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Can't profile Metal on Apple TV
Hi, I can capture a frame on the Apple TV, but when I try to profile the capture for GPU timing information, I got "Abort Trap 6" error and with following error in the report: Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x0000000000000000, 0x0000000000000000 Triggered by Thread: 7 Application Specific Information: abort() called Last Exception Backtrace: 0 CoreFoundation 0x18c0a99d0 __exceptionPreprocess + 160 1 libobjc.A.dylib 0x18b596d24 objc_exception_throw + 71 2 CoreFoundation 0x18bfa7308 -[__NSArrayM insertObject:atIndex:] + 1239 3 MTLReplayController 0x101f5d148 DYMTLReplayFrameProfiler_loadAnalysis + 1140 4 MTLReplayController 0x101e97f90 GTMTLReplayClient_collectGPUShaderTimelineData + 224 5 MTLReplayController 0x101e81794 __30-[GTMTLReplayService profile:]_block_invoke_4 + 288 6 Foundation 0x18eb6072c __NSOPERATION_IS_INVOKING_MAIN__ + 11 7 Foundation 0x18eb5cc1c -[NSOperation start] + 623 8 Foundation 0x18eb60edc __NSOPERATIONQUEUE_IS_STARTING_AN_OPERATION__ + 11 9 Foundation 0x18eb60bc4 __NSOQSchedule_f + 167 10 libdispatch.dylib 0x18b8d6a84 _dispatch_block_async_invoke2 + 103 11 libdispatch.dylib 0x18b8c9420 _dispatch_client_callout + 15 12 libdispatch.dylib 0x18b8cc5d0 _dispatch_continuation_pop + 531 13 libdispatch.dylib 0x18b8cbcd4 _dispatch_async_redirect_invoke + 635 14 libdispatch.dylib 0x18b8d9224 _dispatch_root_queue_drain + 335 15 libdispatch.dylib 0x18b8d9a08 _dispatch_worker_thread2 + 163 16 libsystem_pthread.dylib 0x18b6e652c _pthread_wqthread + 223 17 libsystem_pthread.dylib 0x18b6ed8d0 start_wqthread + 7 It's Xcode 16.0 + Apply TV 4K (4th Gen) tvOS 18, does anyone know what's the cause of this error and is there any solution for it? Thank you very much, Kai
0
0
172
Oct ’24
Using Swift, how do I resize individual SKSpriteNodes for various iPad device sizes?
Using Swift, how do I resize individual SKSpriteNodes for various iPad device sizes? Currently, I use theScene.scaleMode = .resizeFill for scaling the entire SKScene and it works as advertised. Please note that .aspectFill does not solve the challenge described below. My challenge is to resize individual SKSpriteNodes (that are components of the overall SKScene) based on size of the iOS device; for example, iPad Mini <--> iPad Pro Right now, I hard code the sizes of these Nodes. But I realize this is not the optimum approach. Again, hard coding is frowned upon. So I am looking for a more dynamic method that functions based on device size.
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173
Oct ’24
renderEncoder?.drawIndexedPrimitives(type: .line…
Hello Everyone, within the renderEncoder?.drawIndexedPrimitives(type: .line…. function, I can't render all the lines of the object. I can see approx. 80%. Do you know what could be causing this? Other game engines, like those in C++, handle this just fine. import MetalKit class Renderer: NSObject, MTKViewDelegate { var parent: ContentView var metalDevice: MTLDevice! var metalCommandQueue: MTLCommandQueue! let allocator: MTKMeshBufferAllocator let pipelineState: MTLRenderPipelineState var scene: RenderScene let mesh: ObjMesh init(_ parent: ContentView) { self.parent = parent if let metalDevice = MTLCreateSystemDefaultDevice() { self.metalDevice = metalDevice } self.metalCommandQueue = metalDevice.makeCommandQueue() self.allocator = MTKMeshBufferAllocator(device: metalDevice) mesh = ObjMesh(device: metalDevice, allocator: allocator, filename: "cube") let pipelineDescriptor = MTLRenderPipelineDescriptor() let library = metalDevice.makeDefaultLibrary() pipelineDescriptor.vertexFunction = library?.makeFunction(name: "vertexShader") pipelineDescriptor.fragmentFunction = library?.makeFunction(name: "fragmentShader") pipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm pipelineDescriptor.vertexDescriptor = MTKMetalVertexDescriptorFromModelIO(mesh.metalMesh.vertexDescriptor) do { try pipelineState = metalDevice.makeRenderPipelineState(descriptor: