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Opening a new terminal window or tab is extremely slow
Working with a M1 Macbook Air, macos 12.4. Anytime I open a new terminal window or just a new tab, it takes a really long time till I can type. I have commented out my entire ~/.zshrc and when run for i in $(seq 1 10); do /usr/bin/time $SHELL -i -c exit; done directly in an open terminal window it says it finished in 0.1s. So it must be something macos is doing before zsh is even starting. PS: In the activity monitor I can only see a spike in kernel_task cpu usage when opening a new terminal
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0
1.9k
Jun ’22
'ModuleNotFoundError: No module named '_usd'' when importing USD
So, I'm using some small python script that imports from pxr import Usd, Sdf, UsdGeom, Kind which used to work fine a few months ago. I got the USD tools from https://developer.apple.com/augmented-reality/tools/ and always had to run it in a Rosetta-Terminal (plus making sure the USD tools are in PATH and PYTHONPATH) but it worked. Now, whatever I do I always get   File "create_scene.py", line 2, in <module>     from pxr import Usd, Sdf, UsdGeom, Kind   File "/Applications/usdpython/USD/lib/python/pxr/Usd/__init__.py", line 24, in <module>     import _usd ModuleNotFoundError: No module named '_usd' Does anyone have any clues what this _usd is about?
0
0
1.5k
Jan ’22
SwiftUI Preview fails with "RemoteHumanReadableError: Could not connect to agent"
I added a basic Hello World SwiftUI view to an existing UIKit project, yet I can not get the preview to work. Usual error is: MessageSendFailure: Message send failure for send render message to agent ================================== | RemoteHumanReadableError: Could not connect to agent | | Bootstrap timeout after 8.0s waiting for connection from 'Identity(pid: 30286, sceneIdentifier: Optional("XcodePreviews-30286-133-static"))' on service com.apple.dt.uv.agent-preview-service Neither this nor the generated report is very helpful. I also created a new Xcode project to see if the same View works in a new test project, which it does. If my project compiles without warnings and errors, but SwiftUI preview fails, what are the options I have left? (My deployment target is IOS14, my Xcode is the fresh Xcode 13.0)
1
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1.1k
Sep ’21
Anchoring a Prim to the face doesn't work
Aloha Quick Lookers, I'm using the usdzconvert preview 0.64 to create *.usdz files, which I then edit in ascii *.usda format, and then recipe them as *.usdz. This way I was able to fix the scale (the original gltf's usually are in m=1, while the usdzconvert 0.64 always sets the result to m=0.01). Now I was trying to follow the docs to anchor my Glasses prim on the users face and whatever I try, it will only ever place it on my tables surface. If I import my *.usdz file into Reality Composer and export it to usdz It does get anchored to the face correctly. Now when I open the Reality-Composer-Export-usdz it really doesn't look so different from my manually edited usdz (it just wraps the Geometry in another layer, I assume because the import-export through Reality-Composer). What am I doing wrong? Here's the Reality Composer generated usda: #usda 1.0 ( autoPlay = false customLayerData = { string creator = "com.apple.RCFoundation Version 1.5 (171.5)" string identifier = "9AAF5C5D-68AB-4034-8037-9BBE6848D8E5" } defaultPrim = "Root" metersPerUnit = 1 timeCodesPerSecond = 60 upAxis = "Y" ) def Xform "Root" { def Scope "Scenes" ( kind = "sceneLibrary" ) { def Xform "Scene" ( customData = { bool preliminary_collidesWithEnvironment = 0 string sceneName = "Scene" } sceneName = "Scene" ) { token preliminary:anchoring:type = "face" quatf xformOp:orient = (0.70710677, 0.70710677, 0, 0) double3 xformOp:scale = (1, 1, 1) double3 xformOp:translate = (0, 0, 0) uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] // ... and here is my own , minimal, usdz with the same face-anchoring-token: #usda 1.0 ( autoPlay = false customLayerData = { string creator = "usdzconvert preview 0.64" } defaultPrim = "lupetto_local" metersPerUnit = 1 timeCodesPerSecond = 60 upAxis = "Y" ) def Xform "lupetto_local" ( assetInfo = { string name = "lupetto_local" } kind = "component" ) { def Scope "Geom" { def Xform "Glasses" { token preliminary:anchoring:type = "face" double3 xformOp:translate = (0, 0.01799999736249447, 0.04600000008940697) uniform token[] xformOpOrder = ["xformOp:translate"] // ... I'd add the full files, but they are 2Mb of size and the max file size is 200kb. I could create a minimal example file with less geometry in case the above code is not enough.
