Post

Replies

Boosts

Views

Activity

Add a value to the Photos Caption field
In the iOS Photos app there is a caption field the user can write to. How can you write to this value from Swift when creating a photo? I see apps that do this, but there doesn't seem to be any official way to do this using the Photo library through PHAssetCreationRequest or PHAssetResourceCreationOptions or setting EXIF values, I tried settings a bunch of values there including IPTC values but nothing appears in the caption field in the iOS photos app. There must be some way to do it since I see other apps setting that value somehow after capturing a photo.
1
1
195
Oct ’25
Blank scene with xcode connected and "Metal -> API Validation" turned off.
I'm not sure which combination of iOS/XCode/Mac OS is causing this issue, but all of a sudden when I try to run our SceneKit app and the "Scheme -> Diagnostics -> Metal -> API Validation" setting is turned off the scene won't render and the console is just full of the following errors: Execution of the command buffer was aborted due to an error during execution. Invalid Resource (00000009:kIOGPUCommandBufferCallbackErrorInvalidResource) [SceneKit] Error: Main command buffer execution failed with status 5, error: Error Domain=MTLCommandBufferErrorDomain Code=9 "Invalid Resource (00000009:kIOGPUCommandBufferCallbackErrorInvalidResource)"  ) If you run the app outside of xcode it's fine, also enabling the "API Validation" option stops the issue. One of my schemes has this option disabled since the project began and never had an issue before. Just throwing this out there incase someone else has spent hours of their life trying to figure out why this is not working for them. Also you can just create a new SceneKit project and turn that diagnostic option off and the app won't render anything.
2
0
1.9k
Aug ’23
WeatherKit REST API attribution logo when not using the Swift wrappers
If you use the iOS16 Swift WeatherKit API you can get the weather data attribution logo doing something like: // Skipping full syntax for example let attribution = WeatherService.shared.attribution // A URL to an image you can show along with the weather data attribution.combinedMarkLightURL What about if you are not using the iOS16 WeatherKit wrappers e.g. you are using the REST API on your own server to return data. The API docs show a providerLogo/providerName parameter in the metadata returned from the service, but they don't seem to be populated right now. Is it ok just to use a unicode Apple logo to make a string instead like:  Weather Also in the API there is a metadata object returned in each dataset e.g. current, daily, hourly which each has an attributionURL field, will all those values always be the same or we might have to display multiple URLs for data sources, the Swift example seems to just have one attribution object.
2
1
2.1k
Nov ’22
WeatherKit available to iOS users in China?
Does WeatherKit work for users in China? Some of our APIs to fetch weather data from other sources have been blocked in China, we are hoping WeatherKit will work as a replacement for them (we are using the Swift APIs to integrate with WeatherKit). Hopefully calling WeatherKit using the Swift APIs inside China from an iOS device will return data successfully and not fail. Thanks.
2
0
1k
Oct ’22
Crash inside SceneKit [SCNPhysicsField _removeOwner]
I'm seeing a decent number of crash reports from our app where SceneKit is crashing internally relating to SCNPhysicsField. The stack looks like: objc_msgSend -[SCNPhysicsField _removeOwner] -[SCNNode dealloc] AutoreleasePoolPage::releaseUntil(objc_object**) -[UIApplication _run] UIApplicationMain main start It must be that I am removing a node that has a physics field on it and it randomly crashes. Probably threading related? Anyone know if there is a workaround, maybe setting physicsField to nil first before trying to remove the node? Thanks
2
0
1.5k
Mar ’23
How to reduce draw call count in RealityKit
I'm trying to render a large number of entities, it looks like each ModelEntity causes a draw call, even if you share the ModelComponent so each Entity shares the mesh and materials. I tried to use the MeshInstanceCollection inside MeshResource to generate a large number of objects in the scene, the code works and draws many objects but the draw count is still one call per instance, this seems strange I would assume it should only be one draw call for the single entity since I have specified to use instancing in the resource. Has anybody else successfully used instancing in RealityKit to draw a large number go Entities (maybe around 10,000) or drawn this amount of items successfully with 60fps any other way? Here is some sample code that draws 100 cubes using instancing but still causes 100 draw calls. func instanceTest(scene: RealityKit.Scene) { var resource = MeshResource.generateBox(size: 0.2) var contents = MeshResource.Contents() contents.models = resource.contents.models var arr: [MeshResource.Instance] = [] var matrix = matrix_identity_float4x4 matrix[3, 0] = 0.5 for i in 0..<100 { let inst = MeshResource.Instance(id: "\(i)", model: "MeshModel", at: matrix) arr.append(inst) } contents.instances = MeshInstanceCollection(arr) let updatedResource = try? MeshResource.generate(from: contents) let unlitMaterial = UnlitMaterial(color: .red) let modelEntity = ModelEntity( mesh: updatedResource!, materials: [unlitMaterial] ) let anchor = AnchorEntity() anchor.addChild(modelEntity) scene.addAnchor(anchor) }
