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Unity Apple Plugin GameKit Error 37 when sending build to app review
I'm using the Apple Unity Plugins to use Game Center to authenticate Playfab accounts for my game and when I test this on testflight, everything works fine for me and the people I've tested with, however, when I send the build to review, they are getting GameKitException 37 which states "This game is not listed in a marketplace that supports Game Center" and upon further research I found this page https://developer.apple.com/documentation/gamekit/gkerror/code/appunlisted which I'm assuming is the same thing. This seems to suggest that I need my app to be listed on the App Store which is strange because this has created a what comes first, the chicken or the egg problem. I need to pass review to get the game listed in the App Store and they can't test the game because accounts cannot be authenticated with Game Center which apparently needs to be listed on the App Store. So far, I can't find the reason why this doesn't happen on testflight and only happens when I send it to review. I opened a ticket to Apple Developer Support and haven't recieved a response. I asked app review about it and they replied "Hello, Thank you for your response. Since all apps must pass App Review before they can be approved, it should not be necessary to have a "store page". We look forward to reviewing your app once all issues have been addressed and the new build has been received and queued for review. Best regards, App Review" Which doesn't really help me. I am quite pressed for time and I really need assistance in resolving this issue which I cannot replicate. Has anyone encountered this issue or know how to solve it?
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Game Center leaderboard works on TestFlight not on live app
I have a VisionOS app that uses a Game Center Leaderboard. On 'appear' of my content view, I check authentication, and if the user is auth'd, I display a 'leaderboard' button. This works on development / TestFlight – the little floating 'Game Center logged-in' pop up shows up when the app runs, and the button appears. Tapping the button opens the leaderboard, and I can tap over to 'global' and see everyone's scores. However, the app launched today on the App Store, and I'm having some issues. The leaderboard button isn't showing up, meaning that the auth call is probably failing silently. Not sure why. If I log out of Game Center on the device, and re-open the app, I'm able to auth and see my leaderboard button. Once I've done that, the leaderboard seems busted. On App Store Connect I can see the values that I expect (high scores from my beta test flight). But, on the production app, the leaderboard is just empty. And there's no 'global' tab to tap on. Wondering if this is a propagation issue? Like, does it take time to roll out the Game Center entitlements when the app is live? I'm going to distribute promo codes to try and get some more people with the App Store version testing for me to see what happens for them. Any help appreciated!
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Why do I get a “Texture usage flags mismatch” shader validation error when declaring an imageblock in a compute pass?
Suppose I want to draw a red rectangle onto my render target using a compute shader. id<MTLComputeCommandEncoder> encoder = [commandBuffer computeCommandEncoder]; [encoder setComputePipelineState:pipelineState]; simd_ushort2 position = simd_make_ushort2(100, 100); simd_ushort2 size = simd_make_ushort2(50, 50); [encoder setBytes:&position length:sizeof(position) atIndex:0]; [encoder setTexture:drawable.texture atIndex:0]; [encoder dispatchThreads:MTLSizeMake(size.x, size.y, 1) threadsPerThreadgroup:MTLSizeMake(32, 32, 1)]; [encoder endEncoding]; #include <metal_stdlib> using