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Post Notification to RCP but Timeline won't fire
I am trying to use onNofitication in BehaviorComponent to fire up my composed timeline actions. Which is formed up by one TransformTo action, one Hide action and followed by a Notification action indicating the other two actions are finished. With this post, I successfully send a notification to RCP to fire up my timeline with identification: NotificationCenter.default.post( name: NSNotification.Name("RealityKit.NotificationTrigger"), object: nil, userInfo: [ "RealityKit.NotificationTrigger.Scene": scene, "RealityKit.NotificationTrigger.Identifier": "onSomethingStart" ] ) On the other hand, to subscribe that Notification Action, I append a onReceive function below my RealityView, and succesfully received my notification private let notificationTrigger = NotificationCenter.default.publisher( for: Notification.Name("RealityKit.NotificationTrigger")) guard let entity = out.userInfo?["RealityKit.NotificationTrigger.SourceEntity"] as? Entity, let notificationName = out.userInfo?["RealityKit.NotificationTrigger.Identifier"] as? String else { return } debugPrint("Received notification: \(notificationName), entity name: \(entity.name)") Which means that my Timeline is fired up because I can received my notification in my Timeline. But the rest two actions just don't appear to be working. I played the timeline in RCP it works fine. Anything I missed to make it tick? XCode beta 16.1 VisionOS beta 9
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848
Sep ’24
CloudKit settings when transferring my App to another account
Recently I am about to transfer my app to another developer account. I checked the official documents to see the preparation I need to make. The most key two things I care are data and subscription. The auto-subscription part is clear and have clear step-by-step instructions. But for the data part, especially I find it was unclear about iCloudKit related service. As a developer I want to keep all user's settings and data when transferring the app. I use CloudKit - CoreData, CloudKit - KV, iCloud Keychain, to save user's preference data, I wonder: As recipient account, do I need to do anything (like enable some iCloud related features) before accepting a transfer in the aspect of iCloud sharing feature? I notice that UbiquitousKVStore automatically create a $(TeamIdentifierPrefix)$(CFBundleIdentifier) in my entitlements file. Which means after the transfer, the container's name would change because of TeamID's change. Do I need to change that to use the original TeamID to keep the container's name the same? As a developer there are actually two stages when transferring an app, "accept a transfer", "publish a new version after accepting a transfer". I wonder when publishing with new account, except for changing the provisioning team file, what others I need to do to ensure that the transferred app has all authority to access "previous service" (like regression test to check if all data, subscription transaction preserved after transfer)? As recipient account, should I set up my subscription group before accepting a transfer? When the entity of name would be changed on App Store? Is that the time when the recipient account click "accept the transfer"? Thanks
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338
Mar ’25
Default RealityViewContent has multiple anchors?
I am developing an app in mixed immersive native app on Vision Pro. In my RealityView, I add my scene by content.add(mainGameScene). Normally the anchored position (original coord) should be the device position but on the ground (with y == 0 on the ground). At least this is how I understand the RealityViewContent works. So if I place something at position (0, 0, -1.0), the object should be in the front of you but on the floor (z axis is pointing backwards) However recently I load a different scene and I add that with same code, content.add(mainGameScene), something has changed, my scene randomly anchored on the floor or ceiling, according to the places I stand or sit. When I open Visualizations of my anchoring point, I could see that anchor point I am using is on the ceiling. The correct one (around my foots) is left over there. How could I switch to the correct anchored position? Or does any setting can change the behavior of default RealityViewContent?
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878
Apr ’24
Cannot extract imagePair from generated Spatial Photos
Hi I am trying to implement something simple as people can share their Spatial Photos with others (just like this post). I encountered the same issue with him, but his answer doesn't help me out here. Briefly speaking, I am using CGImgaeSoruce to extract paired leftImage and rightImage from one fetched spatial photo let photos = PHAsset.fetchAssets(with: .image, options: nil) // enumerating photos .... if asset.mediaSubtypes.contains(PHAssetMediaSubtype.spatialMedia) { spatialAsset = asset } // other code show below I can fetch left and right images from native Spatial Photo (taken by Apple Vision Pro or iPhone 15+), but it didn't work on generated spatial photo (2D -> 3D feat in Photos). // imageCount is 1 when it comes to generated spatial photo let imageCount = CGImageSourceGetCount(source) I searched over the net and someone says the generated version is having a depth image instead of left/right pair. But still I cannot extract any depth image from imageSource. The full code below, the imagePair extraction will stop at "no groups found": func extractPairedImage(phAsset: PHAsset, completion: @escaping (StereoImagePair?) -> Void) { let options = PHImageRequestOptions() options.isNetworkAccessAllowed = true options.deliveryMode = .highQualityFormat options.resizeMode = .none options.version = .original return PHImageManager.default().requestImageDataAndOrientation(for: phAsset, options: options) { imageData, _, _, _ in guard let imageData, let imageSource = CGImageSourceCreateWithData(imageData as CFData, nil) else { completion(nil) return } let stereoImagePair = stereoImagePair(from: imageSource) completion(stereoImagePair) } } } func stereoImagePair(from source: CGImageSource) -> StereoImagePair? { guard let properties = CGImageSourceCopyProperties(source, nil) as? [CFString: Any] else { return nil } let imageCount = CGImageSourceGetCount(source) print(String(format: "%d images found", imageCount)) guard let groups = properties[kCGImagePropertyGroups] as? [[CFString: Any]] else { /// function returns here print("no groups found") return nil } guard let stereoGroup = groups.first(where: { let groupType = $0[kCGImagePropertyGroupType] as! CFString return groupType == kCGImagePropertyGroupTypeStereoPair }) else { return nil } guard let leftIndex = stereoGroup[kCGImagePropertyGroupImageIndexLeft] as? Int, let rightIndex = stereoGroup[kCGImagePropertyGroupImageIndexRight] as? Int, let leftImage = CGImageSourceCreateImageAtIndex(source, leftIndex, nil), let rightImage = CGImageSourceCreateImageAtIndex(source, rightIndex, nil), let leftProperties = CGImageSourceCopyPropertiesAtIndex(source, leftIndex, nil), let rightProperties = CGImageSourceCopyPropertiesAtIndex(source, rightIndex, nil) else { return nil } return (leftImage, rightImage, self.identifier) } Any suggestion? Thanks visionOS 2.4
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143
Jun ’25
Implementing a bouncing surface
I am trying to simulate a pinball game and I want to use PhysicsBody & PhysicsMotion to achieve that. I tuned the parameters around in PhysicsBodyComponent, but the result is not quite ideal for now. Imagine a fully inflated basketball bouncing high off the ground (ground vs basketball). I assign PhysicsBodyComponent and CollisionComponent to both basketball and the ground. For basket ball, I set it as: dynamic mode mass 1, inertia .one Material.Restitution 1 Angular Damping and Linear Damping to 0 AddForce to make the basketball move to hit the ground For ground, I set it as: static mode mass 1, inertia .zero Material.Restitution 1 Angular Damping and Linear Damping to 0 However, when the basket ball hit the ground, it isn't that bouncy, the basketball behaves like hitting to a cotton and the linear speed just dumps fast. Wonder how I could achieve the bouncing effect like real basketball vs ground.
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1.4k
Jul ’24