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RealityKit particleEmitter delay starting when toggling isEmitting
I have a scene built up in RealityComposerPro, in which I've added a ParticleEmitter with isEmitting set to False and 'Loop' set to True. In my app, when I toggle isEmitting to True there can be a delay of a few seconds before the ParticleEmitter starts. However, if I programatically add the emitter in code at that point, it starts immediately. To be clear, I'm seeing this on the VisionOS simulator - I don't have access to a device at this time. Am I misunderstanding how to control the ParticleEmitter when I need precise control on when it starts.
1
0
586
Feb ’25
When to use an AnchorEntity or HandTrackingProvider in VisionOS
As I understand it there are two ways I can track a hand, or a joint, in RealityKit: either, create an AnchorEntity, for example AnchorEntity(.hand(.left, location: .palm)) or, set up an ARSession with a HandTrackingProvider ( a lot more code which I haven't repeated here). Assuming this is correct, when would I want to use one over the other?
2
0
449
Mar ’25
Conforming @MainActor class to Codable
How does one add Codable conformance to a class that needs to be isolated to the MainActor? For example, the following code gives compiler errors: @MainActor final class MyClass: Codable { var value: Int enum CodingKeys: String, CodingKey { case value } init(from decoder: Decoder) throws { // <-- Compiler error: Initializer 'init(from:)' isolated to global actor 'MainActor' can not satisfy corresponding requirement from protocol 'Decodable' let data = try decoder.container(keyedBy: CodingKeys.self) self.value = try data.decode(Int.self, forKey: .value) } func encode(to encoder: Encoder) throws { // <-- Compiler error: Instance method 'encode(to:)' isolated to global actor 'MainActor' can not satisfy corresponding requirement from protocol 'Encodable' var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(value, forKey: .value) } } I'm definitely struggling to get my head around actors and @MainActor at the moment!
1
1
3.2k
Jan ’24
SwiftUI app outputting CVDisplayLink related messages to console?
I'm getting a lot of output on the console as I run a MacOS based SwiftUI app I'm developing, for example: 2021-12-08 12:40:14.439565+0000 SpDriveApp[6801:159299] [] [0x7fe6e7830820] CVCGDisplayLink::setCurrentDisplay: 1892262333 2021-12-08 12:40:14.439785+0000 SpDriveApp[6801:159299] [] [0x7fe6e7830800] CVDisplayLinkCreateWithCGDisplays count: 1 [displayID[0]: 0x70c9a1bd] [CVCGDisplayLink: 0x7fe6e7830820] 2021-12-08 12:40:14.439827+0000 SpDriveApp[6801:159299] [] [0x7fe6e7830800] CVDisplayLinkStart 2021-12-08 12:40:14.439853+0000 SpDriveApp[6801:159299] [] [0x7fe6e7830820] CVDisplayLink::start 2021-12-08 12:40:14.439993+0000 SpDriveApp[6801:182706] [] [0x60000f698460] CVXTime::reset Has anyone else seen this? Have I accidentally switched on a diagnostic tool, or is there something else I am doing wrong?
11
0
3.9k
Apr ’22
Issues testing StoreKit in Xcode after AppBundle ID change
I'm developing across two Macs: one Apple Silicon and an Intel laptop (used for performance and compatibility testing). I've been testing my StoreKit2 implementation, and have come across a couple of issues. From time to time something appears to become corrupted, and StoreKit2 says it has a 'connection' issue. Deleting the folder com.apple.storekitagent, which a sub folder Octane, restarting the machine appears to fix this. The second issue I cannot appear to resolve. I have needed to change the App Bundle ID. I did this whilst developing on the M2 Mac without problem. But now when I try and run back on the Intel Mac I am getting a set of unfinished transactions which I can either process, nor delete (they are not appearing in Xcode's StoreKit debug window. I've tried deleting the folder com.apple.storekitagent, and restarting the machine, but to no avail. Note if I reset back to my original App Bundle ID then all works as before. Here is a sample of errors I am receiving: Error finishing transaction 110: Error Domain=ASDErrorDomain Code=500 "Unhandled exception" UserInfo={NSUnderlyingError=0x600001863cf0 {Error Domain=AMSErrorDomain Code=301 "Invalid Status Code" UserInfo={NSLocalizedDescription=Invalid Status Code, AMSURL=http://localhost:49242/WebObjects/MZFinance.woa/wa/inAppTransactionDone?REDACTED, AMSStatusCode=404, AMSServerPayload={ error = "Transaction not found"; }, NSLocalizedFailureReason=The response has an invalid status code}}, storefront-country-code=USA, client-environment-type=XcodeTest(file:///Users/peggers/Library/Caches/com.apple.storekitagent/Octane/com.bristolbaycodefactory.photo-organista/), AMSServerErrorCode=0, NSLocalizedFailureReason=An unknown error occurred, NSLocalizedDescription=Unhandled exception} Any further ideas on how to reset or solve this issue?
