My app isn’t a game app, but iOS 18 always enable Game Mode for my app automatically. I didn’t find a switch to disable it in Xcode.
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Hello. I have a spatial painting application for AR/VR, and the new system built into VisionOS2 for bringing up the navigation menu constantly interferes with using hand gestures for painting. How can I deactivate the system within the application? It's really a big issue.
Hello,
We have a scanning app using Image Capture Core. It is working fine on MacOS up to version 13. We notice now it is broken on Mac OS 15 (Sequoia) because the scannerDevice:didScanToURL: is never invoked when the scanner has scanned a page.
Pages are scanned and saved on disk, but didScanToURL is never invoked.
Any fix for this?
Topic:
Graphics & Games
SubTopic:
General
So I'm installing the toolkit but during the process the terminal just gives me this:
Last 15 lines from /Users/quiqu/Library/Logs/Homebrew/game-porting-toolkit/01.configure:
--enable-win64
--with-gnutls
--with-freetype
--with-gstreamer
CC=/usr/local/opt/game-porting-toolkit-compiler/bin/clang
CXX=/usr/local/opt/game-porting-toolkit-compiler/bin/clang++
checking build system type... x86_64-apple-darwin23.5.0
checking host system type... x86_64-apple-darwin23.5.0
checking whether make sets $(MAKE)... yes
checking for gcc... /usr/local/opt/game-porting-toolkit-compiler/bin/clang
checking whether the C compiler works... no
configure: error: in /private/tmp/game-porting-toolkit-20240928-16869-7g5o5t/wine64-build': configure: error: C compiler cannot create executables See config.log' for more details
If reporting this issue please do so to (not Homebrew/brew or Homebrew/homebrew-core):
apple/apple
quiqu@Quiques-Laptop ~ %
please if someone could help I have a tournament this weekend and I need this to work
I have followed the documentation to download the UnityPlugins from https://github.com/apple/unityplugins. When I run through the quick guide to create the .tgz builds it builds all the packages except for the Apple.GameKit package, which is the one I need.
It looks like during the build process there is a build failure which is likely causing this issue I will post the code below. This is blocking me and I have tried multiple times to the same result. (I removed some of the code error because it was too long just showing start and finish)
Building Release GameKit native libraries for platform: iOS
Build command: xcodebuild -scheme iOS - Release -destination generic/platform=iOS clean build
** BUILD FAILED **
The following build commands failed:
SwiftCompile normal arm64 Compiling\ GKAchievementDescription.swift,\ GKLeaderboard.swift,\ GKTurnBasedMatchmakerViewControllerDelegate.swift,\ GKChallengeDelegate.swift,\ GKMatchDelegate.swift,\ GKMatchmakerViewControllerDelegate.swift,\ GKInvite.swift,\ GKChallenge.swift,\ DefaultHandlers.swift,\ GKTurnBasedParticipant.swift,\ GKLocalPlayerListener.swift,\ GKGameCenterViewController.swift,\ GKSavedGameDelegate.swift,\ GKAccessPoint.swift,\ GKBasePlayer.swift,\ GKAchievementChallenge.swift,\ GKLeaderboardEntry.swift,\ GKTurnBasedExchangeReply.swift,\ GKTurnBasedMatchmakerViewController.swift,\ AppleCoreRuntimeShared.swift,\ GKErrorCodeExtension.swift,\ GKMatchmaker.swift,\ GKTurnBasedExchange.swift,\ GKNotificationBanner.swift,\ GKScoreChallenge.swift,\ GKLocalPlayer.swift,\ GKLeaderboardSet.swift,\ GKSavedGame.swift,\ GKMatchRequest.swift,\ GKMatch.swift,\ GKAchievement.swift,\ GKVoiceChat.swift,\ GKTurnBasedMatchDelegate.swift,\ UiUtilities.swift,\ GKTurnBasedMatch.swift,\ GKMatchmakerViewController.swift,\ GameKitUIDelegateHandler.swift,\ GKPlayer.swift,\ GKInviteDelegate.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKAchievementDescription.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKLeaderboard.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKTurnBasedMatchmakerViewControllerDelegate.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKChallengeDelegate.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKMatchDelegate.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKMatchmakerViewControllerDelegate.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKInvite.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKChallenge.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/DefaultHandlers.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKTurnBasedParticipant.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKLocalPlayerListener.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKGameCenterViewController.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKSavedGameDelegate.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKAccessPoint.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKBasePlayer.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKAchievementChallenge.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKLeaderboardEntry.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKTurnBasedExchangeReply.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKTurnBasedMatchmakerViewController.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/AppleCoreRuntimeShared.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKErrorCodeExtension.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKMatchmaker.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKTurnBasedExchange.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKNotificationBanner.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKScoreChallenge.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKLocalPlayer.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKLeaderboardSet.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKSavedGame.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKMatchRequest.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKMatch.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKAchievement.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKVoiceChat.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKTurnBasedMatchDelegate.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/UiUtilities.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKTurnBasedMatch.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKMatchmakerViewController.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GameKitUIDelegateHandler.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKPlayer.swift /Users/brookehowell/Downloads/apple/unityplugins/plug-ins/Apple.GameKit/Native/GameKitWrapper/GKInviteDelegate.swift (in target 'GameKitWrapper iOS' from project 'GameKitWrapper')
CompileSwift normal arm64 (in target 'GameKitWrapper iOS' from project 'GameKitWrapper')
(2 failures)
Topic:
Graphics & Games
SubTopic:
General
I'm really excited about the Object Capture APIs being moved to iOS, and the complex UI shown in the WWDC session.