namespace metal; kernel void Compute(ushort2 position_in_grid [[thread_position_in_grid]], constant ushort2 &position, texture2d<half, access::write> texture) { texture.write(half4(1, 0, 0, 1), position_in_grid + position); } This works just fine: Now, say for whatever reason I want to start using imageblocks in my compute kernel. First, I set the imageblock size on the CPU side: id<MTLComputeCommandEncoder> encoder = [commandBuffer computeCommandEncoder]; [encoder setComputePipelineState:pipelineState]; MTLSize threadgroupSize = MTLSizeMake(32, 32, 1); [encoder setImageblockWidth:threadgroupSize.width height:threadgroupSize.height]; simd_ushort2 position = simd_make_ushort2(100, 100); simd_ushort2 size = simd_make_ushort2(50, 50); [encoder setBytes:&position length:sizeof(position) atIndex:0]; [encoder setTexture:drawable.texture atIndex:0]; MTLSize gridSize = MTLSizeMake(size.x, size.y, 1); [encoder dispatchThreads:gridSize threadsPerThreadgroup:threadgroupSize]; And then I update the compute kernel to simply declare the imageblock – note I never actually read from or write to it: #include <metal_stdlib> using namespace metal; struct Foo { int foo; }; kernel void Compute(ushort2 position_in_grid [[thread_position_in_grid]], constant ushort2 &position, texture2d<half, access::write> texture, imageblock<Foo> imageblock) { texture.write(half4(1, 0, 0, 1), position_in_grid + position); } And now out of nowhere Metal’s shader validation starts complaining about mismatched texture usage flags: 2024-06-22 00:57:15.663132+1000 TextureUsage[80558:4539093] [GPUDebug] Texture usage flags mismatch executing kernel function "Compute" encoder: "1", dispatch: 0 2024-06-22 00:57:15.672004+1000 TextureUsage[80558:4539093] [GPUDebug] Texture usage flags mismatch executing kernel function "Compute" encoder: "1", dispatch: 0 2024-06-22 00:57:15.682422+1000 TextureUsage[80558:4539093] [GPUDebug] Texture usage flags mismatch executing kernel function "Compute" encoder: "1", dispatch: 0 2024-06-22 00:57:15.687587+1000 TextureUsage[80558:4539093] [GPUDebug] Texture usage flags mismatch executing kernel function "Compute" encoder: "1", dispatch: 0 2024-06-22 00:57:15.698106+1000 TextureUsage[80558:4539093] [GPUDebug] Texture usage flags mismatch executing kernel function "Compute" encoder: "1", dispatch: 0 The texture I’m writing to comes from a CAMetalDrawable whose associated CAMetalLayer has framebufferOnly set to NO. What am I missing?
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Unity GameCenter Leaderboard issue
Hey, i have created a game in unity with the apple core and apple gamekit plugins present. I setup 5 leaderboards on the app store connect. I made a unity build and did the whole testflight build loop to test everything. When i open my gamecenter panel via the button i see my leaderboards but they show as MISSING TITLE which is weird because i have for sure set them up correctly they have a leaderboard reference name and leaderboard id as well. When debugging i can see that when i call my submit score function it gets submitted with no error but then i also dont see the score appear anywhere . Keep in mind the leaderboards are not live and are being tested on testflight first
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RealityKit on 2D devices with new betas
