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Background Assets Directory Collision
Hello, I'm trying to use multiple Background Assets Packs to host map tiles. This is problematic for a few reasons. MKTileOverlay requires a method that returns a URL. AssetPackManager.shared.url() throws, but it's unrelated to the url. It will return a URL even if it points to nothing. There's no name-spacing. Everything appears to be flattened. (See Error below) Simultaneously, this also is not the case as the documentation states: if there’s a path collision across multiple asset packs, then it’s undefined from which asset pack an individual file will be resolved. AssetPackManager.shared.url() doesn't have an optional parameter to explicitly declare the asset pack you want to access, like AssetPackManager.shared.contents(at: FilePath) does For example, I have multiple different tiles I'm trying to overlay for z: 10, x: 239, and y: 414. Foo/10/239/414.png Bar/10/239/414.png And even when explicitly stating the fold directory, it appears that the assets are flattened down. As I'm receiving this error. The URL for “Foo/10/239/414.png” couldn’t be retrieved: “414.png” couldn’t be copied to “239” because an item with the same name already exists.
2
0
293
Oct ’25
CKShare Fails with quotaExceeded Error on Family iCloud Plan
Hello, When attempting to create a CKShare on a personal device linked to a Family iCloud plan (non-primary account holder), the operation fails with a quotaExceeded error. This occurs with the Family plan having 1.5TB available storage space. This is also causing a data loss for the object(s) that were attempted to be shared. Details Account Type: Family iCloud Plan (2TB total storage) Current Family Usage: 399GB iCloud Account Usage: 70 GB Steps to Reproduce: Have an iCloud account with storage over the 5GB free space limit. Be on a part of a iCloud Family Plan as the non-primary account holder. Have storage space available in the Family Plan Attempt to start a CloudKit Share/Collaboration on the device. Observe that the CKShare creation fails with a quotaExceeded error. Expected Behavior: The CKShare should be successfully created, reflecting the total available storage of the Family plan. Observed Behavior: The CKShare fails to be created with quotaExceeded. Additional Testing On a test device using an iCloud account with no stored data, the CKShare was created successfully and shared without issue. Suspected Cause The CKShare functionality is verifying the personal storage allocation of the iCloud account and failing without checking total available storage provided by the Family plan.
2
0
822
Jan ’25
Camera control in an immersive environment
Hello, I’m playing around with making an fully immersive multiplayer, air to air dogfighting game, but I’m having trouble figuring out how to attach a camera to an entity. I have a plane that’s controlled with a GamePad. And I want the camera’s position to be pinned to that entity as it moves about space, while maintaining the users ability to look around. Is this possible? -- From my understanding, the current state of SceneKit, ARKit, and RealityKit is a bit confusing with what can and can not be done. SceneKit Full control of the camera Not sure if it can use RealityKits ECS system. 2D Window. - Missing full immersion. ARKit Full control of the camera* - but only for non Vision Pro devices. Since Vision OS doesn't have a ARView. Has RealityKits ECS system 2D Window. - Missing full immersion. RealityKit Camera is pinned to the device's position and orientation Has RealityKits ECS system Allows full immersion
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1
789
Aug ’24
Background Assets Directory Collision
Hello, I'm trying to use multiple Background Assets Packs to host map tiles. This is problematic for a few reasons. MKTileOverlay requires a method that returns a URL. AssetPackManager.shared.url() throws, but it's unrelated to the url. It will return a URL even if it points to nothing. There's no name-spacing. Everything appears to be flattened. (See Error below) Simultaneously, this also is not the case as the documentation states: if there’s a path collision across multiple asset packs, then it’s undefined from which asset pack an individual file will be resolved. AssetPackManager.shared.url() doesn't have an optional parameter to explicitly declare the asset pack you want to access, like AssetPackManager.shared.contents(at: FilePath) does For example, I have multiple different tiles I'm trying to overlay for z: 10, x: 239, and y: 414. Foo/10/239/414.png Bar/10/239/414.png And even when explicitly stating the fold directory, it appears that the assets are flattened down. As I'm receiving this error. The URL for “Foo/10/239/414.png” couldn’t be retrieved: “414.png” couldn’t be copied to “239” because an item with the same name already exists.
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2
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0
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293
Activity
Oct ’25
CKShare Fails with quotaExceeded Error on Family iCloud Plan
Hello, When attempting to create a CKShare on a personal device linked to a Family iCloud plan (non-primary account holder), the operation fails with a quotaExceeded error. This occurs with the Family plan having 1.5TB available storage space. This is also causing a data loss for the object(s) that were attempted to be shared. Details Account Type: Family iCloud Plan (2TB total storage) Current Family Usage: 399GB iCloud Account Usage: 70 GB Steps to Reproduce: Have an iCloud account with storage over the 5GB free space limit. Be on a part of a iCloud Family Plan as the non-primary account holder. Have storage space available in the Family Plan Attempt to start a CloudKit Share/Collaboration on the device. Observe that the CKShare creation fails with a quotaExceeded error. Expected Behavior: The CKShare should be successfully created, reflecting the total available storage of the Family plan. Observed Behavior: The CKShare fails to be created with quotaExceeded. Additional Testing On a test device using an iCloud account with no stored data, the CKShare was created successfully and shared without issue. Suspected Cause The CKShare functionality is verifying the personal storage allocation of the iCloud account and failing without checking total available storage provided by the Family plan.
Replies
2
Boosts
0
Views
822
Activity
Jan ’25
Camera control in an immersive environment
Hello, I’m playing around with making an fully immersive multiplayer, air to air dogfighting game, but I’m having trouble figuring out how to attach a camera to an entity. I have a plane that’s controlled with a GamePad. And I want the camera’s position to be pinned to that entity as it moves about space, while maintaining the users ability to look around. Is this possible? -- From my understanding, the current state of SceneKit, ARKit, and RealityKit is a bit confusing with what can and can not be done. SceneKit Full control of the camera Not sure if it can use RealityKits ECS system. 2D Window. - Missing full immersion. ARKit Full control of the camera* - but only for non Vision Pro devices. Since Vision OS doesn't have a ARView. Has RealityKits ECS system 2D Window. - Missing full immersion. RealityKit Camera is pinned to the device's position and orientation Has RealityKits ECS system Allows full immersion
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0
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1
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789
Activity
Aug ’24