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Failed to perform GPU performance counter
Hi all, I am trying to measure the performce of my video game in iOS platform. After launching the debugger and caputre GPU workload (with "frame" selected as scope), I can not do performance profiling. The error message is: "Failed to enable shader profiler. (516)". And if I export the GPU trace and reopen it, the Xcode can not find any compatible devices connected. However, the same device used for capturing is connected. Device informations are: Mac device: MacBook Air M2, 2022 Mac OS version: Sonoma 14.4 XCode version: 15.2 (15C500b) mobile device: iPhone 13 Pro Max iOS version: 15.0 GPU performance counter can be performed using the same mobile device in my colleague's Mac. So I think there might be something wrong with my Xcode.
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May ’24
How to convert MTLTexture to SKTexture
Looking for info on the best way to convert a MTLTexture to SKTexture. I am migrating a project where a SpriteKit scene is rendered in an SKView - and relies heavily on SKView.texture(from: SKNode) API I am trying to migrate to an SKRenderer based SpriteKit scene - and wondering the best way to grab an SKTexture from an SKNode when rendered in a MTKView instead of SKView?
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Apr ’24
Error When Building Game Porting Toolkit 1.1
Does anyone know what this might be? /private/tmp/game-porting-toolkit-20240516-2293-dagdsr/wine/dlls/wow64cpu/cpu.c:356:18: error: assignment to 'DWORD64' {aka 'long long unsigned int'} from 'PVOID' {aka 'void '} makes integer from pointer without a cast [-Wint-conversion] 356 | context->Rsp = NtCurrentTeb()->TlsSlots[2]; / WOW64_TLS_WINEHYBRID_RESERVED_R14 */ | ^ make: *** [dlls/wow64cpu/cpu.cross.o] Error 1 make: *** Waiting for unfinished jobs.... Path: /usr/local/Homebrew/Library/Taps/apple/homebrew-apple/Formula/game-porting-toolkit.rb ==> Configuration HOMEBREW_VERSION: 4.3.0 ORIGIN: https://github.com/Homebrew/brew HEAD: 8378cc825d83acffd125fb0fec041793df378a57 Last commit: 3 days ago Core tap JSON: 17 May 05:28 UTC Core cask tap JSON: 17 May 05:28 UTC HOMEBREW_PREFIX: /usr/local HOMEBREW_CASK_OPTS: [] HOMEBREW_MAKE_JOBS: 10 Homebrew Ruby: 3.1.4 => /usr/local/Homebrew/Library/Homebrew/vendor/portable-ruby/3.1.4/bin/ruby CPU: 10-core 64-bit westmere Clang: 15.0.0 build 1500 Git: 2.39.3 => /Library/Developer/CommandLineTools/usr/bin/git Curl: 8.4.0 => /usr/bin/curl macOS: 14.4.1-x86_64 CLT: 15.1.0.0.1.1700200546 Xcode: 15.1 => /Users/raiderpig/Downloads/Xcode.app/Contents/Developer Rosetta 2: true
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1.4k
May ’24
WebGPU bugreport: problem with uniform buffer
Hi, in this WebGPU example: https://skal65535.github.io/curl/index_bug_safari.html the lighting is wrong compared to Chrome's reference version. I narrowed the problem to the uniform value 'params.specular' at line 515 not being equal to the expected value 1.2f. The value is set a line at line 1078 in the uniform buffer. Platform: MacBook M1 Pro Sonoma 14.4.1 (23E224) Safari Technology Preview: Release 194 (Safari 17.4, WebKit 19619.1.11.111.2) Works ok with Chrome 124.0.6367.156 (Official Build) (arm64).
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May ’24
in-app purchase with free tier
Hi, I am developing Cordova apps/games with in-app purchase products as well as an initial product as non-paid (Free) tier: New users will be able to play freely for a set of games as default at the beginning. Then, if they would like to have more games with different set of attributes or themes, they can add more games with in-app purchases. It is similar to a game called Subway Surfers in App Store I would play in the past. A new player initiates games as Free Tier. After, let us say 3 games, the user is asked if he/she would like to have more games to play with different scenes/themes in different Tiers, in addition to their disposal: Tier 1, Tier 2 and Tier 3. For example Tier 1 adds 3 more games into the Free Tier games so they can play 6 games in the set;Tier 2 add 6 more games and so 9 games they can play and so on. Each individual game in their set is a variant of others in differing Tiers. If they don't wish and play Free Tier games, they may play them too, with limited set of themes but infinite times. If a user chooses a tier, let us say Tier 1, and when they play 6 games, they are asked if they would like advance to Tier 2 or Tier 3. If they choose Tier 2, as they complete the respective games they will be asked for Tier 3. However, if they don't wish to advance, again they can play current Tier games as many times as they wish. It is like non-subscription apps then converted to subscription-based ones. In App Store Connect, I created a number of products for in-app purchases for an app. How I can deliver this Free Tier games in the app and let users try it and allow them to choose in-app purchase products available in AppStore Connect. I would appreciate response and support. Best Lexxyacc
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514
May ’24
Display USDZ 3D model on website without AR
I am trying to build a website where I would like to render the USDZ 3D model on the browser without the AR feature. The user should be able to interact with the 3D model using a pointing device (mouse). If the user wants to see the 3D model in AR she/he can do so by loading the page on a compatible device where the 3D model can be projected in AR. I am looking for an answer to how to display the USDZ 3D model on the browser without the AR feature.