0
1
1.1k
Mar ’23
GCControllerDidConnect notification not received in VisionOS 2.0
I am unable to get VisionOS 2.0 (simulator) to receive the GCControllerDidConnect notification and thus am unable to setup support for a gamepad. However, it works in VisionOS 1.2. For VisionOS 2.0 I've tried adding: .handlesGameControllerEvents(matching: .gamepad) attribute to the view Supports Controller User Interaction to Info.plist Supported game controller types -> Extended Gamepad to Info.plist ...but the notification still doesn't fire. It does when the code is run from VisionOS 1.2 simulator, both of which have the Send Game Controller To Device option enabled. Here is the example code. It's based on the Xcode project template. The only files updated were ImmersiveView.swift and Info.plist, as detailed above: import SwiftUI import GameController import RealityKit import RealityKitContent struct ImmersiveView: View { var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) } NotificationCenter.default.addObserver( forName: NSNotification.Name.GCControllerDidConnect, object: nil, queue: nil) { _ in print("Handling GCControllerDidConnect notification") } } .modify { if #available(visionOS 2.0, *) { $0.handlesGameControllerEvents(matching: .gamepad) } else { $0 } } } } extension View { func modify<T: View>(@ViewBuilder _ modifier: (Self) -> T) -> some View { return modifier(self) } }
2
1
968
Dec ’24
Subdivision shows in RealityComposerPro but not when loaded in Simulator
Hello, I am trying to use the subdivision mesh rendering option. I can see it working in RealityComposerPro: But not when loading asset and displaying in Simulator: Using this code: import SwiftUI import RealityKit import RealityKitContent struct AirspaceView: View { // MARK: - VIEW BODY var body: some View { RealityView { content in if let a = try? await Entity(named: "Models/Test/Test.usdc", in: realityKitContentBundle) { content.add(a) } } } } Any ideas why?
2
1
619
Feb ’25
SwiftUI TextField selection - strange initial values with iOS
When using a TextField with axis to set to .vertical on iOS, it sets a bound selection parameter to an erroneous value. Whilst on MacOS it performs as expected. Take the following code: import SwiftUI @main struct SelectionTestApp: App { var body: some Scene { WindowGroup { ContentView() } } } struct ContentView: View { @FocusState private var isFocused: Bool @State private var text = "" @State private var textSelection: TextSelection? = nil var body: some View { TextField("Label", text: $text, selection: $textSelection, axis: .vertical) .onChange(of: textSelection, initial: true) { if let textSelection { print("textSelection = \(textSelection)") } else { print("textSelection = nil") } } .focused($isFocused) .task { isFocused = true } } } Running this on MacOS target gives the following on the console: textSelection = nil textSelection = TextSelection(indices: SwiftUI.TextSelection.Indices.selection(Range(0[any]..<0[any])), affinity: SwiftUI.TextSelectionAffinity.downstream) Running the code on iOS gives: textSelection = TextSelection(indices: SwiftUI.TextSelection.Indices.selection(Range(1[any]..<1[any])), affinity: SwiftUI.TextSelectionAffinity.upstream) textSelection = TextSelection(indices: SwiftUI.TextSelection.Indices.selection(Range(1[any]..<1[any])), affinity: SwiftUI.TextSelectionAffinity.upstream) Note here the range is 1..<1 - which is incorrect. Also of side interest this behaviour changes if you remove the axis parameter: textSelection = nil Am I missing something, or is this a bug?
