During testing of my app the frames per second -- shown either in the Xcode debug navigator or ARView .showStatistics -- sometimes drops by half and stays down there.
This low FPS will continue even when I kill the app completely and restart.
However, after giving my phone a break, the fps returns to 60 fps.
Does ARKit automatically throttle down FPS when the device gets too hot?
If so, is there a signal my program can catch from ARKit or the OS that can tell me this is happening?
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I've been playing with Apple's StoreKit 2 demo code (buying the cars, subscriptions, ...), and sometimes when I purchase a car, one or more of the other buttons visually flip state (e.g., purchased checkmark changes back to the price).
Leaving the StoreView and returning to it shows the correct state for each of the buttons.
I am using the StoreKit Configuration Products.storekit (for the scheme), so testing in Xcode.
I get this in both the simulator and on my actual phone.
The issue is random. The vast majority of the time everything works perfectly.
Is anyone else seeing this issue?
Does anyone know how to address it?
Dev environment:
Xcode 13.0 beta 5 (13A5212g)
macOS 12.0 Beta (21A5534d)
Mac mini (M1, 2020)
During my first external test using TestFlight for an In-App Purchase (iPadOS), the user was
(1) Prompted for their Apple ID & password
(2) Prompted for their password a second time
(3) (User believes) prompted for their password a third time
Are these multiple prompts for their password expected behavior, or have I done something wrong?
I'm looking for documentation/guidance on USDZ and scene model sizes. My focus is on RealityKit-based apps.
I found the 2018 WWDC presentation
Integrating Apps and Content with AR Quick Look
which mentions a rule of thumb for a USDZ model of:
100K polygons
One set of 2048x2048 textures
10 seconds of animations
Are these number still recommended in 2021?
Are these numbers just for Quicklook, or do they apply to RealityKit-based apps too?
If a RealityKit scene loads several USDZ models, should the cumulative number of polygons across all models be 100K, or is the 100K number on a per-model basis?
The talk mentioned AR Quicklook will dynamically downsample textures for devices with less memory. Does RealityKit do this as well?
If so, can I error on providing a larger texture (e.g., 4096 x 4096) and trust RealityKit to downsample as appropriate for me?
(I am hoping there is some documentation covering questions like this)
In a previous post I asked if 100,000 polygons is still the recommended size for USDZ Quick Look models on the web. (The answer is yes)
But I realize my polygons are 4-sided but are not planar, so they have to be broken down into 2 triangles when rendered.
Given that, should I shoot for 50,000 polygons (i.e., 100,000 triangles)?
Or does the 100,000 polygon statistic already assume polygons will be subdivided into triangles?
(The models are generated from digital terrain (GeoTIFF) data, not a 3D modeling tool)
Does Apple have any documentation on using Reality Converter to convert FBX to USDZ on an M1 Max?
I'm trying to convert an .fbx file to USDZ with Apple's Reality Converter on an M1 Mac (macOS 12.3 Beta), but everything I've tried so far has failed.
When I try to convert .fbx files on my Intel-based iMac Pro, it succeeds.
Following some advice on these forums, I tried to install all packages from Autodesk
https://www.autodesk.com/developer-network/platform-technologies/fbx-sdk-2020-0
FBX SDK 2020.0.1 Clang
FBX Python SDK Mac
FBX SDK 2020.0.1 Python Mac
FBX Extensions SDK 2020.0.1 Mac
Still no joy.
I have a work around - I still have my Intel-based iMac. But I'd like to switch over to my M1 Mac for all my development.
Any pointers?
Note: I couldn't get the usdzconvert command line tool to work on my M1 Mac either. /usr/bin/python isn't there.
I am running into a strange bug where the exact same code compiles fine in one project but generates a compiler error in another project.
In particular, I am trying to create an AnchorEnity from an ARAnchor.
func addModelTo(anchor: ARAnchor)
{
let entityAnchor = AnchorEntity(anchor: anchor)
...
}
The compiler error message is not even consistent. Sometimes I get a single error message:
Cannot convert value of type 'ARAnchor' to expected argument type 'AnchoringComponent.Target'
Other times I get an error with two possible issues:
No exact matches in call to initializer
Candidate '() -> AnchorEntity' requires 0 arguments, but 1 was provided (RealityFoundation.AnchorEntity)
Candidate expects value of type 'AnchoringComponent.Target' for parameter #1 (got '(anchor: ARAnchor)')
I'm trying to track down why this sometimes causes an error and sometimes it does not.
Any pointers?
Can ARKit/RealityKit track multiple bodies for animation simultaneously?
Reviewing Apple's CapturingBodyMotionIn3D sample code (for WWDC2019 session), there is no explicit linkage between the ARBodyAnchor and the loaded BodyTrackedEntity (e.g., the AnchorEntity used for the BodyTrackedEntity is not associated with the ARBodyAnchor). There seems to be some hidden linkage between the ARKit ARBodyAnchor and the RealityKit BodyTrackedEntity.
Likewise, the ARFrame has a property for only a single ARBody2D (detectedBody).
My interpretation is that only a single person can be tracked at a time. Is this correct?
This is probably a minor point because it wouldn't affect distributed binaries, but I thought I'd mention it in case the behavior is unexpected.
