScratchedMetallicPaint = try await ShaderGraphMaterial( named: "BlackABSPlastic", from: materialData ) print(ScratchedMetallicPaint) } else { print("BlackABSPlastic.usdz file not found.") } } catch { // Catch the error and print it print("BlackABSPlastic load failed: \(error)") // Attempt to infer file type based on the error or file content if let error = error as? DecodingError { switch error { case .typeMismatch(let type, _): print("Type mismatch: Expected \(type)") case .dataCorrupted(let context): print("Data corrupted: \(context.debugDescription)") default: print("Decoding error: \(error)") } } else { print("Unexpected error: \(error)") } } I am receiving these errors: File header: PK TBB Global TLS count is not == 1, instead it is: 2 Unable to create stage from in-memory buffer. BlackABSPlastic load failed: internalImportError Unexpected error: internalImportError am I doing anything wrong? I am able to access the materials of the model entity easily but this seems to something different. How can this be resolved? Thanks.
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422
Aug ’24
Window buttons not getting clicked when Scene Colliders Exist
Hi I am using this function to create collisions in my scene from Apple Developer Video I found. func processReconstructionUpdates() async { for await update in sceneReconstruction.anchorUpdates { let meshAnchor = update.anchor guard let shape = try? await ShapeResource.generateStaticMesh(from: meshAnchor) else {continue} switch update.event { case .added: let entity = ModelEntity() entity.transform = Transform(matrix: meshAnchor.originFromAnchorTransform) entity.collision = CollisionComponent(shapes: [shape], isStatic: true) entity.physicsBody = PhysicsBodyComponent() entity.components.set(InputTargetComponent()) meshEntities[meshAnchor.id] = entity contentEntity.addChild(entity) case .updated: guard let entity = meshEntities[meshAnchor.id] else { fatalError("...") } entity.transform = Transform(matrix: meshAnchor.originFromAnchorTransform) entity.collision?.shapes = [shape] case .removed: meshEntities[meshAnchor.id]?.removeFromParent() meshEntities.removeValue(forKey: meshAnchor.id) } } } The code works great. In the same immersive space I am opening a window: var body: some View { RealityView { content in // some other code here openWindow(id: "mywindowidhere") // some other code here } } The window opens in front of me, but I am not able to click or even hover on the buttons. At first I did not know why that was happening. But then I turned on pointer control and found out that the pointer is actually colliding with the wall. (the window is kinda inside the wall). That is why the pointer never reaches the window and the button never gets clicked. I initially thought this was a layering issue, but I was not able to find any documentation related to this. Is this a known issue and is there any way to fix this? Or I am doing anything wrong on my side?
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352
Jul ’24
How Does Update Closure Work in RealityView
I have looked here: Reality View Documentation Found this thread: RealityView Update Closure Thread I am not able to find documentation on how the update closure works. I am loading attachments using reality view's attachment feature (really helpful). I want to remove them programmatically from another file. I found that @State variables can be used. But I am not able to modify them from out side of the ImmersiveView swift file. The second problem I faced was even if I update them inside the file. My debugging statements don't execute. So exactly when does update function run. I know it get's executed at the start (twice for some reason). It also get's executed when I add a window using: openWindow?(id: "ButtonView") I need to use the update closure because I am also not able to get the reference to RealityViewAttachment outside the RealityView struct. My Code(only shown the code necessary. there is other code): @State private var pleaseRefresh = "" @StateObject var model = HandTrackingViewModel() var body: some View { RealityView { content, attachments in if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) } content.add(model.setupContentEntity()) content.add(entityDummy) print("View Loaded") } update: { content, attachments in print("Update Closure Executed") if (model.editWindowAdded) { print("WINDOW ADDED") let theattachment = attachments.entity(for: "sample")! entityDummy.addChild(theattachment) // more code here } } attachments: { Attachment(id: "sample") { Button(action: { model.canEditPos = true model.canRotate = false pleaseRefresh = "changed" }) { HStack { Image(systemName: "pencil.and.outline") .resizable() .scaledToFit() .frame(width: 32, height: 32) Text("Edit Placement") .font(.caption) } .padding(4) } .frame(width: 160, height: 60) } } How can the update method (or the code inside it) run when I want it to? I am new to swift. I apologize if my question seems naive.
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566
Jul ’24
Attach a Attachment to the hand VisionOS
I am trying to attach a button to user's left hand. the position is tracked. the button stays above the user's left hand. but it doesn't face the user. or it doesn't even face where the wrist is pointing. this is the main code snippet: if (model.editWindowAdded) { let originalMatrix = model.originFromWristLeft let theattachment = attachments.entity(for: "sample")! entityDummy.addChild(theattachment) let testrotvalue = simd_quatf(real: 0.9906431, imag: SIMD3<Float>(-0.028681312, entityDummy.orientation.imag.y, 0.025926698)) entityDummy.orientation = testrotvalue theattachment.position = [0, 0.1, 0] var timer = Timer.scheduledTimer(withTimeInterval: 0.1, repeats: true) {_ in let originalMatrix = model.originFromWristLeft print(originalMatrix.columns.0.y) let testrotvalue = simd_quatf(real: 0.9906431, imag: SIMD3<Float>(-0.028681312,0.1, 0.025926698)) entityDummy.orientation = testrotvalue } }
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529
Jul ’24