pipelineDescriptor) } catch { fatalError() } scene = RenderScene() super.init() } func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) { } func draw(in view: MTKView) { //update scene.update() guard let drawable = view.currentDrawable else { return } let commandBuffer = metalCommandQueue.makeCommandBuffer() let renderPassDescriptor = view.currentRenderPassDescriptor renderPassDescriptor?.colorAttachments[0].clearColor = MTLClearColorMake(0, 0.5, 0.5, 1.0) renderPassDescriptor?.colorAttachments[0].loadAction = .clear renderPassDescriptor?.colorAttachments[0].storeAction = .store let renderEncoder = commandBuffer?.makeRenderCommandEncoder(descriptor: renderPassDescriptor!) renderEncoder?.setRenderPipelineState(pipelineState) var cameraData: CameraParameters = CameraParameters() cameraData.view = Matrix44.create_lookat( eye: scene.player.position, target: scene.player.position + scene.player.forwards, up: scene.player.up ) cameraData.projection = Matrix44.create_perspective_projection( fovy: 45, aspect: 800/600, near: 0.1, far: 10 ) renderEncoder?.setVertexBytes(&cameraData, length: MemoryLayout<CameraParameters>.stride, index: 2) renderEncoder?.setVertexBuffer(mesh.metalMesh.vertexBuffers[0].buffer, offset: 0, index: 0) for cube in scene.cubes { var model: matrix_float4x4 = Matrix44.create_from_rotation(eulers: cube.eulers) model = Matrix44.create_from_translation(translation: cube.position) * model renderEncoder?.setVertexBytes(&model, length: MemoryLayout<matrix_float4x4>.stride, index: 1) for submesh in mesh.metalMesh.submeshes { renderEncoder?.drawIndexedPrimitives( type: .line, indexCount: submesh.indexCount, indexType: submesh.indexType, indexBuffer: submesh.indexBuffer.buffer, indexBufferOffset: submesh.indexBuffer.offset ) } } renderEncoder?.endEncoding() commandBuffer?.present(drawable) commandBuffer?.commit() } } ==================== import MetalKit class ObjMesh { let modelIOMesh: MDLMesh let metalMesh: MTKMesh init(device: MTLDevice, allocator: MTKMeshBufferAllocator, filename: String) { guard let meshURL = Bundle.main.url(forResource: filename, withExtension: "obj") else { fatalError() } let vertexDescriptor = MTLVertexDescriptor() var offset: Int = 0 //position vertexDescriptor.attributes[0].format = .float3 vertexDescriptor.attributes[0].offset = offset vertexDescriptor.attributes[0].bufferIndex = 0 offset += MemoryLayout<SIMD3<Float>>.stride vertexDescriptor.layouts[0].stride = offset let meshDescriptor = MTKModelIOVertexDescriptorFromMetal(vertexDescriptor) (meshDescriptor.attributes[0] as! MDLVertexAttribute).name = MDLVertexAttributePosition let asset = MDLAsset(url: meshURL, vertexDescriptor: meshDescriptor, bufferAllocator: allocator) self.modelIOMesh = asset.childObjects(of: MDLMesh.self).first as! MDLMesh do { metalMesh = try MTKMesh(mesh: self.modelIOMesh, device: device) } catch { fatalError("couldn't load mesh") } } } =============== cube.obj Blender v2.91.0 OBJ File: '' www_blender_org mtllib piece.mtl o Cube_Cube.001 v -1.000000 1.000000 -1.000000 v -1.000000 1.000000 1.000000 v 1.000000 1.000000 -1.000000 v 1.000000 1.000000 1.000000 v -1.000000 -1.000000 -1.000000 v -1.000000 -1.000000 1.000000 v 1.000000 -1.000000 -1.000000 v 1.000000 -1.000000 1.000000 vt 0.375000 0.000000 vt 0.625000 0.000000 vt 0.625000 0.250000 vt 0.375000 0.250000 vt 0.625000 0.500000 vt 0.375000 0.500000 vt 0.625000 0.750000 vt 0.375000 0.750000 vt 0.625000 1.000000 vt 0.375000 1.000000 vt 0.125000 0.500000 vt 0.125000 0.750000 vt 0.875000 0.500000 vt 0.875000 0.750000 vn 0.0000 1.0000 0.0000 vn 1.0000 0.0000 0.0000 vn 0.0000 -1.0000 0.0000 vn -1.0000 0.0000 0.0000 vn 0.0000 0.0000 -1.0000 vn 0.0000 0.0000 1.0000 usemtl None s off f 1/1/1 2/2/1 4/3/1 3/4/1 f 3/4/2 4/3/2 8/5/2 7/6/2 f 7/6/3 8/5/3 6/7/3 5/8/3 f 5/8/4 6/7/4 2/9/4 1/10/4 f 3/11/5 7/6/5 5/8/5 1/12/5 f 8/5/6 4/13/6 2/14/6 6/7/6
3
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322
Oct ’24
Does anyone know if HDR video is supported in a RealityView?