After watching WWDC 20202 Explore logging in Swift, I tried some simple examples in a Mac command-line app. I was surprised to see the strings were all printed just fine. There was no redaction. At least when running the program from Xcode.
(Even using the old os_log() approach showed the strings without needing to add %{public}@.)
However, if I run the program from a Terminal shell, the string arguments are properly redacted.
I actually like this behavior (showing more while running in Xcode), but I thought I'd just raise the issue. Sample code and screenshot from Console are shown below.
import Foundation
import os
let logger = Logger(subsystem: "com.example.logging_test", category: "hello")
let greeting = "Hello"
let personName = "World"
logger.log("\(greeting), \(personName)")
logger.log("\(greeting, privacy: .private), \(personName)")
logger.log("\(greeting, privacy: .public), \(personName)")
os_log("%@, %@", greeting, personName)
I have an ARView in nonAR cameraMode and a PerspectiveCamera. When I rotate my iPhone from portrait to landscape mode, the size of the content shrinks.
For example, the attached image shows the same scenes with the phone in portrait and landscape modes. The blue cube is noticeable smaller in landscape. The size of the cube relative to the vertical space (i.e., the height of the view) in each situation is consistent.
Is there a way to keep the scene (e.g., the cube) the same size whether I am in portrait or landscape mode?
I just downloaded the latest Xcode beta, Version 15.0 (15A240d) and ran into some issues:
On start up, I was not given an option to download the Vision simulator.
I cannot create a project targeted at visionOS
I cannot build/run a hello world app for Vision.
In my previous Xcode-beta (Version 15.0 beta 8 (15A5229m)), there was an option to download the vision simulator, and I can create projects for the visionOS and run the code in the vision simulator.
The Xcode file downloaded was named "Xcode" instead of "Xcode-beta". I didn't want to get rid of the exiting Xcode, so I selected Keep Both. Now I have 3 Xcodes in the Applications folder
Xcode
Xcode copy
Xcode-beta
That is the only thing I see that might have been different about my install.
Hardware: Mac Studio 2022 with M1 Max
macOS Ventura 13.5.2
Any idea what I did wrong?
When defining a volumetric WindowGroup, I can set the defaultSize().
It is possible to set a different volume size when opening a window with openWindow()?
In my use case, I want to display potentially different models that are of different sizes inside the volumetric window, and I want to preserve each model's size. I would like to create a volumetric window that is optimally sized for each model.
Alternatively I could create a volumetric window that is large enough to fit the largest model, and then reposition smaller models inside the volume to be at the front & bottom of the volume, but I haven't figured out how to do that either (Post on that question)
In a progressive ImmersiveSpace, I created an object (a cylinder) and applied an OcclusionMaterial to it. It does hide my virtual content behind it, but does not show the content of my room. The cylinder just appears black.
In progressive (or full?) ImmersiveSpace, is it possible to apply occlusion material (or something else), so I can see the room behind the virtual content?
Basically, I want to punch a hole through the virtual content and see the room behind it.
As a practical example, imagine being in a progressive ImmersiveSpace, but you have a plane with an occlusion mesh applied to it above your Apple Magic Keyboard so you can see your keyboard.
Is this possible?
I have a simple visionOS app that uses a RealityView to map floors and ceilings using PlaneDetectionProvider and PlaneAnchors.
I can look at a location on the floor or ceiling, tap, and place an object at that location (I am currently placing a small cube with X-Y-Z axes sticking out at the location).
The tap locations are consistently about 0.35m off along the horizontal plane (it is never off vertically) from where I was looking.
Has anyone else run into the issue of a spatial tap gesture resulting in a location offset from where they are looking?
And if I move to different locations, the offset is the same in real space, so the offset doesn't appear to be associated with the orientation of the Apple Vision Pro (e.g. it isn't off a little to the left of the headset of where I was looking).
Attached is an image showing this. I focused on the corner of the carpet (yellow circle), tapped my fingers to trigger a tap gesture in RealityView, extracted the location, and placed a purple cube at that location.
I stood in 4 different locations (where the orange squares are), looked at the corner of the rug (yellow circle) and tapped. All 4 purple cubes are place at about the same location ~0.35m away from the look location.
Here is how I captured the tap gesture and extracted the 3D location:
var myTapGesture: some Gesture {
SpatialTapGesture()
.targetedToAnyEntity()
.onEnded { event in
let location3D = event.convert(event.location3D, from: .global, to: .scene)
let entity = event.entity
model.handleTap(location: location3D, entity: entity)
}
}
Here is how I set the position of the purple cube:
func handleTap(location: SIMD3<Float>, entity: Entity) {
let positionEntity = Entity()
positionEntity.setPosition(location, relativeTo: nil)
...
}
I want to extend an existing macOS app distributed through the Mac App Store with the capability to track the Wi-Fi's noise and signal strength along with the SSID it is connected to over time.
Using CWWiFiClient.shared().interface(), I can get noiseMeasurement() and rssiValue() fine, but ssid() always returns nil.
I am assuming this is a privacy issue (?).
Are there specific entitlements I can request or ways to prompt the user to grant the app privilege to access the SSID values?