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Reply to `MTKView` on visionOS
My guess is that MTKView may wrap apis that conflict with xrOS, akin to UIScreen.main.bounds. In the view controller's view public var metalLayer = CAMetalLayer() override func viewDidAppear(_ animated: Bool) { ... view.layer.addSublayer(pipeline.metalLayer) } and manually replace drawableSizeWillChange public func resize(_ viewSize: CGSize, _ scale: CGFloat) { ... metalLayer.contentsScale = scale metalLayer.drawableSize = viewSize }
Topic: Graphics & Games SubTopic: General Tags:
Aug ’23
Reply to `MTKView` on visionOS
Oops, wrong reply field: My guess is that MTKView may wrap apis that conflict with xrOS, akin to UIScreen.main.bounds. In the view controller's view public var metalLayer = CAMetalLayer() override func viewDidAppear(_ animated: Bool) { ... view.layer.addSublayer(pipeline.metalLayer) } and manually replace drawableSizeWillChange public func resize(_ viewSize: CGSize, _ scale: CGFloat) { ... metalLayer.contentsScale = scale metalLayer.drawableSize = viewSize }
Topic: Graphics & Games SubTopic: General Tags:
Aug ’23
Reply to Dynamically change device orientation, and lock to that orientation
In RealityKit and in Mixed Reality apps in general, the iPhone screen serves as a viewport onto virtual object anchored to a scene. Currently the user can rotate along the X and Y axis and the programmer can use Gyro to adjust viewport. But rotating along Z axis triggers a Landscape/Portrait animation which is very jarring to the user. So, preventing that animation is crucial for a seamless UX. One possible way to enable is to switch UIApplication.shared.connectedScenes.first?.effectiveGeometry.interfaceOrientation from readonly to readwrite. I think that might work. But, that would be an API change. Better yet, is there something that we can do today?
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Nov ’24