2
0
161
Oct ’25
Accessing an actor's isolated state from within a SwiftUI view
I'm trying to understand a design pattern for accessing the isolated state held in an actor type from within a SwiftUI view. Take this naive code: actor Model: ObservableObject { @Published var num: Int = 0 func updateNumber(_ newNum: Int) { self.num = newNum } } struct ContentView: View { @StateObject var model = Model() var body: some View { Text("\(model.num)") // <-- Compiler error: Actor-isolated property 'num' can not be referenced from the main actor Button("Update number") { Task.detached() { await model.updateNumber(1) } } } } Understandably I get the compiler error Actor-isolated property 'num' can not be referenced from the main actor when I try and access the isolated value. Yet I can't understand how to display this data in a view. I wonder if I need a ViewModel that observes the actor, and updates itself on the main thread, but get compile time error Actor-isolated property '$num' can not be referenced from a non-isolated context. class ViewModel: ObservableObject { let model: Model @Published var num: Int let cancellable: AnyCancellable init() { let model = Model() self.model = model self.num = 0 self.cancellable = model.$num // <-- compile time error `Actor-isolated property '$num' can not be referenced from a non-isolated context` .receive(on: DispatchQueue.main) .sink { self.num = $0 } } } Secondly, imagine if this code did compile, then I would get another error when clicking the button that the interface is not being updated on the main thread...again I'm not sure how to effect this from within the actor?
3
2
9.8k
Apr ’25
What does this TSAN exception indicate?
When I run my code with TSAN enabled I am getting an EXC_BAD_ACCESS exception thrown. I am seeing the following error in debug navigator: #0 0x0000000104becb44 in __tsan::ThreadClock::release(__tsan::DenseSlabAllocCache*, __tsan::SyncClock*) () The stack trace is not in my code. Without TSAN I am seeing the following in the console: (Fig) signalled err=-16993 Anybody seen this before? This is under the new Beta 6 Xcode running under Ventura 13.0 Beta (22A5331f), on an M1 Mac.
1
1
1.1k
Aug ’22
Suppressing verbose console output - SwiftUI / MacOS Monterey
Is there anyway to suppress the very verbose console output I am getting with MacOS Monterey and SwiftUI code? Here's a snippet of the output: 2021-07-20 09:58:18.267602+0100 BBCFTEST[19341:1880374] IMKInputSession (deactivate) CFRunLoopObserver kCFRunLoopExit (State change BEGIN) - innerRunLoopCount=1, otherInnerRunLoopDetected=0 2021-07-20 09:58:18.267637+0100 BBCFTEST[19341:1880374] IMKInputSession (deactivate) CFRunLoopObserver kCFRunLoopExit (State change END) - innerRunLoopCount=0, otherInnerRunLoopDetected=0 2021-07-20 09:58:18.270063+0100 BBCFTEST[19341:1880374] IMKInputSession (deactivate) CFRunLoopRunInMode exited, (kCFRunLoopRunStopped) 2021-07-20 09:58:18.270109+0100 BBCFTEST[19341:1880374] IMKInputSession (deactivate) CFRunLoopRunInMode (kIMKXPCPrivateRunLoopMode) ] RunLoopFinished(1)/Stopped(2) - Run result = 2, (Invocation already done = 1) (Sentinel IsZombie = 0) 2021-07-20 09:58:18.270147+0100 BBCFTEST[19341:1880374] IMKInputSession (deactivate) CFRunLoopRunInMode() LOOP DONE!
7
0
2.4k
Aug ’21
RealityKit particleEmitter delay starting when toggling isEmitting
I have a scene built up in RealityComposerPro, in which I've added a ParticleEmitter with isEmitting set to False and 'Loop' set to True. In my app, when I toggle isEmitting to True there can be a delay of a few seconds before the ParticleEmitter starts. However, if I programatically add the emitter in code at that point, it starts immediately. To be clear, I'm seeing this on the VisionOS simulator - I don't have access to a device at this time. Am I misunderstanding how to control the ParticleEmitter when I need precise control on when it starts.
