Post

Replies

Boosts

Views

Activity

Reply to Sign In With Apple JS nonce error
I'm also facing this issue and trying to find a solution for it. I don't think the nonce here is the same as Apple's nonce. I'm guessing this Content Security Policy directive is a separate thing that requires it's own nonce, hash, or the keyword unsafe-inline to be added somewhere. I'm continuing to find a solution to this problem with no luck so far. Note that I'm configuring the authorization object using the JavaScript APIs, not by using markup, and facing the same issue. html script type="text/javascript" src="https://appleid.cdn-apple.com/appleauth/static/jsapi/appleid/1/en_US/appleid.auth.js"/script div id="appleid-signin" data-color="black" data-border="true" data-type="sign in"/div script type="text/javascript" AppleID.auth.init({ clientId : '[CLIENT_ID]', scope : '[SCOPES]', redirectURI : '[REDIRECT_URI]', state : '[STATE]', nonce : '[NONCE]', usePopup : false }); /script I'm also using Google Chrome to test my Sign In with Apple implementation.
Topic: App & System Services SubTopic: General Tags:
Apr ’21
Reply to SceneKit particle template xcode 11
ViktorEvil, your solution is correct. The problem you're getting an error is that you are initializing the Trail.scn file inside createTrail(color:geometry:) which is called inside spawnShape() which is called inside renderer(_:updateAtTime:), which causes your console to print the following: [SceneKit] Error: Scene <SCNScene: 0x2803f5500> is modified within a rendering callback of another scene (<SCNScene: 0x2803e0000>). This is not allowed and may lead to crash The solution to fix this is to initialize the SCNScene for the trail outside createTrail(color:geometry:). I got the hint from this StackOverflow answer - https://stackoverflow.com/a/52792424/10654098. So you need to declare a new variable in GameViewController: var trailScene: SCNScene! Then, create a function: func setupTrailScene() { &#9;&#9;trailScene = SCNScene(named: "Trail.scn")! } Then call this function in viewDidLoad(). Then modify your createTrail(color:geometry:) to use the instance variable trailScene instead of declaring the constant inside: func createTrail(color: UIColor, geometry: SCNGeometry) -> SCNParticleSystem { &#9;&#9; let node: SCNNode = (trailScene.rootNode.childNode(withName: "Trail", recursively: true)!)! &#9;&#9; let particleSystem: SCNParticleSystem = (node.particleSystems?.first)! &#9;&#9; particleSystem.particleColor = color &#9;&#9; particleSystem.emitterShape = geometry &#9;&#9; return particleSystem } I think this is the best workaround so far, which is to create a particle system node inside a .scn file and get the particle system from that node.
Topic: Graphics & Games SubTopic: SceneKit Tags:
Feb ’21
Reply to Xcode - organizer not showing crashes
I was able to view my crash logs in Xcode by downloading them from App Store Connect then right-click the .crash file and choose Open With > Xcode. After that the same behavior as clicking the Open in Project button from Xcode organizer; It will ask me which project to open and then I can view the crash report and trace it in code. This is just a workaround. I hope this original issue is fixed so that the same crashes in App Store Connect > TestFlight > Crashes appear inside Xcode > Organizer > Crashes.
Jan ’21
Reply to SwiftUI EditMode and NavigationLink
I'm also facing this issue in iOS 14.2. Here's a simple example that is causing Buttons to not be tappable when edit mode is on: struct ContentView: View { &#9;&#9;let items = ["A", "B", "C"] &#9;&#9;@State private var selectedItem: String? &#9;&#9;var body: some View { &#9;&#9;&#9;&#9;List(selection: $selectedItem) { &#9;&#9;&#9;&#9;&#9;&#9;Section(header: Text("Select an Item")) { &#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;ForEach(items, id: \.self) { item in &#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;Text(item) &#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;} &#9;&#9;&#9;&#9;&#9;&#9;} &#9;&#9;&#9;&#9;&#9;&#9;Button("Next") { &#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;print("You selected: \(selectedItem)") &#9;&#9;&#9;&#9;&#9;&#9;} &#9;&#9;&#9;&#9;} &#9;&#9;&#9;&#9;.listStyle(InsetGroupedListStyle()) &#9;&#9;&#9;&#9;.environment(\.editMode, .constant(.active)) &#9;&#9;} } Trying to tap on the button will not print the string to on the console. As soon as I set the edit mode to .constant(.inactive), the button is tappable again and the print works. I have tried replacing the the button with the following: Button("Next", action: {}) &#9;&#9;.onTapGesture { &#9;&#9;&#9;&#9;print("You selected: \(selectedItem)") &#9;&#9;} But this hack only triggers the tap if it is exactly on the button text. Any tap in the remaining area of the list row will not trigger the onTapGesture. I'm not sure if this is an incorrect implementation of single selection lists on my side or if it's a bug in SwiftUI.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Nov ’20