I'm doing an experiment integrating SwiftUI views as Materials for a SceneKit scene SCNPanel node.
It is working perfectly in iOS using UIHostingController with the following code:
Swift
func createInfoPanel() {
let panel = SCNPlane(width: 6.0, height: 6.0)
let panelNode = SCNNode(geometry: panel)
let infoPanelHost = SCNHostingController(rootView: helloWorld)
infoPanelHost.view.isOpaque = false
infoPanelHost.view.backgroundColor = SCNColor.clear
infoPanelHost.view.frame = CGRect(x: 0, y: 0, width: 256, height: 256)
panel.materials.first?.diffuse.contents = infoPanelHost.view
panel.materials.first?.emission.contents = infoPanelHost.view
panel.materials.first?.emission.intensity = 3.0
[... BillBoardConstraint etc here ...]
addNodeToScene(panelNode)
}
Yet, when I tried to apply the same to macOS, I don't seem to be able to make the view created by NSHostingController transparent.
Invoking infoPanelHost.view.isOpaque = false returns an error, saying isOpaque is read-only and can't be set.
I tried subclassing NSHostingController and overriding viewWillAppear to try and make the view transparent / non-opaque, to no avail.
Swift
override func viewWillAppear() {
super.viewWillAppear()
self.view.wantsLayer = true
self.view.layer?.backgroundColor = NSColor.clear.cgColor
self.view.layer?.isOpaque = false
self.view.opaqueAncestor?.layer?.backgroundColor = NSColor.clear.cgColor
self.view.opaqueAncestor?.layer?.isOpaque = false
self.view.opaqueAncestor?.alphaValue = 0.0
self.view.alphaValue = 0.0
self.view.window?.isOpaque = false
self.view.window?.backgroundColor = NSColor.clear
}
Tried setting everything I could think of to non-opaque as you can see, and still, the panels are opaque, show no info, and obscure the 3D entity they should overlay...
Can someone please advise?
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Hi!
In UIKit we can use GCEventViewController to intercept the game controllers from propagating Home button presses to the responders (and have them quit our app) by setting controllerUserInteractionEnabled = false
SwiftUI Apps do not use ViewControllers, so, except for resurrecting one to embed the whole app in it, we can't use the above solution to avoid the player leaving out game / app by accident by pressing the wrong button (not can we use buttonB)
Does anyone know a solution to this conundrum? Did Apple already implement a new way to intercept high-level events so we can deal with them internally?
Thanks!