1
0
1.5k
Jun ’21
ScrollViewReader scrollTo ignores withAnimation-Duration
I tried animating the scrollTo() like so, as described in the docs. - https://developer.apple.com/documentation/swiftui/scrollviewreader swift withAnimation { scrollProxy.scrollTo(index, anchor: .center) } the result is the same as if I do swift withAnimation(Animation.easeIn(duration: 20)) {     scrollProxy.scrollTo(progress.currentIndex, anchor: .center) } I tried this using the example from the ScrollViewReader docs. With the result that up and down scrolling has exactly the same animation. struct ScrollingView: View {     @Namespace var topID     @Namespace var bottomID     var body: some View {         ScrollViewReader { proxy in             ScrollView {                 Button("Scroll to Bottom") {                     withAnimation {                         proxy.scrollTo(bottomID)                     }                 }                 .id(topID)                 VStack(spacing: 0) {                     ForEach(0..100) { i in                         color(fraction: Double(i) / 100)                             .frame(height: 32)                     }                 }                 Button("Top") {                     withAnimation(Animation.linear(duration: 20)) {                         proxy.scrollTo(topID)                     }                 }                 .id(bottomID)             }         }     }     func color(fraction: Double) - Color {         Color(red: fraction, green: 1 - fraction, blue: 0.5)     } } struct ScrollingView_Previews: PreviewProvider {     static var previews: some View {         ScrollingView()     } }
12
7
5.1k
Apr ’21
Opening a new terminal window or tab is extremely slow
Working with a M1 Macbook Air, macos 12.4. Anytime I open a new terminal window or just a new tab, it takes a really long time till I can type. I have commented out my entire ~/.zshrc and when run for i in $(seq 1 10); do /usr/bin/time $SHELL -i -c exit; done directly in an open terminal window it says it finished in 0.1s. So it must be something macos is doing before zsh is even starting. PS: In the activity monitor I can only see a spike in kernel_task cpu usage when opening a new terminal
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1.9k
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Jun ’22
'ModuleNotFoundError: No module named '_usd'' when importing USD
So, I'm using some small python script that imports from pxr import Usd, Sdf, UsdGeom, Kind which used to work fine a few months ago. I got the USD tools from https://developer.apple.com/augmented-reality/tools/ and always had to run it in a Rosetta-Terminal (plus making sure the USD tools are in PATH and PYTHONPATH) but it worked. Now, whatever I do I always get   File "create_scene.py", line 2, in <module>     from pxr import Usd, Sdf, UsdGeom, Kind   File "/Applications/usdpython/USD/lib/python/pxr/Usd/__init__.py", line 24, in <module>     import _usd ModuleNotFoundError: No module named '_usd' Does anyone have any clues what this _usd is about?