I have attempted to use VideoMaterial with HDR HLS stream, and also a TextureResource.DrawableQueue with rgba16Float in a ShaderGraphMaterial. I'm capturing to 64RGBAHalf with AVPlayerItemVideoOutput and converting that to rgba16Float. I don't believe it's displaying HDR properly or behaving like a raw AVPlayer. Since we can't configure any EDR metadata or color space for a RealityView, how do we display HDR video? Is using rgba16Float supposed to be enough? Is expecting the 64RGBAHalf capture to handle HDR properly a mistake and should I capture YUV and do the conversion myself? Thank you
7
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938
Jun ’24
Seeking API for Advanced Auto Image Enhancement Similar to Photos App's Auto Feature
Hi everyone, I've been working with the autoAdjustmentFilters provided by Core Image, which includes filters like CIHighlightShadowAdjust, CIVibrance, and CIToneCurve. However, I’ve noticed that the results differ significantly from the "Auto" enhancement feature in the Photos app. In the Photos app, the Auto function seems to adjust multiple parameters such as contrast, exposure, white balance, highlights, and shadows in a more advanced manner. Is there an API or a framework available that can replicate the more sophisticated "Auto" adjustments as seen in the Photos app? Or would I need to manually combine filters (like CIExposureAdjust, CIWhitePointAdjust, etc.) to approximate this functionality? Any insights or recommendations on how to achieve this would be greatly appreciated. Thank you!
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202
Oct ’24
Not getting scroll wheel input
Hi all, I'm new to swift and I've just gotten started by making a simple pong-like game using SpriteKit. I'm trying to use the scroll wheel input to spin an object, however, nothing seems to make this work. From my googling and AI advice the way I've been doing it should, as shown in the snippet below, however debugging suggests the scrollWheel function isn't even being called. #if os(OSX) extension GameScene { override func scrollWheel(with event: NSEvent ) { print("Scroll detected: \(event.scrollingDeltaY)") let scrollDelta = event.scrollingDeltaY self.rotatePaddle(value: scrollDelta) } } #endif I have changed the build targets in Xcode to Mac os, not the designed-for-ipad version of it, and the app does launch and draw sprites correctly as well as detect other mouse or trackpad inputs like mouseDown and rightMouseDown, so it only seems to be this one specific input not working. I've also tried hardware debugging like restarting Xcode and my Mac, but no luck there either. Maybe I've missed something or am doing it completely wrong, so any help would be much appreciated. Thanks heaps
1
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275
Oct ’24
Setting a timeout in GKTurnBasedMatch doesn't work... GKTurnBasedParticipant.timeoutDate is always nil.
I have created a turn based game using GameKit. Everything is pretty much done, last thing left to do is the turn time out. I am passing GKTurnTimeoutDefault into the timeout argument in: func endTurn(withNextParticipants nextParticipants: [GKTurnBasedParticipant], turnTimeout timeout: TimeInterval, match matchData: Data) However when I check the .timeoutDate property of the GKTurnBasedParticipant participants, the value is always nil. What am I doing wrong? Am I checking the right property or is there another one instead that I don't know about? I have tried passing different values to the timeout parameter but the timeoutDate is always nil. Has anyone successfully implemented a timeout using GKTurnBasedMatch ?
1
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325
Sep ’24
Specific barcode is not recognized
Hi, I face a problem that I could not scan a specific Code 39 barcode with Vision framework. We have multiple barcode in a label and almost all Code 39 can be scanned, but not for specific one. One more information, regardless the one that is not recognized with Vision can be read by a general barcode scanner. Have anyone faced similar situation? Is there unique condition to make it hard to scan the barcode when using Vision?(size, intensity, etc) Regards,
1
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560
May ’24
Swift Package with Metal
Hi, I've got a Swift Framework with a bunch of Metal files. Currently users have to manually include a Metal Lib in their bundle provided separately, to use the Swift Package. First question; Is there a way to make a Metal Lib target in a Swift Package, and just include the .metal files? (without a binary asset) Second question; If not, Swift 5.3 has resource support, how would you recommend to bundle a Metal Lib in a Swift Package?
