I was reading the release notes for the 16.4 Beta, and I realized that in future beta versions of iOS, I would no longer be able to use the developer betas, as I use a different Apple ID for my iPhone than I do for my developer account. My question is: In the future: how would I get the dev betas on this iPhone? I plan on getting the iOS 17 beta when it is eventually released, and I kinda need my iPhone to be able to run it to continue developing and testing my apps. For anyone searching, the Release Note is: 101692915
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I am working on a complicated project in Swift.
Basically, my program will get a value of type GameObject.
Then, my program will render that GameObject.
However, sometimes, the render functions and other things need to be changed.
In the past, my program was actually able to initialize a subclass of GameObject, instead of initializing the GameObject itself to allow this type of expandability.
So my question is: How do I cast the GameObject to a subclass, like SkySphere. Note that my project will never get a value of type SkySphere. It will always get a simple, basic GameObject.
I am open to other solutions, like copying the values in GameObject to one of these subclasses, like SkySphere. Note that GameObject can have children, so these values would have to be copied as well.
I'm working on a game engine with swift and metal. I know how to extend a class like this:
class SkySphere: GameObject
But I need a little more than that. I recently updated how objects were loaded into the game engine to support the USDZ file type. This means that meshes are now loaded in as their GameObject. So instead of initializing the GameObject by providing it with a mesh, the mesh returns a GameObject, which I can add to my scene. The problem is that I can't extend these GameObjects to give certain objects (like the SkySphere) their own render functions.
How should I go about extending this class?
I'm working on a game using Metal. I like to show it off to my friends every once in a while, who always make remarks about how the fps is capped at 60. I can increase preferredFramesPerSecond to 120 or something like that, but it seems as though my fps is still stuck at 60. The maximum that my monitor can do is 60, however, I know that more fps, even with a slower monitor, can help your performance in a game. How do I ignore the maximumFramesPerSecond variable and let my game run with an fps cap bigger than 60?
I am having trouble with getting the size of the texture belonging to a CAMetalLayer Drawable. When I use view.drawableSize.width, it returns 2560x1440, however, when I use the Metal Debugger, I get the correct value of 2660x1432. If I hardcode my size to 2660x1432, my application works perfectly fine (except that I can't resize the window without it breaking), but when I try to use view.drawableSize.width, it doesn't work at all. I can see my scene being rendered in the debugger, but if I don't hardcode my screen size, it is not being displayed on the CAMetalLayer Drawable.
How can I get the correct size using code?