In Xcode version 16.2 (16C5032a) I created:
One [ScenekitApp] [File/New/Project/iOS/Game/Game Technology: SceneKit].
Three custom Frameworks [File/New/Project/iOS/Framework] [ASCSource.framework, ASCCommon.framework and ASCCoreData.framework].
In the four projects the [Minimum Deployments=iOS 15.0], [Swift version=6.0] and [BUILD_LIBRARY_FOR_DISTRIBUTION=Yes].
I directly installed the [Zip.framework] in [ASCSource.framework] without [pod init/pod install] and in the [General tab] [Frameworks, Libraries and Embeded Content] [Zip.framework Embed&Sign].
I installed the three frameworks [ASCSource.framework, ASCCommon.framework and ASCCoreData.framework] in [ScenekitApp] and everything works perfectly in Xcode version 16.2(16C5032a).
I updated Xcode version 16.2(16C5032a) to Xcode version 16.3(16E140) and some errors in the SDKs were indicated.
[Failed to build module 'ASCSource'; this SDK is not supported by the compiler (the SDK is built with 'Apple Swift version 6.0.3 effective-5.10 (swiftlang-6.0.3.1.10 clang-1600.0.30.1)', while this compiler is 'Apple Swift version 6.1 effective-5.10 (swiftlang-6.1.0.110.21 clang-1700.0.13.3)'). Please select a toolchain which matches the SDK].
[Failed to build module 'Zip'; this SDK is not supported by the compiler (the SDK is built with 'Apple Swift version 6.0.3 effective-5.10 (swiftlang-6.0.3.1.10 clang-1600.0.30.1)', while this compiler is 'Apple Swift version 6.1 effective-5.10 (swiftlang-6.1.0.110.21 clang-1700.0.13.3)'). Please select a toolchain which matches the SDK].
If I recompile all frameworks in Xcode version 16.3 (16E140) it will work, but I don't think it will be a good solution.
I found some discussions in links like the following without success.
https://github.com/firebase/firebase-ios-sdk/issues/13727
https://stackoverflow.com/questions/70556401/swift-version-conflict-this-sdk-is-not-supported-by-the-compiler-please-select
Any help is welcome.
Thanks everyone!!!
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In my project, I have several nodes (SCNNode) with some levels of detail (SCNLevelOfDetail) and everything works correctly, but when I add animation using morphing (SCNMorpher), the animation works correctly but without the levels of detail. Note: the entire scene is created in Autodesk 3D Studio Max and then exported in (.ASE) format.
The goal is to make animations using morphing that have some levels of detail.
Does anyone know if SCNMorpher supports geometry with some levels of detail?
I appreciate any information about this case.
Thanks everyone!!!
Part of the code I use to load geometries (SCNGeometry) with some levels of detail (SCNLevelOfDetail) using morphing (SCNMorpher).
node.morpher = [SCNMorpher new];
SCNGeometry *geometry = [self geometryWithMesh:mesh];
NSMutableArray <SCNLevelOfDetail*> *mutLevelOfDetail = [NSMutableArray arrayWithCapacity:self.mutLevelsOfDetail.count];
for (int i = 0; i < self.mutLevelsOfDetail.count; i++) {
ASCGeomObject *geomObject = self.mutLevelsOfDetail[i];
SCNGeometry *geometry = [self geometryWithMesh:geomObject.mesh.mutMeshAnimation[i]];
[mutLevelOfDetail addObject:[SCNLevelOfDetail levelOfDetailWithGeometry:geometry worldSpaceDistance:geomObject.worldSpaceDistance]];
}
geometry.levelsOfDetail = mutLevelOfDetail;
node.morpher.targets = [node.morpher.targets arrayByAddingObject:geometry];