10
1
7.3k
Jun ’20
Remove iphone-performance-gaming-tier
Hello, I've been experimenting with the iphone-performance-gaming-tier Device Capability using TestFlight. I've decided I don't want the restriction and I've just submitted a new build (new version number) without the value but the build metadata still includes it. How do i remove it? I don't want to the restriction. Cheers
1
0
293
Oct ’24
Are these RealityKit warnings a cause for concern?
I've created a minimal iOS RealityKit/ARKit app with only this view controller: import UIKit import RealityKit import ARKit class ViewController: UIViewController { var arView: ARView! override func viewDidLoad() { super.viewDidLoad() arView = ARView(frame: view.bounds, cameraMode: .nonAR, automaticallyConfigureSession: true) arView.autoresizingMask = [.flexibleWidth, .flexibleHeight] view.addSubview(arView) } } When I run this app in the iOS 18.1 simulator using Xcode 16.1 beta 2 (16B5014f), RealityKit logs the warnings included below to the console. I see similar warnings on the device, running iOS 18.0. Should I be concerned about any of these warnings? Please let me know if I should submit feedback reporting this issue. Thank you. Could not locate file 'default-binaryarchive.metallib' in bundle. Registering library (/Library/Developer/CoreSimulator/Volumes/iOS_22B5045f/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 18.1.simruntime/Contents/Resources/RuntimeRoot/System/Library/PrivateFrameworks/CoreRE.framework/default.metallib) that already exists in shader manager. Library will be overwritten. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/suFeatheringCreateMergedOcclusionMask.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arKitPassthrough.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arSegmentationComposite.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute0.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute1.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute2.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute3.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute4.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute5.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute6.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute7.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute8.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute9.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute10.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute11.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute12.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. ... Compiler failed to build request makeRenderPipelineState failed [reading from a rendertarget is not supported]. Pipeline for technique meshShadowCasterProgrammableBlending failed compilation!
1
0
379
Oct ’24
0.5 zoom on RealityKit back camera
My app uses RealityKit with an arView with World tracking and a scene construction mesh. Working well. As I understand it, the default camera selection using ARIkit, is ultra wide camera. However, in the camera app, there is a 0.5 option to increase the field of view further. Is there any way to enable this 0.5x option using code? Or any control over FOV using RealityKit and a mesh? Thanks!
2
0
404
Oct ’24
Mac crashing
Hi, everytime I try to run Minecraft Launcher theres a bunch of code that comes up? It ran fine about a month ago but now I cant even open the app, it wont let me copy all of the code but it does say this ""PC register does not match crashing frame (0x0 vs 0x10B338024)"". My Mac is fully up to date, I have deleted and reinstalled Minecraft numerous times ut it continues to display a large amount of code with nothing to fix it. Could someone help me fix it or recommend anything I can do to fix it?
