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Reply to MainActor attribute on RealityKit APIs is causing problems
Hi, Is it the best workflow to create Metal buffers/textures in multithreading, then use a compute shader on the main thread to copy Metal resources into RealityKit, minimizing main thread usage? This api allow shaders can write to when they run on a GPU. LowLevelTexture.replace(using commandBuffer: any MTLCommandBuffer) -> any MTLTexture Thanks
Topic: Spatial Computing SubTopic: General Tags:
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Apr ’25