Discuss the latest Apple technologies announced at WWDC23.

Posts under WWDC23 tag

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SharePlay visionOS Immersive Space + Window
I'd like to implement a fully immersive space that's experienced by multiple Vision Pro users simultaneously via SharePlay. To do this, the multiple Vision Pro users will join a SharePlay-enabled visionOS window that has a button to enter a fully immersive space, which is also SharePlay-enabled. I tried following the WWDC sessions and docs, but they don't provide enough detail about integrating SharePlay into an existing window and immersive space. How can I adjust my SharePlay code so it makes my visionOS window + fully immersive space SharePlay-able? Please see existing code below for a SharePlay visionOS widow, thank you. P.S. WWDC ref. https://developer.apple.com/videos/play/wwdc2023/10087 import SwiftUI import RealityKit import RealityKitContent import GroupActivities import LinkPresentation struct SharePlayWorld: View, GroupActivity { @Environment(ViewModel.self) private var model @Environment(\.openWindow) private var openWindow @Environment(\.dismissWindow) private var dismissWindow @Environment(\.openImmersiveSpace) private var openImmersiveSpace @Environment(\.dismissImmersiveSpace) private var dismissImmersiveSpace var body: some View { @Bindable var model = model Toggle( model.isShowingPracticeSpace ? "Leave Space" : "Enter Space", isOn: $model.isShowingPracticeSpace ) .onChange(of: model.isShowingPracticeSpace) { _, isShowing in Task { if isShowing { await openImmersiveSpace(id: "SharePlayWorld") } else { await dismissImmersiveSpace() } } } .toggleStyle(.button) } // SHAREPLAY CODE private func startSharePlaySession() async { for await session in SharePlayWorld.sessions() { guard let systemCoordinator = await session.systemCoordinator else { continue } let isLocalParticipantSpatial = systemCoordinator.localParticipantState.isSpatial Task.detached { for await localParticipantState in systemCoordinator.localParticipantStates { if localParticipantState.isSpatial { // Start syncing scroll position } else { // Stop syncing scroll position } } } var configuration = SystemCoordinator.Configuration() configuration.spatialTemplatePreference = .sideBySide systemCoordinator.configuration = configuration session.join() } // Create the activity let activity = SharePlayWorld() // Register the activity on the item provider let itemProvider = NSItemProvider() itemProvider.registerGroupActivity(activity) // Create the activity items configuration let configuration = await UIActivityItemsConfiguration(itemProviders: [itemProvider]) // Provide the metadata for the group activity configuration.metadataProvider = { key in guard key == .linkPresentationMetadata else { return nil } let metadata = LPLinkMetadata() metadata.title = "Explore Together" metadata.imageProvider = NSItemProvider(object: UIImage(named: "explore-activity")!) return metadata } self.activityItemsConfiguration = configuration } } #Preview { SharePlayWorld() .environment(ViewModel()) }
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1.7k
May ’24
Motorized dock hardware for DockKit?
I'd love to play around with DockKit, but I didn't see anything mentioned about hardware. I'm assuming Apple isn't releasing their own motorized dock and haven't seen anything about how to get hardware recognized by the accessory manager. I'd like to prototype a dock myself using esp32 and some stepper motors. I've already got this working with bluetooth communication from iOS via CoreBluetooth, but I don't know if there's specific service and characteristic UUIDs that the system is looking for to say it's compatible with DockKit? Would really love to start playing with this, anyone got any insights on how to get up and running?
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2.3k
Jan ’24