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Does anyone have a working example on how to play OGG files with swift? I've been trying for over a year now. I was able to wrap the C Vorbis library in swift. I then used it to parse an OGG file successfully. Then I was required to use Obj-C\++ to fill the PCM because this method seems to only be available in C\++ and that part hangs my app for a good 40 seconds to several minutes depending on the audio file, it then plays for about 2 seconds and then crashes. I can't get the examples on the Vorbis site to work in objective-c and i tried every example on github I could find (most of which are for iOS - I want to play the files on mac) I also tried using Cricket Audio framework below. https://github.com/sjmerel/ck It has a swift example and it can play their proprietary soundbank format but it is also supposed to play OGG and it just doesn't do anything when trying to play OGG as you can see in the posted issue https://github.com/sjmerel/ck/issues/3 Right now I believe every player that can play OGGs on mac is written in Objective-C or C++. Anyway, any help/advice is appreciated. OGG format is very prevalent in the gaming community. I could use unity, which I believe plays oggs through the mono framework but I really really want to stay in swift.
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Whenever I'm on this site on Safari and I log in, after a little while pages will load very very slow or not at all and reeplies to posts will fail over and over. In general this website becomes unusable under safari and upon restarting (i can't just log out because that won't work either) Safari, everything works again. This affects the documentation pages too, not just the forums. So I'll quit, log in, try to put in my post as fast as possible before I can't anymore. I usually copy and paste my post before hitting submit incase my time has ran out.
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i haven't even edited the template file and this happens. steps: Create visonOS app from template the immersive view previews and it show 3d objects Select the realitykit package and Click 'open in reality composer pro' Change color of material and save go back to xcode result: file no longer previews and i get the error in the title like that's it, how do i edit 3d files?
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This is really frustrating. i know in SceneKit editor in Xcode there is an option to select a uv channel to apply a texture to, but i can't see how to bring in a model with multiple UVs i'm working in cinema 4d, i can add multiple uv tags and export as FBX and it keeps multiple UV channels intact. But i can't import FBX into SceneKit. Other formats like USD (ugh), Collada, etc only keep 1 channel map. does anyone know the correct workflow to go from C4D to SceneKit with multiple maps per model?
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I have particle emitters that only play once, like say a Poof animation. The particlesystem plays once as expected as soon as it is added to a node. But once it has play, how do I play it again on demand? The way I've been doing it is to add the particle system every time I want it to play. is this the right way? particlesystem.reset() doesn't start the life cycle back around. my problem with adding the particle every time is I've had situations when the systems keep adding on. So I remove the system and then add it again which can get complicated when dealing with multiple systems on the same node. anyway, is there another way?
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I was using OBJs as references and also as imports for my game and in the latest xcode the scenekit editor just displays OBJ scenes as blank. These files were already in my project and worked before. I can preview them in finder just fine. Also when I drag them in as reference it makes a reference but again it's just blank. there is no convenient way to go from maya to USD (i go through way too many iterations to go through the converting process). DAE files come in with all the hierarchies but the pivot points get moved to the bottom right of every object which makes it very difficult to work with for animations and generally moving things around when the pivot is not where it's suppose to be I've tried grouping it under an empty node and then flattening to relocate the pivot, but then geometry completely disappears. i don't remember this being the behavior before. anyway, there is a lot wrong with the workflow. it shouldn't be this hard
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I have a game made in scenkit with spritekit overlays, I had never run it on high sierra before till today and all the label fields got replaced with random textures from my game. it is a complete mess. also the console said PBR textures aren't supported? is this right?
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I've been working on a game for a long time, and it runs without errors on 10.15, but I ran it on 10.14 and it crashes with this exception*** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: 'Can't find attribute named stat'"stat" is a relationship in my coredata model and I don't know how I would go about fixing something like that. I've already tried reamaking my model and it doesn't change. The thing is that I actually started this project in Mojave and the model hasn't changed since then.EDIT:So i think i figured it out, but not sure what to do about it. Here is what is going onI have 1 entity with a constraint of 1 Attribute (instrument) and a Relationship (stat). Constraints = stat, instrument. This works in Catalina, but it crashes in OSs before it, it gives me the error above. So basically in older OSs I can't use a realationship as a constraint.I'm not sure how important the constraint is, I could simply remove, but then the game crashes because the old database can't be migrated. So basically to get rid of the constraint and move on I either need to tell my users to delete all their game scores and progress, or maintain 2 different versions of the game, 1 for catalina and 1 for older OSsThis is a real bummer. Not sure if this is a new feature for Catalina or a bug. But I can't find it in the documentation.
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If I add an SKScene overlay it causes my scene to render continously at 60fps when there are no changes. the rendercountinously option is set at it's default (false) and the overlays .isPaused is set to true. Also there are no actions running on either the SKScene or SCNSceneIf I create an SKScene in code, add a few child nodes and us it as the overlay. Everything behaves as expected. The view only renders when there is some change to my scene. Is this maybe a bug?
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i've been working on a game for about a year now. i have a bunch of textures i load programmatically and they all have been working fine till i moved them to the art.scnassets folder. now i just get Failed to load : <C3DImagenot only do i get the error when referencing the textures i moved, but also any new texture file i add to my project, no matter what folder/group i stick it in.all files i add are available in the scenkit editor and i can assign them to geometry from there, but i need to do it in code.also dragging the file from the navigator to the swift file, i get a little image icon with a preview when i roll over it and that doesn't work either and it was working before.edit: so making a new group outside of the assets folder works. i can make an image literal by drag and dropping or just refer to the image by name. i take it everything in the assets folder gets reorganized on build or we are simply not allowed to use those assets in code?
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