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Reply to How to get SceneKit to update a nodes orientation based on values that update in real time without lagging or stuttering
in UIViewRepresentable.updateUIView, you shouldn't be reloading the scene from disk on each update. that seems expensive if that doesn't make an impact, I'm not familiar with using SceneKit with SwiftUI, so not sure how UIViewRepresentable.updateUIView works with/against a typical SceneRenderDelegate.updateAtTime implementation. fwiw.
Topic: Graphics & Games SubTopic: SceneKit Tags:
Jan ’24
Reply to Follow the body
in visionOS v1.0, full body tracking is not exposed to third party developers. Hand tracking can be requested. https://developer.apple.com/documentation/arkit/handtrackingprovider/?cmdf=visionOS%20hand%20tracking
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Jan ’24
Reply to DrawableQueue to RealityKit ShaderGraphMaterial ignoring alpha channel of texture?
I would love to see some sample code showing how you're generating a dynamic texture with DrawableQueue! That said, I can see from the image that your sending UsdUVTexture.RGBA, which has 4 components, to UnlitSurface.Color, which only takes in 3 components. You need to split the RGBA out, then pass the first three into Color, and the last into Opacity.
Topic: Graphics & Games SubTopic: General Tags:
Dec ’23
Reply to Potential problem with synching users' private CloudKit with NSPersistentCloudKitContainer
Yes. the current design of NSPersistentCloudKitContainer is to sync everything. There are other sync engines available between CoreData and CloudKit, such as CKSyncEngine in iOS 17, and open source sun engines like CloudCore, which might provide more fine-grain control over sync. And of course, you can always write your own that best suits your needs.
Jul ’23