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In prep for a push this evening did the usual clean and rebuild. But now I'm getting errors that it can't find files with .swiftdoc, swiftsourceinfo, and swiftmodule files. The few postings I can find about that said that reinstalling xcode fixed it, well , not i my case. Any ideas short of reconstructing the entire project from scratch?
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I've been pouring over the code for Apple's visionOS demo: "Destination" trying to figure out something about its skybox. (not really a box, there, Apple). The skybox contains a 360deg panorama, but only one half shows with the other half fades out to nothing. I cannot find anywhere there is an alpha channel being set, a lighting or material effect causing that. But "alpha" doesn't show up and the only gradients are use to make controls standout a little more in its window. I need a full panorama that shows., no fading.
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I have an iPhone VR app, but on the appstore page it says "Compatible with iPad". The full VR effect was only with the iPhone, but it's not showing that, nor is there any apparent way to set that in the metadata. So I am assuming that's automated. Any ideas how to fix it?
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My startup screen (not using a formal splash screen) opens up and almost immediately jumps to the right about 50 pixels. Not sure if this is notch related but I suspect it is. Any ideas?
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I recently released an update for one of my apps and am seeing precisely 0 updated downloads. I should be seeing thousands. I am getting sales, though.
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This started a couple of months ago. Every new build I send from Xcode over to my iPad appears to leave data from the previous build, which seems like it's cached somewhere and never used after that. Considering I am losing about 500M per session I get the device "out of memory" error often. Deleting my app completely erases everything so I can recover. More of an annoyance than critical bug, except when running my iPad mini. I have a 16G mini and normally only have about 2G free. Naturally that gets eaten up about every 3 or 4 runs. When I clear out things I have to reset a bunch of preferences to my test set. Waste of time. It doesn't do this when I launch from the device, only when Xcode is doing it. This is with iOS14 and Xcode 12.2B2. But seems to go back to the final days of Xcode 11 on my mac. Anyone else see this?
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(First, no lectures on how I should move to metal. That is not an option) My devices, iPhone X and iPad-Pro both claim they can accept textures up to 16kx16k. Yet, in reality, I have only been able to get 8x4k textures as the largest that can load. However, texture size is apparently moot, as no matter what I give it, the textures are always scaled down and rendered as 2kx2k. ***? There are no default settings that I could find in GLK that might be forcing small textures. I've been looking at my app all these years and have been wondering why the textures look so rough. Never thought it would be something wacky like this. This is the same in .pvr, png and .jpg Any ideas?
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