2
1
1.1k
Jun ’24
Crash on iOS18 Beta5 when adding a SCNAnimation animationDidStop closure with Swift6 selected
I'm trying to update my projects to use Swift6, if I change the project settings to use Swift6 then my app crashes when I add a closure to the SCNAnimation animationDidStop property. The error is inside the SceneKit renderingQueue and indicates that the callback is being called on the wring queue. Maybe I need to do something in the code to fix this but I can't seem to make it work, maybe a SceneKit bug? If you create a new game template in Xcode using SceneKit and replace the contents of GameViewController.swift with the following you will see the app crash after it is launched. import UIKit import SceneKit class GameViewController: UIViewController { let player: SCNAnimationPlayer = { let a = CABasicAnimation(keyPath: "opacity") return SCNAnimationPlayer(animation: SCNAnimation(caAnimation: a)) }() override func viewDidLoad() { super.viewDidLoad() let scnView = self.view as! SCNView scnView.scene = SCNScene() // Change the project settings to use Swift6 // Setting this closure will then cause a _dispatch_assert_queue_fail // EXC_BREAKPOINT error in the scenekit.renderingQueue.SCNView queue, // the only thing on the stack is: // "%sBlock was %sexpected to execute on queue [%s (%p)]" player.animation.animationDidStop = { (a: SCNAnimation, b: SCNAnimatable, c: Bool) in print("stopped") } scnView.scene?.rootNode.addAnimationPlayer(player, forKey: nil) player.play() } }
2
2
1k
Aug ’24
App Icon all black on ios17, works on iOS18, building app in Xcode16 beta
In my app I added an AppIcon in the Assets.xcassets folder. I added a any/dark/tinted version of the app icon, in 1024x1024 resolution as a HEIC file, specifying a "single size" iOS option. When I build and run the app in xcode16 beta on iOS18 the icon works as expected, but when I run the same app on iOS17 the icon just shows up as a black rectangle. How do I get the app icon to work correctly on both iOS18 and iOS17?
2
0
1.3k
Aug ’24
Ignore accented rendering mode?
In iOS18 the user can change their Home Screen customization to choose either light, dark, or tinted. If they choose tinted the widgets are rendered using the "accented" rendering mode and without a background. Is there some way to override so that the tinted mode is ignore completely and the widgets render as full color? I know about WidgetAccentedRenderingMode (https://developer.apple.com/documentation/widgetkit/widgetaccentedrenderingmode) but that's only for images, not the whole control and doesn't help with the background also being removed in the tinted mode.
2
0
974
Nov ’24
colorScheme value always dark after setting dark mode in display and brightness even if Home Screen customization is light
If you set the display and brightness settings in iOS to be in dark mode, then the value returned in the colorScheme environment value: https://developer.apple.com/documentation/swiftui/environmentvalues/colorscheme @Environment(.colorScheme) var colorScheme is always dark, even if you toggle between light or dark in the Home Screen customization option. Tinted is reported correctly. Is there some way to get the Home Screen customization light/dark/tinted value correctly? Swapping the Home Screen customization value between light/dark does swap between the light and dark app icon so it seems like the widget color scheme should also swap in this case.
2
0
680
Sep ’24
How to know the app was launched from an AppIntent in a widget?
Is it possible to tell in your code if the app was launched from an app intent action in a widget. In my SwiftUI code it has something like Button(intent: MyIntent()) I want to be able to tell when the user has clicked on the button to launch the app, because I need some different setup code to run before the intent perform method is called. Thanks
3
0
2.1k
Sep ’23
Add a value to the Photos Caption field
In the iOS Photos app there is a caption field the user can write to. How can you write to this value from Swift when creating a photo? I see apps that do this, but there doesn't seem to be any official way to do this using the Photo library through PHAssetCreationRequest or PHAssetResourceCreationOptions or setting EXIF values, I tried settings a bunch of values there including IPTC values but nothing appears in the caption field in the iOS photos app. There must be some way to do it since I see other apps setting that value somehow after capturing a photo.
Replies
1
Boosts
1
Views
195
Activity
Oct ’25
Blank scene with xcode connected and "Metal -> API Validation" turned off.