Hi all, I'm playing around with RealityKit to see if I can re-use the content for both iOS/macOS and visionOS with the new betas. For the 2D devices, I'm looking at a more traditional, non AR setup. I've fallen over at the first hurdle; dragging an object around on a plane just as a test of how things all work. I was trying to unproject from a plane to the view/window co-ordinates and move the box around based on the result. The code below works if I angle the plane, weirdly; but not if the plane (as I understand it) is 'flat' on the ground. Am I doing this the wrong way? It behaves in a similar fashion with both the default PerspectiveCameraComponent and OrthographicCameraComponent. import SwiftUI import RealityKit struct ContentView: View { var body: some View { RealityView { content in let cubemesh = MeshResource.generateBox(size: 0.2, cornerRadius: 0.05) let cubeModel = ModelEntity(mesh: cubemesh) cubeModel.generateCollisionShapes(recursive: false) cubeModel.components.set(InputTargetComponent()) content.add(cubeModel) let cameraEntity = Entity() cameraEntity.components.set(OrthographicCameraComponent()) //cameraEntity.components.set(PerspectiveCameraComponent()) let cameraPosition: SIMD3<Float> = [10, 10, 5] let target: SIMD3<Float> = .zero cameraEntity.look(at: target, from: cameraPosition, relativeTo: nil) content.add(cameraEntity) } .gesture(DragGesture(coordinateSpace: .global) .targetedToAnyEntity() .onChanged() { value in let planeTransform = Transform(scale: SIMD3<Float>(1, 1, 1), rotation: simd_quatf(angle: 0, axis: SIMD3<Float>(0, 1, 0)), translation: SIMD3<Float>(0, 0, -1)) print(planeTransform.matrix) #if !os(visionOS) if let placementPosition = value.unproject(value.location, from: .global, to: .scene, ontoPlane: (planeTransform.matrix)) { print("projected value:", placementPosition) value.entity.position.x = placementPosition.x value.entity.position.y = placementPosition.y value.entity.position.z = 0 } #endif print(value.location) }) } } #if os(visionOS) #Preview("3D Device", windowStyle: .volumetric) { if #available(visionOS 2.0, *) { ContentView() .volumeBaseplateVisibility(.visible) .frame(depth: 1300) .frame(width: 1280) .frame(height: 1280) } else { ContentView() } } #else #Preview("2D Device") { ContentView() } #endif
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Permission denied: GenerativeFunctionMetrics
A sample of some error messages that are presented in the Xcode log for executon of a program. There is nothing in the messages that will help identify a component as the origin of the message, nor is there a locatable derinition for the various labels and fields of the text. What component or even framework does this set of messages originate? Your search engine is useless because it returns gibberish. It doesn’t even follow the common behavior of SEARCH ENGINES because it takes label strings compounded from common words and searches for the common word instead of using the catenated string that is the internal variable name that is in the text. 2024-06-22 19:45:58.089943-0500 RoomPlanExampleApp[733:30145] [ClientDonation] (+[PPSClientDonation isRegisteredSubsystem:category:]) Permission denied: GenerativeFunctionMetrics / ANEInferenceOperationPrepareForEncode. I am looking for a definition of the error with a way to locate the context in which the error occurs. 2024-06-22 19:45:58.089967-0500 RoomPlanExampleApp[733:30145] [ClientDonation] (+[PPSClientDonation sendEventWithIdentifier:payload:]) Invalid inputs: payload={ aneModelPath = "/System/Library/PrivateFrameworks/RoomScanCore.framework/PrecompiledModels/lcnn_floorplan_model.bundle/H14G.bundle/main/segment_0__ane/net.hwx"; bundleIdentfier = "com.example.apple-samplecode.RoomPlanExampleApp9QSS565686"; } 2024-06-22 19:45:58.094770-0500 RoomPlanExampleApp[733:30145] [ClientDonation] (+[PPSClientDonation sendEventWithIdentifier:payload:]) Invalid inputs: payload={ bundleIdentfier = "com.example.apple-samplecode.RoomPlanExampleApp9QSS565686"; e5FunctionName = main; numSegments = 1; }
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Game Can't Open (Cookie Run Kingdom)
Recently started playing this game, when I restarted my computer once it glitched out and when I tried to open it again, it said "last time you opened this app, it was force quit. Do you want to reopen it?" then the app closes itself immediately. How can I fix this? How can I remove the caches?
