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Reply to Define main window in visionOS
And even if the first window to open includes openWindow commands, they seem to not execute, as is the case when the LaunchView is the first to open when relaunching this example app. My Application Scene Manifest's (UIApplicationSceneManifest) Preferred Default Scene Session Role (UIApplicationPreferredDefaultSceneSessionRole) is Window Application Session (UIWindowSceneSessionRoleApplication). import SwiftUI @main struct ExampleApp: App { var body: some Scene { WindowGroup { LaunchView() } WindowGroup(id: "GameControlWindow") { GameControlWindow() .padding() } WindowGroup(id: "GameVolume") { GameView() } .windowStyle(.volumetric) } } struct LaunchView: View { @Environment(\.openWindow) var openWindow var body: some View { EmptyView() .onAppear() { openWindow(id: "GameControlWindow") openWindow(id: "GameVolume") } } }
Mar ’24
Reply to Hand tracking permission (VisionOS)
This can be handled at the app level. You can write your handler for the case where the permission is denied, and request permission again by running session.requestAuthorization(for:) again, perhaps as the result of the user clicking a button on an alert dialog explaining why the permission is necessary to use the app.
Apr ’24
Reply to When will Xcode Cloud use Apple Silicon machines for running workflows?
I'm also curious about this, and my reason is that the Xeon macs lack support for Metal. As a result visionOS app fails to build in Xcode Cloud with the following error. I haven't tried it but, does this mean no app using Metal libraries can be built in Xcode Cloud, or is the build process in this case only failing because it's actually trying to run Metal to execute compileSkybox? compileSkybox /Volumes/workspace/DerivedData/Build/Intermediates.noindex/ArchiveIntermediates/xxxx/InstallationBuildProductsLocation/Applications/xxxx.app/ImageBasedLighting.rclink /Volumes/workspace/repository/xxxx/ImageBasedLighting.skybox (in target 'xxxx' from project 'xxxx') cd /Volumes/workspace/repository /Applications/Xcode.app/Contents/Developer/usr/bin/rctool create skybox -skyboxPath\=/Volumes/workspace/repository/xxxx/ImageBasedLighting.skybox -o\=/Volumes/workspace/DerivedData/Build/Intermediates.noindex/ArchiveIntermediates/xxxx/InstallationBuildProductsLocation/Applications/xxxx.app [91mError: [39m There is no available Metal device on this system. Command compileSkybox failed with a nonzero exit code
Aug ’24
Reply to Instruments in Xcode 15.3 not showing symbols
When you go to Product > Show Build Folder in Finder, and then Build/Products/Debug-iphonesimulator/, is there a file in that folder named {YourApp}.app.dSYM? If not, go to Build Settings and search "Debug Information Format" and set this to "DWARF with dSYM File" for your Debug builds. (It's probably already set to this for your Release builds.) I hope this helps you. If anyone else can help further, I'm still facing the same issue: I've changed this build setting, and have the .dSYM in my Product subfolder, and I've added that folder to the Search paths for dSYMS under Instruments > Settings > Symbols, but I still don't see the symbols in my traces.
Sep ’24