Replies
1
Boosts
0
Views
586
Activity
Feb ’25
When to use an AnchorEntity or HandTrackingProvider in VisionOS
As I understand it there are two ways I can track a hand, or a joint, in RealityKit: either, create an AnchorEntity, for example AnchorEntity(.hand(.left, location: .palm)) or, set up an ARSession with a HandTrackingProvider ( a lot more code which I haven't repeated here). Assuming this is correct, when would I want to use one over the other?
Replies
2
Boosts
0
Views
449
Activity
Mar ’25
Difference between Head and Device tracking on visionOS
In ARKit for visionOS, I can track the user's head with a HeadAnchor, but it will not give the location. However, I can get the device's transform by calling queryDeviceAnchor(atTimestamp: CACurrentMediaTime()) on a WorldTrackingProvider. Why the difference? - if I know the device's transform, I effectively know the head's transform.
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2
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0
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262
Activity
Mar ’25
RealityKit convexCast causing a crash
Had anyone experienced convexCast causing a crash and what might be behind it? Here's the call stack:
Replies
1
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0
Views
93
Activity
Jun ’25
Conforming @MainActor class to Codable
How does one add Codable conformance to a class that needs to be isolated to the MainActor? For example, the following code gives compiler errors: @MainActor final class MyClass: Codable { var value: Int enum CodingKeys: String, CodingKey { case value } init(from decoder: Decoder) throws { // <-- Compiler error: Initializer 'init(from:)' isolated to global actor 'MainActor' can not satisfy corresponding requirement from protocol 'Decodable' let data = try decoder.container(keyedBy: CodingKeys.self) self.value = try data.decode(Int.self, forKey: .value) } func encode(to encoder: Encoder) throws { // <-- Compiler error: Instance method 'encode(to:)' isolated to global actor 'MainActor' can not satisfy corresponding requirement from protocol 'Encodable' var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(value, forKey: .value) } } I'm definitely struggling to get my head around actors and @MainActor at the moment!
Replies
1
Boosts
1
Views
3.2k
Activity
Jan ’24
SwiftUI app outputting CVDisplayLink related messages to console?
I'm getting a lot of output on the console as I run a MacOS based SwiftUI app I'm developing, for example: 2021-12-08 12:40:14.439565+0000 SpDriveApp[6801:159299] [] [0x7fe6e7830820] CVCGDisplayLink::setCurrentDisplay: 1892262333 2021-12-08 12:40:14.439785+0000 SpDriveApp[6801:159299] [] [0x7fe6e7830800] CVDisplayLinkCreateWithCGDisplays count: 1 [displayID[0]: 0x70c9a1bd] [CVCGDisplayLink: 0x7fe6e7830820] 2021-12-08 12:40:14.439827+0000 SpDriveApp[6801:159299] [] [0x7fe6e7830800] CVDisplayLinkStart 2021-12-08 12:40:14.439853+0000 SpDriveApp[6801:159299] [] [0x7fe6e7830820] CVDisplayLink::start 2021-12-08 12:40:14.439993+0000 SpDriveApp[6801:182706] [] [0x60000f698460] CVXTime::reset Has anyone else seen this? Have I accidentally switched on a diagnostic tool, or is there something else I am doing wrong?