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3.4k
Jan ’22
Vision Pro Unity Build and Xcode (Swift) vision os build merge
I have a unity scene which i have created for vision pro and i have also created a biomatric authentication application for vision os using Xcode and swift. What i want to do is call unity scene after the authentication has taken place form the xcode. now i have seen medium post but it only shows how we can do that for apps, I am not bale to do that for vision Pro I have followed this post : https://medium.com/mop-developers/launch-a-unity-game-from-a-swiftui-ios-app-11a5652ce476 All this i am doing because as far as i know Apple vision pro is not currently supporting optic id authentication with unity's polyspatial plugin. Any help on this will be appreciated. Thank you in advace.
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744
May ’24
Changing the texture of a RealityView
Hello. I have a model of a CD record and box, and I would like to change the artwork of it via an external image URL. My 3D knowledge is limited, but what I can say is that the RealityView contains the USDZ of the record, which in turn contains multiple materials: ArtBack, ArtFront, PlasticBox, CD. How do I target an artwork material and change it to another image? Here is the code so far. RealityView { content in do { let entity = try await Entity.init(named: "VinylScene", in: realityKitContentBundle) entity.scale = SIMD3<Float>(repeating: 0.6) content.add(entity) } catch { ProgressView() } }
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781
Apr ’24
Game Porting Installer Won't Start
I am installing Homebrew and GPTk according to this video: https://www.youtube.com/watch?v=WdQIc69e5oA I have Homebrew installed. When i type in which brew it responds with /opt/homebrew/bin/brew When I enter the command brew -v install apple/apple/game-porting-toolkit it replies with HomeBrew 4. 2. 21 Anyone know who to get the game porting kit to install? I have tried download both of the options (kit v1 and v1.1) from the website but it doesn't make a difference
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704
May ’24
What Platform to Use To Make a Game in Xcode?
I am wanting to create a 3D video game in Xcode for macOS, iOS, iPadOS, tvOS, and visionOS. I have heard that there are a few different ways to go about this such as MetalKit or SceneKit. These libraries seem to have little examples and documentation so I am wondering: Are they still be developed/supported? Which platform should I make a game in? Where are some resources to learn how to use these platforms? Are there other better platforms that I am just not aware of? Thanks!
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884
May ’24
How does Encounter Dinosaurs blend between portal lighting and real-world lighting?
When the dinosaur protrudes from the portal in the Encounter Dinosaurs app, it appears to be lit by the real room lighting, just like any other RealityKit content is by default. When the dinosaur is inside of the portal, it appears to be lit by the virtual environment, and the two light sources seem to be smoothly blended between at the plane of the portal. How is this done? ImageBasedLightReceiverComponent allows the IBL to be changed on a per-entity basis, but the actual lightning calculation shader code seems to be a black box, and I have not seen a way to specify which IBL texture is used on a per-fragment basis.
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690
May ’24
Add Metal to an existing app
Hello. I am trying to enable Metal to take advantage of SwiftUI+Shaders in an existing app. In my target, I have added metal.framework, added a .metal file and confirmed I see the Metal Compiler option in my Build Settings. When I add a colorEffect modifier using the ShaderLibrary, the object renders black. I confirmed this is working in a new project so I suspect there are more steps required to get this working in an existing application.
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352
May ’24
Glb files failing to load texture
I have a glb model that is loading absolutely fine, repeatedly, in safari or chrome. There is only one texture that is 8192x8192 it never has a problem when loading in browser. when we embed the url into an app, the model loads the first few times (exiting the model and going back to the main menu and then reloading the model) but, after a few attempts, the texture fails to load. The model and all data is visible but the texture, itself, is black. why could this be happening? Is there something in the iOS code that is breaking it? Is the iOS code trying to automatically cache the texture and it’s running out of memory? anyone who can provide the help and support that we require will be much appreciated. thank you advance.
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470
Apr ’24