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Xcode memory meter goes to high while converting USDZ file to scn file by programatically
We have requirement adding usdz file to UIView and showing the it’s content and archive the data and save to file. When user open the file, we need to unarchive that usdz content and binding with UIView and showing it to user. Initially, we created SCNScene object passing usdz file url like below. do { usdzScene = try SCNScene(url: usdzUrl) } catch let error as NSError { print(error) } Since SCNScene support to NSSecureCoding protocol , we directly archive that object and save it file and load back it from file and created SCNScene object using NSKeyedUnarchiver process. But for some files, we realised high memory consumption while archiving the SCNScene object using below line. func encode(with coder: NSCoder) { coder.encode(self.scnScene, forKey: "scnScene") } File referene link : toy_drummer_idle.usdz When we analyse apple documentation (check discussion section) , it said, scn file extension is the fastest format for processing than the usdz. So we used SCNSecne write to feature for creating scn file from given usdz file. After that, When we do the archive SCNScene object that was created by sun file url, the archive process is more faster and it will not take high memory as well. It is really faster previous case now. But unfortunately, SCNScene write method will take lot of time for this conversion and memory meter is also going high and it will be caused to app crash as well. I check the output file size as well. The given usdz file size is 18MB and generated scn file size is 483 MB. But SCNScene archive process is so fast. Please, analyse this case and please, provide some guideline how we can optimise this behaviour. I really appreciate your feedback. Full Code: import UIKit import SceneKit class ViewController: UIViewController { var scnView: SCNView? var usdzScene: SCNScene? var scnScene: SCNScene? lazy var exportButton: UIButton = { let btn = UIButton(type: UIButton.ButtonType.system) btn.tag = 1 btn.backgroundColor = UIColor.blue btn.addTarget(self, action: #selector(buttonPressed(_:)), for: .touchUpInside) btn.setTitle("USDZ to SCN", for: .normal) btn.setTitleColor(.white, for: .normal) btn.layer.borderColor = UIColor.gray.cgColor btn.titleLabel?.font = .systemFont(ofSize: 20) btn.translatesAutoresizingMaskIntoConstraints = false return btn }() func deleteTempDirectory(directoryName: String) { let tempDirectoryUrl = URL(fileURLWithPath: NSTemporaryDirectory()) let tempDirectory = tempDirectoryUrl.appendingPathComponent(directoryName, isDirectory: true) if FileManager.default.fileExists(atPath: URL(string: tempDirectory.absoluteString)!.path) { do{ try FileManager.default.removeItem(at: tempDirectory) } catch let error as NSError { print(error) } } } func createTempDirectory(directoryName: String) -> URL? { let tempDirectoryUrl = URL(fileURLWithPath: NSTemporaryDirectory()) let toBeCreatedDirectoryUrl = tempDirectoryUrl.appendingPathComponent(directoryName, isDirectory: true) if !FileManager.default.fileExists(atPath: URL(string: toBeCreatedDirectoryUrl.absoluteString)!.path) { do{ try FileManager.default.createDirectory(at: toBeCreatedDirectoryUrl, withIntermediateDirectories: true, attributes: nil) } catch let error as NSError { print(error) return nil } } return toBeCreatedDirectoryUrl } @IBAction func buttonPressed(_ sender: UIButton){ let scnFolderName = "SCN" let scnFileName = "3D" deleteTempDirectory(directoryName: scnFolderName) guard let scnDirectoryUrl = createTempDirectory(directoryName: scnFolderName) else {return} let scnFileUrl = scnDirectoryUrl.appendingPathComponent(scnFileName).appendingPathExtension("scn") guard let usdzScene else {return} let result = usdzScene.write(to: scnFileUrl, options: nil, delegate: nil, progressHandler: nil) if (result) { print("exporting process is success.") } else { print("exporting process is failed.") } } override func