1
0
313
Oct ’24
SceneKit Animations Transition Abruptly on iOS 18 Device, but Smooth in Simulator
Hi Friends! I’m facing an issue with SceneKit. I’m developing a 3D mobile game. I have a character 3D model and several skeletal animations CAAnimation. I import both the model and the animations from Maya in *.dae format. The character’s animations play continuously one after the other, with each new animation being triggered randomly. The transition between animations makes smoothly by setting the fadeInDuration and fadeOutDuration properties. Here’s an example of the code: import UIKit import QuartzCore import SceneKit class TestAnimationController: UIViewController { var bodyNode: SCNNode? override func viewDidLoad() { super.viewDidLoad() let scnView = SCNView(frame: self.view.bounds) scnView.backgroundColor = .black // Set your desired background color scnView.autoresizingMask = [.flexibleWidth, .flexibleHeight] let scene = SCNScene(named: "art.scnassets/scene/Base_room/ROOM5.scn")! bodyNode = collada2SCNNode(filepath: "art.scnassets/female/girl_body_races.dae")! bodyNode?.renderingOrder = 10 scene.rootNode.addChildNode(bodyNode!) playIdleAnimation() scnView.scene = scene // Assign the scene to the SCNView self.view.addSubview(scnView) // Add the SCNView to your main view) } func collada2SCNNode(filepath:String) -> SCNNode? { if let scene = SCNScene(named: filepath) { let node = scene.rootNode.childNodes[0] return node } else { return nil } } func playIdleAnimation() { let array = [ "art.scnassets/female/animations/idle/girl_idle_4.dae", "art.scnassets/female/animations/idle/girl_idle1.dae", "art.scnassets/female/animations/idle/girl_idle2.dae", "art.scnassets/female/animations/idle/Girl_idle3.dae", ] let animation = CAAnimation.animationWithSceneNamed(array.randomElement() ?? "")! self.setAnimationAdd( fadeInDuration: 1.0, fadeOutDuration: 1.0, keyTime: 0.99, animation, isLooped: false ) { [weak self] in guard let self = self else { return } try? self.playBoringAnimations() } } func playBoringAnimations() { let array = [ "art.scnassets/female/animations/boring/girl_boring1.dae", "art.scnassets/female/animations/boring/girl_boring2.dae", "art.scnassets/female/animations/boring/girl_boring3.dae", "art.scnassets/female/animations/boring/girl_boring4.dae", "art.scnassets/female/animations/boring/girl_boring5.dae", "art.scnassets/female/animations/boring/girl_boring6.dae", "art.scnassets/female/animations/boring/girl_boring8.dae" ] let animation = CAAnimation.animationWithSceneNamed(array.randomElement() ?? "")! self.setAnimationAdd( fadeInDuration: 1.0, fadeOutDuration: 1.0, keyTime: 0.99, animation, isLooped: false ) { [weak self] in guard let self = self else { return } try? self.playIdleAnimation() } } func setAnimationAdd(fadeInDuration : CGFloat, fadeOutDuration : CGFloat, keyTime : CGFloat, _ animation: CAAnimation, isLooped: Bool, completion: (() -> Void)?) { animation.fadeInDuration = fadeInDuration animation.fadeOutDuration = fadeOutDuration if !isLooped { animation.repeatCount = 1 } else { animation.repeatCount = Float.greatestFiniteMagnitude } animation.animationEvents = [ SCNAnimationEvent(keyTime: keyTime, block: { _, _, _ in completion?() }) ] bodyNode?.addAnimation(animation, forKey: "avatarAnimation") } } Everything worked perfectly until I updated to iOS 18. On a physical device, the animations now transition abruptly without the smooth blending that was present in earlier iOS versions. The switch between them is very noticeable, as if the fadeInDuration and fadeOutDuration parameters are being ignored. However, in the iOS 18 simulator, the animations still transition smoothly as before. Here two example videos - IOS 17.5 and IOS 18 https://youtube.com/shorts/jzoMRF4skAQ - IOS 17,5 smooth https://youtube.com/shorts/VJXrZzO9wl0 - IOS 18 not smooth I try this code in IOS 17.5, everything works fine Does anyone have any ideas on how to fix this issue?
0
0
279
Oct ’24
No smooth animation transition in IOS 18
Hi, I’m facing an issue with SceneKit. I’m developing a 3D mobile game. I have a character 3D model and several skeletal animations CAAnimation. I import both the model and the animations from Maya in *.dae format. The character’s animations play continuously one after the other, with each new animation being triggered randomly. The transition between animations makes smoothly by setting the fadeInDuration and fadeOutDuration properties. Here’s an example of the code: import UIKit import QuartzCore import SceneKit //---------------------- class TestAnimationController: UIViewController { var bodyNode: SCNNode? override func viewDidLoad() { super.viewDidLoad() let scnView = SCNView(frame: self.view.bounds) scnView.backgroundColor = .black // Set your desired background color scnView.autoresizingMask = [.flexibleWidth, .flexibleHeight] let scene = SCNScene(named: "art.scnassets/scene/Base_room/ROOM5.scn")! bodyNode = collada2SCNNode(filepath: "art.scnassets/female/girl_body_races.dae")! bodyNode?.renderingOrder = 10 scene.rootNode.addChildNode(bodyNode!) playIdleAnimation() scnView.scene = scene // Assign the scene to the SCNView