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I noticed a weird tab view display bug on visionOS if the tab labels are changed at runtime, e.g. to switch from one locale to another. If the longest label on the tabs is smaller than the previous longest tab label, the tab ornament's width shrinks and thus the texts and icons can become barely visible, even if the tab labels are not being displayed. If the longest tab label gets longer, however, additional padding is added. It seems as if the calculation for the tab width does not take dynamic changes into account. Is there a workaround for this behavior?
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Is there a way to increase the font size of the user interface of Reality Composer Pro? My eyes are not the best and it's pretty hard to read these tiny fonts, especially in the property inspector.
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I would like to create a immersive panorama like the environments where the user can look around 360°, yet interactive, i.e. the user should be able to interact with entities placed on that panorama. My current approach is to create a sphere around the user and invert the normals, so the texture is placed inwards, towards the user. This works, but open SwiftUI windows show pretty weird behaviors, as described here: https://developer.apple.com/forums/thread/749956 Windows don't show their handles anymore, and the glass effects do not recognize my sphere but show the world "outside" of it. This is not the case for Apple's environments. Is there a better way to create a fully immersive sphere around the user?
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I just tried out the app "Blue Moon" (Solitaire Game) from the App Store. They managed to add a secondary SwiftUI tutorial view that resides to the left of the main window and is rotated towards the user. How can this be achieved? I tried to use ornaments, but couldn't find a tilting / rotating option.
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I setup an entity with a collision component on it. But it was hard to target the object for I tap gesture, until I increased the radius quite a bit. Now I am unsure if it is too large. Is there a way to visualize these components somehow, maybe even in a running scene? Also, I find it pretty confusing that the size is given in cm. This made me wonder if this cm setting is affected by the entity's size at all? In Unity, it's just (local) "units".
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I have a window with an ornament to the right. This works fine in the shared space, the ornament fades out nicely when being hidden. If I display the same window in an Immersive Space, however, a "cut-out" into the real world behind the Immersive Space appears once fading starts. This looks pretty weird. Is there a way to workaround this?
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On iOS, Sign in with Apple will provide an e-mail address if the user is logging in for the first time. On all subsequent logins, the e-mail address will be missing. However, this can be reset by removing the app from your Apple ID. If you then try to login again, the e-mail dialog will popup again, and the app will receive this e-mail. On visionOS, however, the latter does not happen. Even if I have removed the app from my Apple ID, the e-mail dialog won't show up again. The only way to resolve this is to reset the visionOS simulator (haven't tried it on a real device).
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I wanted to create a particle effect using particle images I copied from a Unity project. These images are PNGs with an alpha channel. In Unity, these look georgeous, but on visionOS, they look rather weird, since the alpha channel is not respected. All pixel which are not pitch black are full white. Is there a way to change this behavior?
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Per default, RealityKit scenes are way too dark. The only solution I could find for this problem so far was to add an image based light to it. But it looks pretty weird, if I use a central IBL. The shadows are way too strong, and if I increase the intensity, the highlights get way too light. If I attach a light to each object, it kinda works, but feels strange to do so. I could not find any option to just setup an ambient light. Isn't there a way to do this, or am I just too dumb?
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We have an existing AR app built for Android and iOS, using Unity. We now want to add a visionOS version of this app. However, this version is built natively, using Xcode directly, no Unity involved. I saw that I can add a new platform to my app in App Store Connect. But can I upload two different builds, and how will App Store Connect tell which uploaded bundle belongs to which platform?
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We want to use QR code to open and activate certain features in our app. We don't want these QR codes to be hard-coded in our app (i.e. image tracking). Instead we want to use them like you typically would do with your smart phone camera: Just detect them if the user looks at them. And if they encode a certain URL pointing to our app, start the app via an URL handler and hand over the link, like it is possible on iOS. I tried this in normal Shared Space and also with the camera app. But neither recognized a QR code. Is this feasible with the Vision Pro?
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Apple asked me today to add the compliance information for the Digital Services Act in the EU. I tried to do so, but ran into a major issue here. When I created the developer account many years ago, it was a personal account used by me as a natural person / freelancer in Germany. When I later founded my US company, I converted the existing developer account into a business account for that company. While doing this, I obtained a DUNS number which is linked to the business address in the States (California). However, it seems as if this US address never made it into App Store Connect. It still shows my personal address in Germany, which is not correct. I cannot modify it either. The address page says that I have to update it at DUNS. However, in their system, everything is ok. The problem seems to be related to the transfer of the address data between DUNS and App Store Connect. I opened up a ticket in the DUNS system, but I need to publish a new version of our app soon. So I am wondering if there is a faster way to get this resolved somehow?
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Our app needs the location of the current user. I was able to grant access and the authorization status is 4 (= when in use). Despite of that, retrieving the location fails at almost all times. It returns the error: The operation couldn’t be completed. (kCLErrorDomain error 1.) It happens in both the simulator and on the real device. On the simulator, I can sometimes trick the location to be detected by forcing a debug location in Xcode. But this does not work on the real device. What might be the root cause of this behavior?
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