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Reply to Image Input for ShaderGraphMaterial
Here is what I did to send an image to ShaderGraphMaterial. let img = getSomeUIImage() let mat = getShaderGraphMaterial() if let cgImg = img.cgImage { let texture = try TextureResource.generate(from: cgImg, options: TextureResource.CreateOptions.init(semantic: nil)) try mat.setParameter(name: "cover", value: .textureResource(texture)) }
Topic: Graphics & Games SubTopic: RealityKit Tags:
Aug ’23
Reply to Render material on the inside of a sphere.
I create a sphere that I use for sky and display an image on the inside of it by changing the scale property on the Entity. Here is how I create a very large sphere and have the material rendered on the inside of it. let entity = Entity() entity.components.set(ModelComponent( mesh: .generateSphere(radius: 100000), materials: [material] )) // Ensure the texture image points inward at the viewer. entity.scale *= .init(x: -1, y: 1, z: 1)
Topic: App & System Services SubTopic: Core OS Tags:
Jul ’23
Reply to 'PointLight' is unavailable in xrOS
I see that the documentation has been updated to show that PointLight, DirectionalLight, and SpotLight are not available on visionOS. Does anyone know how to add a light source to a RealityKit scene on visionOS? I am working on a fully immersive experience and I need to add light from the sun to my scene, but I can't figure out how to do it.
Topic: Graphics & Games SubTopic: RealityKit Tags:
Jul ’23
Reply to Not able to get Apple Watch Ultra Action Button Support working
I found exactly what I have to do with my app to get the action button to work. I have to use Xcode 14.0.1 I had to remove CryptoSwift as a package dependency and add it as an xcframework instead. What is odd is that I am linking against the exact same version of CryptoSwift, I just had to change how I brought it into my project. I found that the reason I did not have constant results was that I needed to delete the DerivedData every time I switch versions of Xcode. I could not get the action button to work with my app using Xcode 14.1 or Xcode 14.2. Most likely there is something else, like removing the CryptoSwift packager dependency that I need to do to get it to work. I tried removing the other swift package dependencies that I have and that did not make any difference.
Topic: Programming Languages SubTopic: Swift Tags:
Feb ’23
Reply to Not able to get Apple Watch Ultra Action Button Support working
I have found a little more information on this, but I have not yet been able to pinpoint it. I thought I would share where I am at in case it helps someone else find this issue. I found that if I build the app with Xcode 14.0 and remove CryptoSwift as a package dependency most of the time I can get it to work. I say most of the time because sometimes when I do a clean build on a new simulator it still does not work. But about 80% of the time it is working for me when I do this. I then tried Xcode 14.1 with CryptoSwift removed from my project and I got it to work once, but I was never able to get it to work again when I would do a fresh build. With each of these tests I was using a watchOS 9.0 simulator. I then tried building with Xcode 14.0 without CryptoSwift as a dependency and I was able to select my app for the action button on my Apple Watch Ultra running watchOS 9.3. This does seem to point to a bug in Xcode 14.2 with the build settings and dependences. I am going to keep experimenting to see if I can pinpoint exactly what the combination is that makes it work. I am able to get https://github.com/KhaosT/WatchActionButtonExample to work just fine with Xcode 14.2. If anyone else is seeing this and has information on this issue, I would greatly appreciate any insights you might have.
Topic: Programming Languages SubTopic: Swift Tags:
Feb ’23