I have a few unanswered questions:
Where is the sample code available from?
Are the new Object Capture APIs on iOS limited to certain devices?
Can we capture images from the front facing cameras?
I'm using the Apple RoomPlan sdk to generate a .usdz file, which works fine, and gives me a 3D scan of my room.
But when I try to use Model I/O's MDLAsset to convert that output into an .obj file, it comes out as a completely flat model shaped like a rectangle. Here is my Swift code:
let destinationURL = destinationFolderURL.appending(path: "Room.usdz")
do {
try FileManager.default.createDirectory(at: destinationFolderURL, withIntermediateDirectories: true)
try finalResults?.export(to: destinationURL, exportOptions: .model)
let newUsdz = destinationURL;
let asset = MDLAsset(url: newUsdz);
let obj = destinationFolderURL.appending(path: "Room.obj")
try asset.export(to: obj)
}
Not sure what's wrong here. According to MDLAsset documentation, .obj is a supported format and exporting from .usdz to the other formats like .stl and .ply works fine and retains the original 3D shape.
Some things I've tried:
changing "exportOptions" to parametric, mesh, or model.
simply changing the file extension of "destinationURL" (throws error)
Hello.
I have an application that exports a 3D object with vertex color to USDC. I'm using an MDLAsset and its functionality to export to USDC with [asset exportAssetToURL:[NSURL fileURLWithPath:filePath]]. In version 1.3 of the system, everything works correctly. But after updating to version 2.0, the exported object appears white (using the same code).
Any suggestions?
Thank you very much.
I am sure others will agree with me on this. I personally don’t like the way the new reactions look. Too many different color for the reactions. I honestly prefer the old grey version for the reactions to text messages. The extra emoji thing is okay but the change in color for the heart, thumbs up and the other reactions are not the best. Auto correct is horrible in this new update by the way
I'll leave this here for anyone who's interested but it is possible to slightly use Windows VR on ARM Mac, right now it's just some demos but I am still working on solutions: https://www.youtube.com/watch?v=qbucnU0dpDo&t=431s&ab_channel=NightSightProductions
Hello,
I want to create a painting app for iOS and I saw many examples use a CAShapeLayer to draw a UIBezierPath.
As I understand CoreAnimation uses the GPU so I was wondering how is this implemented on the GPU? Or in other words, how would you do it with Metal or OpenGL?
I can only think of continuously updating a texture in response to the user's drawing but that would be a very resource intensive operation...
Thanks
In my app, I have an ARView that has cameraMode set to nonAR.
I occasionally hide the ARView when it is not needed and reveal it again later.
While the ARView is hidden, I'd like to pause the animation to save iPhone battery life. I'd also like to do this when I know that animation in my scene has paused and the contents of the view, although still visible, is static.
This was possible using SceneKit, but I can't seem to find an equivalent way to do it using RealityKit.
At least as of iOS 18, a hidden ARView with an empty scene appears to use approximately 30% of the CPU.
How can I pause ARView so that it won't use the battery unnecessarily?
Thank you for considering this question.
What is the best way to display text over images - I'd like the image to fade to white underneath the text so that the text is easier to read since I have no control over the contents of the images.
I thought about having a second label behind the actual label with the same text in a slightly larger font and white color. but I'd rather have it be a gradual fading of the image just under the text rather than what looks like 3D text.
Any suggestions?
Topic:
Graphics & Games
SubTopic:
General