Replies
11
Boosts
0
Views
3.9k
Activity
Apr ’22
Issues testing StoreKit in Xcode after AppBundle ID change
I'm developing across two Macs: one Apple Silicon and an Intel laptop (used for performance and compatibility testing). I've been testing my StoreKit2 implementation, and have come across a couple of issues. From time to time something appears to become corrupted, and StoreKit2 says it has a 'connection' issue. Deleting the folder com.apple.storekitagent, which a sub folder Octane, restarting the machine appears to fix this. The second issue I cannot appear to resolve. I have needed to change the App Bundle ID. I did this whilst developing on the M2 Mac without problem. But now when I try and run back on the Intel Mac I am getting a set of unfinished transactions which I can either process, nor delete (they are not appearing in Xcode's StoreKit debug window. I've tried deleting the folder com.apple.storekitagent, and restarting the machine, but to no avail. Note if I reset back to my original App Bundle ID then all works as before. Here is a sample of errors I am receiving: Error finishing transaction 110: Error Domain=ASDErrorDomain Code=500 "Unhandled exception" UserInfo={NSUnderlyingError=0x600001863cf0 {Error Domain=AMSErrorDomain Code=301 "Invalid Status Code" UserInfo={NSLocalizedDescription=Invalid Status Code, AMSURL=http://localhost:49242/WebObjects/MZFinance.woa/wa/inAppTransactionDone?REDACTED, AMSStatusCode=404, AMSServerPayload={ error = "Transaction not found"; }, NSLocalizedFailureReason=The response has an invalid status code}}, storefront-country-code=USA, client-environment-type=XcodeTest(file:///Users/peggers/Library/Caches/com.apple.storekitagent/Octane/com.bristolbaycodefactory.photo-organista/), AMSServerErrorCode=0, NSLocalizedFailureReason=An unknown error occurred, NSLocalizedDescription=Unhandled exception} Any further ideas on how to reset or solve this issue?
Replies
0
Boosts
1
Views
1.1k
Activity
Mar ’23
GCControllerDidConnect notification not received in VisionOS 2.0
I am unable to get VisionOS 2.0 (simulator) to receive the GCControllerDidConnect notification and thus am unable to setup support for a gamepad. However, it works in VisionOS 1.2. For VisionOS 2.0 I've tried adding: .handlesGameControllerEvents(matching: .gamepad) attribute to the view Supports Controller User Interaction to Info.plist Supported game controller types -> Extended Gamepad to Info.plist ...but the notification still doesn't fire. It does when the code is run from VisionOS 1.2 simulator, both of which have the Send Game Controller To Device option enabled. Here is the example code. It's based on the Xcode project template. The only files updated were ImmersiveView.swift and Info.plist, as detailed above: import SwiftUI import GameController import RealityKit import RealityKitContent struct ImmersiveView: View { var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) } NotificationCenter.default.addObserver( forName: NSNotification.Name.GCControllerDidConnect, object: nil, queue: nil) { _ in print("Handling GCControllerDidConnect notification") } } .modify { if #available(visionOS 2.0, *) { $0.handlesGameControllerEvents(matching: .gamepad) } else { $0 } } } } extension View { func modify<T: View>(@ViewBuilder _ modifier: (Self) -> T) -> some View { return modifier(self) } }
Replies
2
Boosts
1
Views
968
Activity
Dec ’24
Subdivision shows in RealityComposerPro but not when loaded in Simulator
Hello, I am trying to use the subdivision mesh rendering option. I can see it working in RealityComposerPro: But not when loading asset and displaying in Simulator: Using this code: import SwiftUI import RealityKit import RealityKitContent struct AirspaceView: View { // MARK: - VIEW BODY var body: some View { RealityView { content in if let a = try? await Entity(named: "Models/Test/Test.usdc", in: realityKitContentBundle) { content.add(a) } } } } Any ideas why?
Replies
2
Boosts
1
Views
619
Activity
Feb ’25
SwiftUI TextField selection - strange initial values with iOS
When using a TextField with axis to set to .vertical on iOS, it sets a bound selection parameter to an erroneous value. Whilst on MacOS it performs as expected. Take the following code: import SwiftUI @main struct SelectionTestApp: App { var body: some Scene { WindowGroup { ContentView() } } } struct ContentView: View { @FocusState private var isFocused: Bool @State private var text = "" @State private var textSelection: TextSelection? = nil var body: some View { TextField("Label", text: $text, selection: $textSelection, axis: .vertical) .onChange(of: textSelection, initial: true) { if let textSelection { print("textSelection = \(textSelection)") } else { print("textSelection = nil") } } .focused($isFocused) .task { isFocused = true } } } Running this on MacOS target gives the following on the console: textSelection = nil textSelection = TextSelection(indices: SwiftUI.TextSelection.Indices.selection(Range(0[any]..<0[any])), affinity: SwiftUI.TextSelectionAffinity.downstream) Running the code on iOS gives: textSelection = TextSelection(indices: SwiftUI.TextSelection.Indices.selection(Range(1[any]..<1[any])), affinity: SwiftUI.TextSelectionAffinity.upstream) textSelection = TextSelection(indices: SwiftUI.TextSelection.Indices.selection(Range(1[any]..<1[any])), affinity: SwiftUI.TextSelectionAffinity.upstream) Note here the range is 1..<1 - which is incorrect. Also of side interest this behaviour changes if you remove the axis parameter: textSelection = nil Am I missing something, or is this a bug?