self.view.addSubview(scnView) // Add the SCNView to your main view) } func collada2SCNNode(filepath:String) -> SCNNode? { if let scene = SCNScene(named: filepath) { let node = scene.rootNode.childNodes[0] return node } else { return nil } } func playIdleAnimation() { let array = [ "art.scnassets/female/animations/idle/girl_idle_4.dae", "art.scnassets/female/animations/idle/girl_idle1.dae", "art.scnassets/female/animations/idle/girl_idle2.dae", "art.scnassets/female/animations/idle/Girl_idle3.dae", ] let animation = CAAnimation.animationWithSceneNamed(array.randomElement() ?? "")! self.setAnimationAdd( fadeInDuration: 1.0, fadeOutDuration: 1.0, keyTime: 0.99, animation, isLooped: false ) { [weak self] in guard let self = self else { return } try? self.playBoringAnimations() } } func playBoringAnimations() { let array = [ "art.scnassets/female/animations/boring/girl_boring1.dae", "art.scnassets/female/animations/boring/girl_boring2.dae", "art.scnassets/female/animations/boring/girl_boring3.dae", "art.scnassets/female/animations/boring/girl_boring4.dae", "art.scnassets/female/animations/boring/girl_boring5.dae", "art.scnassets/female/animations/boring/girl_boring6.dae", "art.scnassets/female/animations/boring/girl_boring8.dae" ] let animation = CAAnimation.animationWithSceneNamed(array.randomElement() ?? "")! self.setAnimationAdd( fadeInDuration: 1.0, fadeOutDuration: 1.0, keyTime: 0.99, animation, isLooped: false ) { [weak self] in guard let self = self else { return } try? self.playIdleAnimation() } } func setAnimationAdd(fadeInDuration : CGFloat, fadeOutDuration : CGFloat, keyTime : CGFloat, _ animation: CAAnimation, isLooped: Bool, completion: (() -> Void)?) { animation.fadeInDuration = fadeInDuration animation.fadeOutDuration = fadeOutDuration if !isLooped { animation.repeatCount = 1 } else { animation.repeatCount = Float.greatestFiniteMagnitude } animation.animationEvents = [ SCNAnimationEvent(keyTime: keyTime, block: { _, _, _ in completion?() }) ] bodyNode?.addAnimation(animation, forKey: "avatarAnimation") } } Everything worked perfectly until I updated to iOS 18. On a physical device, the animations now transition abruptly without the smooth blending that was present in earlier iOS versions. The switch between them is very noticeable, as if the fadeInDuration and fadeOutDuration parameters are being ignored. However, in the iOS 18 simulator, the animations still transition smoothly as before. Here two example videos - IOS 17.5 and IOS 18 https://youtube.com/shorts/jzoMRF4skAQ - IOS 17,5 smooth https://youtube.com/shorts/VJXrZzO9wl0 - IOS 18 not smooth
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1
234
Oct ’24
Aligning Camera Feed with User Perspective in Apple Vision Pro
I am currently working on a project where I aim to overlay the camera feed obtained via the Apple Vision Pro's camera access API to align perfectly with the user's perspective in Vision Pro. However, I've noticed a discrepancy between the captured camera feed and the actual view from the user's perspective. My assumption is that this difference might be related to lens distortion correction or the lack thereof. Unfortunately, I'm not entirely sure how the camera feed is being corrected or processed. For the overlay, I'm using a typical 3D CG approach where a texture captured from the background plane is projected onto a surface. In this case, the "background capture" is the camera feed that I'm projecting. If anyone has insights or suggestions on how to align the camera feed with the user's perspective more accurately, any information would be greatly appreciated. Attached image shows what difference between the camera feed and actual user's perspective field of view. I want to align the camera feed image to the user's perspective.
1
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390
Aug ’24
Change zFar in RealityView
I am working on a RealityView on iOS 18 that needs to render objects farther away than 1,000 meters. My app is used outside in open areas. I am using RealityView with content.camera = .spatialTracking and I have turned off occlusion, collisions, and plane detection with a simple scene understanding like this. let configuration = SpatialTrackingSession.Configuration( tracking: [.camera], sceneUnderstanding: [], //We don't want occlusions, collisions, etc camera: .back) let session = SpatialTrackingSession() if let unavailable = await session.run(configuration) { print("unavailable \(unavailable)") } Is this possible with spatialTracking with RealityView or with ARView? I have my RealityView working on visionOS inside an ImmersiveSpace. On visionOS I don't have the camera as a passthrough, it is virtual scene and it has wold tracking set up via the WorldTrackingProvider and I can render objects father away than 1000 meters. I would like to do the same thing on iOS. I don't need to have the camera pass through, but I do need to have the world tracking. I see that PerspectiveCameraComponent lets me set the near and far clipping planes, but I don't see how I can use that camera with world tracking.
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327
Oct ’24