I'm not sure which combination of iOS/XCode/Mac OS is causing this issue, but all of a sudden when I try to run our SceneKit app and the "Scheme -> Diagnostics -> Metal -> API Validation" setting is turned off the scene won't render and the console is just full of the following errors: Execution of the command buffer was aborted due to an error during execution. Invalid Resource (00000009:kIOGPUCommandBufferCallbackErrorInvalidResource) [SceneKit] Error: Main command buffer execution failed with status 5, error: Error Domain=MTLCommandBufferErrorDomain Code=9 "Invalid Resource (00000009:kIOGPUCommandBufferCallbackErrorInvalidResource)"  ) If you run the app outside of xcode it's fine, also enabling the "API Validation" option stops the issue. One of my schemes has this option disabled since the project began and never had an issue before. Just throwing this out there incase someone else has spent hours of their life trying to figure out why this is not working for them. Also you can just create a new SceneKit project and turn that diagnostic option off and the app won't render anything.
Replies
2
Boosts
0
Views
1.9k
Activity
Aug ’23
WeatherKit REST API attribution logo when not using the Swift wrappers
If you use the iOS16 Swift WeatherKit API you can get the weather data attribution logo doing something like: // Skipping full syntax for example let attribution = WeatherService.shared.attribution // A URL to an image you can show along with the weather data attribution.combinedMarkLightURL What about if you are not using the iOS16 WeatherKit wrappers e.g. you are using the REST API on your own server to return data. The API docs show a providerLogo/providerName parameter in the metadata returned from the service, but they don't seem to be populated right now. Is it ok just to use a unicode Apple logo to make a string instead like:  Weather Also in the API there is a metadata object returned in each dataset e.g. current, daily, hourly which each has an attributionURL field, will all those values always be the same or we might have to display multiple URLs for data sources, the Swift example seems to just have one attribution object.
Replies
2
Boosts
1
Views
2.1k
Activity
Nov ’22
MinuteWeather precipitationIntensity why speed not amount?
Why does the documentation say this field returns the intensity of precipitation in UnitSpeed, this seems confusing. Shouldn't the amount of precipitation be an amount like inch/hr, mm/hr why would the value be in speed? The old dark sky documentation for this field shows the units were returned in inches/hour
Replies
2
Boosts
0
Views
1.3k
Activity
Aug ’23
WeatherKit available to iOS users in China?
Does WeatherKit work for users in China? Some of our APIs to fetch weather data from other sources have been blocked in China, we are hoping WeatherKit will work as a replacement for them (we are using the Swift APIs to integrate with WeatherKit). Hopefully calling WeatherKit using the Swift APIs inside China from an iOS device will return data successfully and not fail. Thanks.
Replies
2
Boosts
0
Views
1k
Activity
Oct ’22
What happens when your monthly quota is exceeded?
If you exceed the monthly quota in your WeatherKit plan what happens when you make an API call (Swift SDK), does it just error out? Will Apple give you some grace period to upgrade your quota to a larger value before stopping you from being able to make queries?
Replies
2
Boosts
2
Views
1.2k
Activity
Oct ’22
Crash inside SceneKit [SCNPhysicsField _removeOwner]
I'm seeing a decent number of crash reports from our app where SceneKit is crashing internally relating to SCNPhysicsField. The stack looks like: objc_msgSend -[SCNPhysicsField _removeOwner] -[SCNNode dealloc] AutoreleasePoolPage::releaseUntil(objc_object**) -[UIApplication _run] UIApplicationMain main start It must be that I am removing a node that has a physics field on it and it randomly crashes. Probably threading related? Anyone know if there is a workaround, maybe setting physicsField to nil first before trying to remove the node? Thanks
Replies
2
Boosts
0
Views
1.5k
Activity
Mar ’23
How to reduce draw call count in RealityKit
I'm trying to render a large number of entities, it looks like each ModelEntity causes a draw call, even if you share the ModelComponent so each Entity shares the mesh and materials. I tried to use the MeshInstanceCollection inside MeshResource to generate a large number of objects in the scene, the code works and draws many objects but the draw count is still one call per instance, this seems strange I would assume it should only be one draw call for the single entity since I have specified to use instancing in the resource. Has anybody else successfully used instancing in RealityKit to draw a large number go Entities (maybe around 10,000) or drawn this amount of items successfully with 60fps any other way? Here is some sample code that draws 100 cubes using instancing but still causes 100 draw calls. func instanceTest(scene: RealityKit.Scene) { var resource = MeshResource.generateBox(size: 0.2) var contents = MeshResource.Contents() contents.models = resource.contents.models var arr: [MeshResource.Instance] = [] var matrix = matrix_identity_float4x4 matrix[3, 0] = 0.5 for i in 0..<100 { let inst = MeshResource.Instance(id: "\(i)", model: "MeshModel", at: matrix) arr.append(inst) } contents.instances = MeshInstanceCollection(arr) let updatedResource = try? MeshResource.generate(from: contents) let unlitMaterial = UnlitMaterial(color: .red) let modelEntity = ModelEntity( mesh: updatedResource!, materials: [unlitMaterial] ) let anchor = AnchorEntity() anchor.addChild(modelEntity) scene.addAnchor(anchor) }