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0
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0
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1.5k
Activity
Jan ’22
SwiftUI Preview fails with "RemoteHumanReadableError: Could not connect to agent"
I added a basic Hello World SwiftUI view to an existing UIKit project, yet I can not get the preview to work. Usual error is: MessageSendFailure: Message send failure for send render message to agent ================================== | RemoteHumanReadableError: Could not connect to agent | | Bootstrap timeout after 8.0s waiting for connection from 'Identity(pid: 30286, sceneIdentifier: Optional("XcodePreviews-30286-133-static"))' on service com.apple.dt.uv.agent-preview-service Neither this nor the generated report is very helpful. I also created a new Xcode project to see if the same View works in a new test project, which it does. If my project compiles without warnings and errors, but SwiftUI preview fails, what are the options I have left? (My deployment target is IOS14, my Xcode is the fresh Xcode 13.0)
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1
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0
Views
1.1k
Activity
Sep ’21
Anchoring a Prim to the face doesn't work
Aloha Quick Lookers, I'm using the usdzconvert preview 0.64 to create *.usdz files, which I then edit in ascii *.usda format, and then recipe them as *.usdz. This way I was able to fix the scale (the original gltf's usually are in m=1, while the usdzconvert 0.64 always sets the result to m=0.01). Now I was trying to follow the docs to anchor my Glasses prim on the users face and whatever I try, it will only ever place it on my tables surface. If I import my *.usdz file into Reality Composer and export it to usdz It does get anchored to the face correctly. Now when I open the Reality-Composer-Export-usdz it really doesn't look so different from my manually edited usdz (it just wraps the Geometry in another layer, I assume because the import-export through Reality-Composer). What am I doing wrong? Here's the Reality Composer generated usda: #usda 1.0 ( autoPlay = false customLayerData = { string creator = "com.apple.RCFoundation Version 1.5 (171.5)" string identifier = "9AAF5C5D-68AB-4034-8037-9BBE6848D8E5" } defaultPrim = "Root" metersPerUnit = 1 timeCodesPerSecond = 60 upAxis = "Y" ) def Xform "Root" { def Scope "Scenes" ( kind = "sceneLibrary" ) { def Xform "Scene" ( customData = { bool preliminary_collidesWithEnvironment = 0 string sceneName = "Scene" } sceneName = "Scene" ) { token preliminary:anchoring:type = "face" quatf xformOp:orient = (0.70710677, 0.70710677, 0, 0) double3 xformOp:scale = (1, 1, 1) double3 xformOp:translate = (0, 0, 0) uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] // ... and here is my own , minimal, usdz with the same face-anchoring-token: #usda 1.0 ( autoPlay = false customLayerData = { string creator = "usdzconvert preview 0.64" } defaultPrim = "lupetto_local" metersPerUnit = 1 timeCodesPerSecond = 60 upAxis = "Y" ) def Xform "lupetto_local" ( assetInfo = { string name = "lupetto_local" } kind = "component" ) { def Scope "Geom" { def Xform "Glasses" { token preliminary:anchoring:type = "face" double3 xformOp:translate = (0, 0.01799999736249447, 0.04600000008940697) uniform token[] xformOpOrder = ["xformOp:translate"] // ... I'd add the full files, but they are 2Mb of size and the max file size is 200kb. I could create a minimal example file with less geometry in case the above code is not enough.
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1
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0
Views
1.5k
Activity
Jun ’21
ScrollViewReader scrollTo ignores withAnimation-Duration
I tried animating the scrollTo() like so, as described in the docs. - https://developer.apple.com/documentation/swiftui/scrollviewreader swift withAnimation { scrollProxy.scrollTo(index, anchor: .center) } the result is the same as if I do swift withAnimation(Animation.easeIn(duration: 20)) {     scrollProxy.scrollTo(progress.currentIndex, anchor: .center) } I tried this using the example from the ScrollViewReader docs. With the result that up and down scrolling has exactly the same animation. struct ScrollingView: View {     @Namespace var topID     @Namespace var bottomID     var body: some View {         ScrollViewReader { proxy in             ScrollView {                 Button("Scroll to Bottom") {                     withAnimation {                         proxy.scrollTo(bottomID)                     }                 }                 .id(topID)                 VStack(spacing: 0) {                     ForEach(0..100) { i in                         color(fraction: Double(i) / 100)                             .frame(height: 32)                     }                 }                 Button("Top") {                     withAnimation(Animation.linear(duration: 20)) {                         proxy.scrollTo(topID)                     }                 }                 .id(bottomID)             }         }     }     func color(fraction: Double) - Color {         Color(red: fraction, green: 1 - fraction, blue: 0.5)     } } struct ScrollingView_Previews: PreviewProvider {     static var previews: some View {         ScrollingView()     } }
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Apr ’21