I have a library I created with Swift Package Manager, and I'd like to use it in both my Containing App and Safari App Extension.- I've added the library to the Project using the new "Swift Packages" tab in Xcode.- The Safari App Extension Target has my library added under "Frameworks and Libraries".With this configuration I get "Undefined symbol" compiler errors. If I add the library to the App under "Frameworks, Libraries, and Embedded Content", then I get:"Swift package product '{SWIFT PACKAGE}' is linked as a static library by '{APP NAME}' and '{EXTENSION NAME}'. This will result in duplication of library code."The odd thing is that the project compiles fine in Xcode 11.3.1. Did something change with SPM in the Xcode 11.4 beta? Maybe I should use a dynamic library? Or am I doing something else wrong?
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I have an Onboarding Window/Scene I want to appear on the first launch of the app, or when a use clicks a menu command.
Using an AppStorage with a boolean value would be perfect, but when I try to add an if in my SceneBuilder I get the following error: Closure containing control flow statement cannot be used with function builder 'SceneBuilder'.
import SwiftUI
@main
struct MyApp: App {
@AppStorage("tutorialVisible") var tutorialVisible: Bool = true
var body: some Scene {
MainScene()
if tutorialVisible {
TutorialScene()
}
}
}
How can this be done?
Is it possible to only allow a single window instance on macOS?
WindowGroup/DocumentGroup allow the user to create multiple instances of a window. I'd like to only allow one, for an Onboarding sequence.
I've checked the Scene documentation - https://developer.apple.com/documentation/swiftui/scene, and it appears the only types conforming to the Scene protocol are WindowGroup, DocumentGroup and Settings. How can I create a single Window in a SwiftUI App?
An example use case:
struct TutorialScene: Scene {
var body: some Scene {
	// I don't want to allow multiple windows of this Scene!
	WindowGroup {
		TutorialView()
	}	
}
Is it possible to use/draw a SwiftUI view in TextKit 2? The NSTextLayoutManagerDelegate seems to be built around returning a NSTextLayoutFragment.
Since NSTextLayoutFragment is a class, I can't subclass it and use SwiftUI.
I'd love to create my views using SwiftUI, since it's a lot faster than figuring out CGPaths, pixel perfect anti-aliasing, etc.
Thanks!
Does RealityKit have a way to do instanced rendering?
When I clone a ModelEntity, and add it to scene, I get 1 draw call per ModelEntity – even if I don't change any properties on the entity, etc.
I was hoping to use RealityKit for a 3D .nonAR game, and think this would be required.
What is the recommended way to attach SwiftUI views to RealityKit entities on macOS, iOS, etc?
All the APIs seem to be visionOS only:
https://developer.apple.com/documentation/realitykit/realityviewattachments
https://developer.apple.com/documentation/realitykit/viewattachmentcomponent
https://developer.apple.com/documentation/realitykit/presentationcomponent
https://developer.apple.com/documentation/realitykit/imagepresentationcomponent
My only idea is to do it "manually" with a ZStack and RealityView somehow?
I submitted this as a feedback since it seemed like an oversight: FB18034856.