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Reply to AR app crashes on iOS18: SlamAnchor.cpp:37 : HasValidPose()
The last messages from Unity in the Xcode log are: UnityARKit: Updating ARSession configuration with <ARWorldTrackingConfiguration: 0x3033ea900 worldAlignment=Gravity lightEstimation=Disabled frameSemantics=None videoFormat=<ARVideoFormat: 0x302861680 imageResolution=(1920, 1440) pixelFormat=(420f) framesPerSecond=(60) captureDeviceType=AVCaptureDeviceTypeBuiltInWideAngleCamera captureDevicePosition=(1)> autoFocus=Enabled environmentTexturing=None wantsHDREnvironmentTextures=Enabled planeDetection=None collaboration=Disabled userFaceTracking=Disabled sceneReconstruction=None maximumNumberOfTrackedImages=0 automaticImageScaleEstimation=Disabled detectionImages=[count: 5, <name="B6682C11-1D0B-F34C-9D56-ED47198E76EA", physicalSize=(0.460, 0.434)>, <name="2402EEA5-7849-3240-9BC2-EA2C74BA965A", physicalSize=(0.300, 0.371)>, <name="87D47FD5-B984-2F4F-8ACC-F139DEAD64ED", physicalSize=(0.400, 0.314)>, <name="D4982507-114D-8D49-9C70-6C513E6F17CF", physicalSize=(0.110, 0.064)>, <name="341728DD-2A44-0C41-AFA3-51C1E9F3B856", physicalSize=(0.430, 0.359)>] appClipCodeTracking=Disabled> UnityARKit: Updating ARSession configuration with <ARWorldTrackingConfiguration: 0x3033fd700 worldAlignment=Gravity lightEstimation=Disabled frameSemantics=None videoFormat=<ARVideoFormat: 0x302861680 imageResolution=(1920, 1440) pixelFormat=(420f) framesPerSecond=(60) captureDeviceType=AVCaptureDeviceTypeBuiltInWideAngleCamera captureDevicePosition=(1)> autoFocus=Enabled environmentTexturing=None wantsHDREnvironmentTextures=Enabled planeDetection=None collaboration=Disabled userFaceTracking=Disabled sceneReconstruction=None maximumNumberOfTrackedImages=0 automaticImageScaleEstimation=Disabled detectionImages=[count: 6, <name="B6682C11-1D0B-F34C-9D56-ED47198E76EA", physicalSize=(0.460, 0.434)>, <name="2402EEA5-7849-3240-9BC2-EA2C74BA965A", physicalSize=(0.300, 0.371)>, <name="87D47FD5-B984-2F4F-8ACC-F139DEAD64ED", physicalSize=(0.400, 0.314)>, <name="256FA82D-DE1F-CE49-A4FF-5824728C7845", physicalSize=(0.500, 0.834)>, <name="D4982507-114D-8D49-9C70-6C513E6F17CF", physicalSize=(0.110, 0.064)>, <name="341728DD-2A44-0C41-AFA3-51C1E9F3B856", physicalSize=(0.430, 0.359)>] appClipCodeTracking=Disabled>
Sep ’24
Reply to Swift Async/Await, how to bring asynchronously calculated results back to main thread
I am facing the same problems. I am trying to parallelize some tasks and make sure they access a common data structure in a thread-safe manner. With every approach I try, Xcode is complaining that I try to access a reference to a captured var in a concurrently executing code. Even ChatGPT does not seem to understand Swift's concurrency model. It jumped back and forth between the same (wrong) solutions.
Jul ’24
Reply to Vision OS application development in India.
There is no regional constraint. I am using the AVP in Sweden without any issues, although it's not officially available here. However, you have to get it shipped from the States somehow. And if you war glasses, you need a US prescription as well (there is an online service for this, though). And it cost me $2.000 to get the thing shipped and imported, in addition to the device cost. Plus, you need a silicon Mac. In total, I spent around $10k for all of this, which is pretty insane.
May ’24
Reply to ECS custom component not being found when interact with it by a gesture
I have the same problem. I registered my component, and I add it to the entity via code. If I print the component right after adding it, I do get the component including its values. But if I receive the tap gesture, the component is gone. I have registered the component on app startup, so this should not be the issue. Any ideas why the component gets lost when a tap gesture is performed? This is super confusing.
Apr ’24