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Reply to RealityView update closure
I have the same issue, and the thing is that it works just fine as expected in visionOS 2.0, but fails to be called in iOS 18.0. I'm loading the content from a bundle, and use literally the same code on both platforms. I consider this a bug in iOS. The alternative for me was to trigger updates by listening to changes in the underlying data model: RealityView { content in // your async loading code here... // you might need to adjust your scene after loading to your data model } .onChange(of: yourDatamodel) { // your refresh code here... } code-block
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Oct ’24
Reply to Manipulate objects in Reality Composer Pro
Actually, I'm using Blender for creating these entities, but there are problems with the output, i.e. Blender exports an environment light (even if lights are disabled in export), which creates issues when compiling the package). Also, I need to assign new materials in Composer Pro, as I need universal inputs to alter textures at runtime in my scenario. I understand references, but the funny thing is that somehow (still haven't figured out a sequence of steps how to do it) I manage to convert these references to original data within the scene. These data are kept even when removing the originally referenced *.usdz. For me that makes stuff so much easier than dealing with the exports from Blender.
Oct ’24
Reply to Xcode 15, how to uncheck "Connect via network" for physical device?
Same issue here, and beside the issues mentioned already, this is quite a pain of you have a number of potential devices to run on. While previously devices were automatically switched when connected via cable, now I always have to select them in the menu. Which can be quite bothersome, if you have multiple similar devices. Cable debugging was always way faster than remote debugging, and I really do not understand why Apple is fixing something that was not broken.
Oct ’23
Reply to RealityView update closure
I have the same issue, and the thing is that it works just fine as expected in visionOS 2.0, but fails to be called in iOS 18.0. I'm loading the content from a bundle, and use literally the same code on both platforms. I consider this a bug in iOS. The alternative for me was to trigger updates by listening to changes in the underlying data model: RealityView { content in // your async loading code here... // you might need to adjust your scene after loading to your data model } .onChange(of: yourDatamodel) { // your refresh code here... } code-block
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Oct ’24
Reply to Manipulate objects in Reality Composer Pro
Actually, I'm using Blender for creating these entities, but there are problems with the output, i.e. Blender exports an environment light (even if lights are disabled in export), which creates issues when compiling the package). Also, I need to assign new materials in Composer Pro, as I need universal inputs to alter textures at runtime in my scenario. I understand references, but the funny thing is that somehow (still haven't figured out a sequence of steps how to do it) I manage to convert these references to original data within the scene. These data are kept even when removing the originally referenced *.usdz. For me that makes stuff so much easier than dealing with the exports from Blender.
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Oct ’24
Reply to Xcode won't display README for Swift package
Xcode won't display README for Swift Packages on PRIVATE repos. It's really as simple and dumb as that. While the package manager finds and loads your package just fine from private repos, the element displaying the repo operates under the assumption that the README can be read without authentication.
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Dec ’23
Reply to Xcode 15, how to uncheck "Connect via network" for physical device?
Same issue here, and beside the issues mentioned already, this is quite a pain of you have a number of potential devices to run on. While previously devices were automatically switched when connected via cable, now I always have to select them in the menu. Which can be quite bothersome, if you have multiple similar devices. Cable debugging was always way faster than remote debugging, and I really do not understand why Apple is fixing something that was not broken.
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Oct ’23