viewDidLoad() { super.viewDidLoad() let usdzUrl: URL? = Bundle.main.url(forResource: "toy_drummer_idle", withExtension: "usdz") guard let usdzUrl else {return} do { usdzScene = try SCNScene(url: usdzUrl) } catch let error as NSError { print(error) } guard let usdzScene else {return} scnView = SCNView(frame: .zero) guard let scnView else {return} scnView.translatesAutoresizingMaskIntoConstraints = false self.view.addSubview(scnView) self.view.addSubview(exportButton) NSLayoutConstraint.activate([ scnView.leadingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.leadingAnchor), scnView.trailingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.trailingAnchor), scnView.topAnchor.constraint(equalTo: view.safeAreaLayoutGuide.topAnchor), scnView.bottomAnchor.constraint(equalTo: view.safeAreaLayoutGuide.bottomAnchor, constant: -30), exportButton.widthAnchor.constraint(equalToConstant: 200), exportButton.heightAnchor.constraint(equalToConstant: 40), exportButton.centerXAnchor.constraint(equalTo: view.safeAreaLayoutGuide.centerXAnchor), exportButton.bottomAnchor.constraint(equalTo: view.safeAreaLayoutGuide.bottomAnchor), ]) DispatchQueue.main.asyncAfter(deadline: .now() + 0.01) {[weak self] in guard let self else {return} loadModel(scene: usdzScene) } } func loadModel(scene: SCNScene){ guard let scnView else {return} scnView.autoenablesDefaultLighting = true scnView.scene = scene scnView.allowsCameraControl = true } } ![]("https://developer.apple.com/forums/content/attachment/5ff0197b-7e0b-4efe-b295-cc205c73dc02" "title=Screenshot 2024-06-20 at 12.23.40.png;width=1712;height=1013")
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Game porting toolkit 1.0.3 to 1.1 update error
It show the following : ==> Upgrading apple/apple/game-porting-toolkit 1.0.3 -> 1.1 ==> Staging /Users/mtahin07/Library/Caches/Homebrew/downloads/7baed2a6fd34b4a641 ==> Patching ==> /private/tmp/game-porting-toolkit-20240619-16666-si8pyg/wine/configure --pre ==> make Last 15 lines from /Users/mtahin07/Library/Logs/Homebrew/game-porting-toolkit/02.make: /private/tmp/game-porting-toolkit-20240619-16666-si8pyg/wine/dlls/crypt32/unixlib.c:641:23: error: use of undeclared identifier 'noErr' if (status == noErr) ^ /private/tmp/game-porting-toolkit-20240619-16666-si8pyg/wine/dlls/crypt32/unixlib.c:647:31: warning: this function declaration is not a prototype [-Wstrict-prototypes] if ((status = SecItemExport(cert, kSecFormatX509Cert, 0, NULL, &certData)) == noErr) ^ /private/tmp/game-porting-toolkit-20240619-16666-si8pyg/wine/dlls/crypt32/unixlib.c:647:51: error: use of undeclared identifier 'kSecFormatX509Cert' if ((status = SecItemExport(cert, kSecFormatX509Cert, 0, NULL, &certData)) == noErr) ^ /private/tmp/game-porting-toolkit-20240619-16666-si8pyg/wine/dlls/crypt32/unixlib.c:647:95: error: use of undeclared identifier 'noErr' if ((status = SecItemExport(cert, kSecFormatX509Cert, 0, NULL, &certData)) == noErr) ^ 2 warnings and 7 errors generated. make: *** [dlls/crypt32/unixlib.o] Error 1 make: *** Waiting for unfinished jobs.... If reporting this issue please do so to (not Homebrew/brew or Homebrew/homebrew-core): apple/apple I can't verify what error occur
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Elapsed scene time used in custom shader uniform
If you create a custom shader you get access to a collection of uniform values, one is the uniforms::time() parameter which is defined as "the number of seconds that have elapsed since RealityKit began rendering the current scene" in this doc: https://developer.apple.com/metal/Metal-RealityKit-APIs.pdf Is there some way to get this value from Swift code? I want to animate a value in my shader based on the time so I need to get the starting time value so I can interpolate the animation offset from that point. If I create a System in the update() function I get a SceneUpdateContext instance and that has a deltaTime property but not an elapsedTime property which I would assume would map to the shader time() value.
