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Comment on CompositorLayer, Metal and Alert
Even though I am using .upperLimbVisibility(.hidden) in ImmersiveSpace. Sometimes it hides them and sometimes it doesn't, with random behavior. This does not happen if I enter directly with Compositor Services Immersive Space Application Session Role.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Jul ’24
Comment on CompositorLayer, Metal and Alert
By the way, I use this option as Preferred Default Scene Session Role: Compositor Services Immersive Space Application Session Role. There is an issue with hiding the hands when switching from a window to an immersive mode in Metal, and that's why I enter the app in this mode
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Jul ’24
Comment on CompositorLayer, Metal and Alert
Hi. The problem is that when the application starts for the first time, it shows two system windows: one related to the player's surrounding environment and the other to hand tracking permissions. The latter is the one in focus, and when I select the option to grant permissions, both windows disappear and the transition to the immersive view does not occur.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Jul ’24
Comment on Eye tracking permission
Hello Matt. The application generates 90% of its 3D content procedurally and in real time. The amount of mesh it can generate and transform approaches 40 million polygons. I need an agile and fast system to achieve this performance. That's why I've preferred it to be in Metal and C++. However, Apple doesn't provide me with passthrough or eye tracking.
Topic: App & System Services SubTopic: Core OS Tags:
Mar ’24
Comment on CompositorLayer, Metal and Alert
Even though I am using .upperLimbVisibility(.hidden) in ImmersiveSpace. Sometimes it hides them and sometimes it doesn't, with random behavior. This does not happen if I enter directly with Compositor Services Immersive Space Application Session Role.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Jul ’24
Comment on CompositorLayer, Metal and Alert
By the way, I use this option as Preferred Default Scene Session Role: Compositor Services Immersive Space Application Session Role. There is an issue with hiding the hands when switching from a window to an immersive mode in Metal, and that's why I enter the app in this mode
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Activity
Jul ’24
Comment on CompositorLayer, Metal and Alert
Hi. The problem is that when the application starts for the first time, it shows two system windows: one related to the player's surrounding environment and the other to hand tracking permissions. The latter is the one in focus, and when I select the option to grant permissions, both windows disappear and the transition to the immersive view does not occur.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Jul ’24
Comment on How to track gaze?
If the gaze event only occurs when you make the pinch gesture, it will be like playing the lottery to hit the button you want to press.
Topic: Spatial Computing SubTopic: General Tags:
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Jul ’24
Comment on Issue with Hand Occlusion in a Metal CompositorLayer
Thank you for the quick response. I submitted a bug report in Feedback Assistant (FB13720887) some time ago, but I haven't received a response. I have updated both VisionOS and Xcode (but it is still happening).
Topic: Graphics & Games SubTopic: Metal Tags:
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Jun ’24
Comment on Eye tracking permission
Hello Matt. The application generates 90% of its 3D content procedurally and in real time. The amount of mesh it can generate and transform approaches 40 million polygons. I need an agile and fast system to achieve this performance. That's why I've preferred it to be in Metal and C++. However, Apple doesn't provide me with passthrough or eye tracking.
Topic: App & System Services SubTopic: Core OS Tags:
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Activity
Mar ’24