Replies
2
Boosts
0
Views
161
Activity
Oct ’25
Accessing an actor's isolated state from within a SwiftUI view
I'm trying to understand a design pattern for accessing the isolated state held in an actor type from within a SwiftUI view. Take this naive code: actor Model: ObservableObject { @Published var num: Int = 0 func updateNumber(_ newNum: Int) { self.num = newNum } } struct ContentView: View { @StateObject var model = Model() var body: some View { Text("\(model.num)") // <-- Compiler error: Actor-isolated property 'num' can not be referenced from the main actor Button("Update number") { Task.detached() { await model.updateNumber(1) } } } } Understandably I get the compiler error Actor-isolated property 'num' can not be referenced from the main actor when I try and access the isolated value. Yet I can't understand how to display this data in a view. I wonder if I need a ViewModel that observes the actor, and updates itself on the main thread, but get compile time error Actor-isolated property '$num' can not be referenced from a non-isolated context. class ViewModel: ObservableObject { let model: Model @Published var num: Int let cancellable: AnyCancellable init() { let model = Model() self.model = model self.num = 0 self.cancellable = model.$num // <-- compile time error `Actor-isolated property '$num' can not be referenced from a non-isolated context` .receive(on: DispatchQueue.main) .sink { self.num = $0 } } } Secondly, imagine if this code did compile, then I would get another error when clicking the button that the interface is not being updated on the main thread...again I'm not sure how to effect this from within the actor?
Replies
3
Boosts
2
Views
9.8k
Activity
Apr ’25
What does this TSAN exception indicate?
When I run my code with TSAN enabled I am getting an EXC_BAD_ACCESS exception thrown. I am seeing the following error in debug navigator: #0 0x0000000104becb44 in __tsan::ThreadClock::release(__tsan::DenseSlabAllocCache*, __tsan::SyncClock*) () The stack trace is not in my code. Without TSAN I am seeing the following in the console: (Fig) signalled err=-16993 Anybody seen this before? This is under the new Beta 6 Xcode running under Ventura 13.0 Beta (22A5331f), on an M1 Mac.
Replies
1
Boosts
1
Views
1.1k
Activity
Aug ’22
Suppressing verbose console output - SwiftUI / MacOS Monterey
Is there anyway to suppress the very verbose console output I am getting with MacOS Monterey and SwiftUI code? Here's a snippet of the output: 2021-07-20 09:58:18.267602+0100 BBCFTEST[19341:1880374] IMKInputSession (deactivate) CFRunLoopObserver kCFRunLoopExit (State change BEGIN) - innerRunLoopCount=1, otherInnerRunLoopDetected=0 2021-07-20 09:58:18.267637+0100 BBCFTEST[19341:1880374] IMKInputSession (deactivate) CFRunLoopObserver kCFRunLoopExit (State change END) - innerRunLoopCount=0, otherInnerRunLoopDetected=0 2021-07-20 09:58:18.270063+0100 BBCFTEST[19341:1880374] IMKInputSession (deactivate) CFRunLoopRunInMode exited, (kCFRunLoopRunStopped) 2021-07-20 09:58:18.270109+0100 BBCFTEST[19341:1880374] IMKInputSession (deactivate) CFRunLoopRunInMode (kIMKXPCPrivateRunLoopMode) ] RunLoopFinished(1)/Stopped(2) - Run result = 2, (Invocation already done = 1) (Sentinel IsZombie = 0) 2021-07-20 09:58:18.270147+0100 BBCFTEST[19341:1880374] IMKInputSession (deactivate) CFRunLoopRunInMode() LOOP DONE!
Replies
7
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0
Views
2.4k
Activity
Aug ’21