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App using MetalKit creates many IOSurfaces in rapid succession, causing MTKView to freeze and app to hang
I've got an iOS app that is using MetalKit to display raw video frames coming in from a network source. I read the pixel data in the packets into a single MTLTexture rows at a time, which is drawn into an MTKView each time a frame has been completely sent over the network. The app works, but only for several seconds (a seemingly random duration), before the MTKView seemingly freezes (while packets are still being received). Watching the debugger while my app was running revealed that the freezing of the display happened when there was a large spike in memory. Seeing the memory profile in Instruments revealed that the spike was related to a rapid creation of many IOSurfaces and IOAccelerators. Profiling CPU Usage shows that CAMetalLayerPrivateNextDrawableLocked is what happens during this rapid creation of surfaces. What does this function do? Being a complete newbie to iOS programming as a whole, I wonder if this issue comes from a misuse of the MetalKit library. Below is the code that I'm using to render the video frames themselves: class MTKViewController: UIViewController, MTKViewDelegate { /// Metal texture to be drawn whenever the view controller is asked to render its view. private var metalView: MTKView! private var device = MTLCreateSystemDefaultDevice() private var commandQueue: MTLCommandQueue? private var renderPipelineState: MTLRenderPipelineState? private var texture: MTLTexture? private var networkListener: NetworkListener! private var textureGenerator: TextureGenerator! override public func loadView() { super.loadView() assert(device != nil, "Failed creating a default system Metal device. Please, make sure Metal is available on your hardware.") initializeMetalView() initializeRenderPipelineState() networkListener = NetworkListener() textureGenerator = TextureGenerator(width: streamWidth, height: streamHeight, bytesPerPixel: 4, rowsPerPacket: 8, device: device!) networkListener.start(port: NWEndpoint.Port(8080)) networkListener.dataRecievedCallback = { data in self.textureGenerator.process(data: data) } textureGenerator.onTextureBuiltCallback = { texture in self.texture = texture self.draw(in: self.metalView) } commandQueue = device?.makeCommandQueue() } public func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) { /// need implement? } public func draw(in view: MTKView) { guard let texture = texture, let _ = device else { return } let commandBuffer = commandQueue!.makeCommandBuffer()! guard let currentRenderPassDescriptor = metalView.currentRenderPassDescriptor, let currentDrawable = metalView.currentDrawable, let renderPipelineState = renderPipelineState else { return } currentRenderPassDescriptor.renderTargetWidth = streamWidth currentRenderPassDescriptor.renderTargetHeight = streamHeight let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: currentRenderPassDescriptor)! encoder.pushDebugGroup("RenderFrame") encoder.setRenderPipelineState(renderPipelineState) encoder.setFragmentTexture(texture, index: 0) encoder.drawPrimitives(type: .triangleStrip, vertexStart: 0, vertexCount: 4, instanceCount: 1) encoder.popDebugGroup() encoder.endEncoding() commandBuffer.present(currentDrawable) commandBuffer.commit() } private func initializeMetalView() { metalView = MTKView(frame: CGRect(x: 0, y: 0, width: streamWidth, height: streamWidth), device: device) metalView.delegate = self metalView.framebufferOnly = true metalView.colorPixelFormat = .bgra8Unorm metalView.contentScaleFactor = UIScreen.main.scale metalView.autoresizingMask = [.flexibleWidth, .flexibleHeight] view.insertSubview(metalView, at: 0) } /// initializes render pipeline state with a default vertex function mapping texture to the view's frame and a simple fragment function returning texture pixel's value. private func initializeRenderPipelineState() { guard let device = device, let library = device.makeDefaultLibrary() else { return } let pipelineDescriptor = MTLRenderPipelineDescriptor() pipelineDescriptor.rasterSampleCount = 1 pipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm pipelineDescriptor.depthAttachmentPixelFormat = .invalid /// Vertex function to map the texture to the view controller's view pipelineDescriptor.vertexFunction = library.makeFunction(name: "mapTexture") /// Fragment function to display texture's pixels in the area bounded by vertices of `mapTexture` shader pipelineDescriptor.fragmentFunction = library.makeFunction(name: "displayTexture") do { renderPipelineState = try device.makeRenderPipelineState(descriptor: pipelineDescriptor) } catch { assertionFailure("Failed creating a render state pipeline. Can't render the texture without one.") return } } } My question is simply: what gives?
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Can I get a point on a texture in realityKit on VisionOS?