Replies
2
Boosts
1
Views
1.1k
Activity
Jun ’24
Crash on iOS18 Beta5 when adding a SCNAnimation animationDidStop closure with Swift6 selected
I'm trying to update my projects to use Swift6, if I change the project settings to use Swift6 then my app crashes when I add a closure to the SCNAnimation animationDidStop property. The error is inside the SceneKit renderingQueue and indicates that the callback is being called on the wring queue. Maybe I need to do something in the code to fix this but I can't seem to make it work, maybe a SceneKit bug? If you create a new game template in Xcode using SceneKit and replace the contents of GameViewController.swift with the following you will see the app crash after it is launched. import UIKit import SceneKit class GameViewController: UIViewController { let player: SCNAnimationPlayer = { let a = CABasicAnimation(keyPath: "opacity") return SCNAnimationPlayer(animation: SCNAnimation(caAnimation: a)) }() override func viewDidLoad() { super.viewDidLoad() let scnView = self.view as! SCNView scnView.scene = SCNScene() // Change the project settings to use Swift6 // Setting this closure will then cause a _dispatch_assert_queue_fail // EXC_BREAKPOINT error in the scenekit.renderingQueue.SCNView queue, // the only thing on the stack is: // "%sBlock was %sexpected to execute on queue [%s (%p)]" player.animation.animationDidStop = { (a: SCNAnimation, b: SCNAnimatable, c: Bool) in print("stopped") } scnView.scene?.rootNode.addAnimationPlayer(player, forKey: nil) player.play() } }
Replies
2
Boosts
2
Views
1k
Activity
Aug ’24
App Icon all black on ios17, works on iOS18, building app in Xcode16 beta
In my app I added an AppIcon in the Assets.xcassets folder. I added a any/dark/tinted version of the app icon, in 1024x1024 resolution as a HEIC file, specifying a "single size" iOS option. When I build and run the app in xcode16 beta on iOS18 the icon works as expected, but when I run the same app on iOS17 the icon just shows up as a black rectangle. How do I get the app icon to work correctly on both iOS18 and iOS17?
Replies
2
Boosts
0
Views
1.3k
Activity
Aug ’24
Is Swift6 required for iOS18 production apps?
Do you have to compile your apps with Swift6 enabled to ship a production app when iOS18 is released?
Replies
2
Boosts
0
Views
1.1k
Activity
Aug ’24
Ignore accented rendering mode?
In iOS18 the user can change their Home Screen customization to choose either light, dark, or tinted. If they choose tinted the widgets are rendered using the "accented" rendering mode and without a background. Is there some way to override so that the tinted mode is ignore completely and the widgets render as full color? I know about WidgetAccentedRenderingMode (https://developer.apple.com/documentation/widgetkit/widgetaccentedrenderingmode) but that's only for images, not the whole control and doesn't help with the background also being removed in the tinted mode.
Replies
2
Boosts
0
Views
974
Activity
Nov ’24
colorScheme value always dark after setting dark mode in display and brightness even if Home Screen customization is light
If you set the display and brightness settings in iOS to be in dark mode, then the value returned in the colorScheme environment value: https://developer.apple.com/documentation/swiftui/environmentvalues/colorscheme @Environment(.colorScheme) var colorScheme is always dark, even if you toggle between light or dark in the Home Screen customization option. Tinted is reported correctly. Is there some way to get the Home Screen customization light/dark/tinted value correctly? Swapping the Home Screen customization value between light/dark does swap between the light and dark app icon so it seems like the widget color scheme should also swap in this case.
Replies
2
Boosts
0
Views
680
Activity
Sep ’24
How to know the app was launched from an AppIntent in a widget?
Is it possible to tell in your code if the app was launched from an app intent action in a widget. In my SwiftUI code it has something like Button(intent: MyIntent()) I want to be able to tell when the user has clicked on the button to launch the app, because I need some different setup code to run before the intent perform method is called. Thanks
Replies
3
Boosts
0
Views
2.1k
Activity
Sep ’23
How to hide the tick marks on a SwiftUI Slider in iOS26
In SwiftUI sliders now have tick marks by default on iOS26, how do you turn them off or hide them? This WWDC talk had some sample code on how to set the tick marks but it doesn't compile for me: https://developer.apple.com/videos/play/wwdc2025/323/ I don't see any available methods or initializers to turn them off.
Replies
3
Boosts
0
Views
182
Activity
Jul ’25