Hi, I am currently considering porting my AR game from SceneKit to RealityKit so it appears in 3D on Vision OS, but one crucial question to knonw if it can even be ported is: I need a tap on a 3D Model that is than translated into a tap onto the texture of that model. On visionOS this would be the gaze of the person so the question is if I can get the point of a texture is user is looking at (optimally always to I can have a hover effect, but if not at least when tapping the finger together). If that is not possible, is it possible to touch a reality kit object and get the location of that on the texture? All the best Christoph
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Error: apple/apple/game-porting-toolkit 1.1 did not build
I was trying update gptk, so i removed the old one ( installed by Xcode 15.0 ) and reinstalled it, but accuired a issue: Error: apple/apple/game-porting-toolkit 1.1 did not build Logs: /Users/CASEM/Library/Logs/Homebrew/game-porting-toolkit/00.options.out /Users/CASEM/Library/Logs/Homebrew/game-porting-toolkit/01.configure /Users/CASEM/Library/Logs/Homebrew/game-porting-toolkit/01.configure.cc /Users/CASEM/Library/Logs/Homebrew/game-porting-toolkit/02.make /Users/CASEM/Library/Logs/Homebrew/game-porting-toolkit/wine64-build If reporting this issue please do so to (not Homebrew/brew or Homebrew/homebrew-core): apple/apple Error: Your Xcode (15.0) is outdated. Please update to Xcode 15.4 (or delete it). Xcode can be updated from the App Store. So I upgrade the Xcode to 15.4 by app store and still encountered: Error: apple/apple/game-porting-toolkit 1.1 did not build Logs: /Users/CASEM/Library/Logs/Homebrew/game-porting-toolkit/00.options.out /Users/CASEM/Library/Logs/Homebrew/game-porting-toolkit/01.configure /Users/CASEM/Library/Logs/Homebrew/game-porting-toolkit/01.configure.cc /Users/CASEM/Library/Logs/Homebrew/game-porting-toolkit/02.make /Users/CASEM/Library/Logs/Homebrew/game-porting-toolkit/wine64-build If reporting this issue please do so to (not Homebrew/brew or Homebrew/homebrew-core): apple/apple I've been reading some post says use 15.1, but still get same error report. What should I do next? Any help woulbe appreciated.
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How to reduce draw call count in RealityKit
I'm trying to render a large number of entities, it looks like each ModelEntity causes a draw call, even if you share the ModelComponent so each Entity shares the mesh and materials. I tried to use the MeshInstanceCollection inside MeshResource to generate a large number of objects in the scene, the code works and draws many objects but the draw count is still one call per instance, this seems strange I would assume it should only be one draw call for the single entity since I have specified to use instancing in the resource. Has anybody else successfully used instancing in RealityKit to draw a large number go Entities (maybe around 10,000) or drawn this amount of items successfully with 60fps any other way? Here is some sample code that draws 100 cubes using instancing but still causes 100 draw calls. func instanceTest(scene: RealityKit.Scene) { var resource = MeshResource.generateBox(size: 0.2) var contents = MeshResource.Contents() contents.models = resource.contents.models var arr: [MeshResource.Instance] = [] var matrix = matrix_identity_float4x4 matrix[3, 0] = 0.5 for i in 0..<100 { let inst = MeshResource.Instance(id: "\(i)", model: "MeshModel", at: matrix) arr.append(inst) } contents.instances = MeshInstanceCollection(arr) let updatedResource = try? MeshResource.generate(from: contents) let unlitMaterial = UnlitMaterial(color: .red) let modelEntity = ModelEntity( mesh: updatedResource!, materials: [unlitMaterial] ) let anchor = AnchorEntity() anchor.addChild(modelEntity) scene.addAnchor(anchor) }
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Couldnt link game on game center
my game center account are linked both on my ipad and iphone but the activity on the game center didnt update when i play games on my ipad. It only linked to games on my phone. So all the games i‘ve downloaded on my ipad arent linked to the game center. Is there any solution so that the games i‘ve downloaded on my ipad could link to the game center? i have tried to turn on and off both on my ipad and iphone but it still only linked to the phone.
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