Matchmaking rules
https://developer.apple.com/documentation/gamekit/matchmaking-rules?language=objc
AppStoreConnectApi rules
https://developer.apple.com/documentation/appstoreconnectapi/rules?language=objc
・Environment
Unity 6000.2.2f1
XCode 16.1
iOS 26
3 iPhones
・AppStoreConnectApi rules
"type": "gameCenterMatchmakingRuleSets",
"id": "f6a88caf-85db-42bf-xxxxxxxxxxxxxxxxxxxx",
"attributes": {
"referenceName": "co.mygame.RuleSets.GvERandom34",
"ruleLanguageVersion": 1,
"minPlayers": 3,
"maxPlayers": 4
},
"type": "gameCenterMatchmakingRules",
"id": "6afa68ce-4d2c-496f-xxxxxxxxxxxxxxxxxxxx",
"attributes": {
"referenceName": "GameVersion",
"description": "Check Game Version. GvERandom34",
"type": "COMPATIBLE",
"expression": "requests[0].properties.gameVersion == requests[1].properties.gameVersion",
"weight": null
},
"type": "gameCenterMatchmakingQueues",
"id": "7fb645ef-4eca-4510-xxxxxxxxxxxxxxxxxxxx",
"attributes": {
"referenceName": "co.mygame.que.GvERandom34",
"classicMatchmakingBundleIds": []
},
・Objective-C Execution code
queueName = "co.mygame.que.GvERandom34"
keyStr = "gameVersion "
valueStr = "1.0"
- (void)MatchQueueParamStr1Start:(NSString*)queueName keyStr:(NSString*)keyStr valueStr:(NSString*)valueStr
{
if (@available(iOS 17.2, tvOS 17.2, macOS 14.2, visionOS 1.1, *) == NO)
{
DBGLOG(@"MatchQueueParamStr1Start Not support.");
return;
}
self->_matchMakingFlag = YES;
self->_matchFinishFlag = NO;
self->_myMatch = nil;
GKMatchRequest *req = [[GKMatchRequest alloc] init];
if (@available(iOS 17.2, tvOS 17.2, macOS 14.2, visionOS 1.1, *))
{
req.queueName = queueName;
req.properties = @{keyStr: valueStr};
}
[[GKMatchmaker sharedMatchmaker] findMatchForRequest:req withCompletionHandler: ^(GKMatch *match, NSError *error)
{
if (error)
{
[self SetupErrorInfo:error descriptionText:@"findMatchForRequest"];
}
else if(match)
{
self->_myMatch = match;
self->_myMatch.delegate = self;
}
self->_matchMakingFlag = NO;
self->_matchFinishFlag = YES;
}];
}
・
I'm trying to match with three devices.
Matching doesn't work.
5 minutes later times out.
What's the problem?
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Due to the release of ProMotion devices, the system may switch frame rates in certain scenarios, resulting in the loss of reference value for data collected through CADisplayLink callbacks at a fixed 60Hz frame rate. We cannot distinguish whether the slow callback of CADisplayLink is due to a stutter or a system switch in frame rate.
I know Hitch Time Ratio, but I can't use this scheme for some reasons.
How can I distinguish between stuck and frame rate gear shift in CADisplaylink callback?
In iOS 15, CADisplayLink.preferredFrameRateRange.preferred always returns 0, while minimum and maximum do change. Can I use these minimum and maximum range values as criteria to distinguish between frame rate switching and stuttering?
TLDR; I can't get QueueName to work with matchmaking a turn-based match in Unity using matchmaking rules.
Long version:
I'm using the apple unity plugin found here: https://github.com/apple/unityplugins/blob/main/plug-ins/Apple.GameKit/Apple.GameKit_Unity/Assets/Apple.GameKit/Documentation~/Apple.GameKit.md
I have created a Queue, RuleSet and a simple Rule to match players by following these docs tightly: https://developer.apple.com/documentation/gamekit/finding-players-using-matchmaking-rules.
Here is the single rule I have that drives matchmaking:
{
"data" : {
"type" : "gameCenterMatchmakingRules",
"id" : "[hiddden-rule-id]",
"attributes" : {
"referenceName" : "ComplimentaryFactionPreference",
"description" : "default desc",
"type" : "MATCH",
"expression" : "requests[0].properties.preference != requests[1].properties.preference",
"weight" : null
},
"links" : {
"self" : "https://api.appstoreconnect.apple.com/v1/gameCenterMatchmakingRules/[hidden-rule-id]"
}
},
"links" : {
"self" : "https://api.appstoreconnect.apple.com/v1/gameCenterMatchmakingRules"
}
}
which belongs to a rule set which belongs to a queue. I have verified these are setup and linked via the App Store Connect API. Additionally, when I tested queue-based matchmaking without a queue established, I got an error in Unity. Now, with this, I do not. However there is a problem when I attempt to use the queue for matchmaking.
I have the basic C# function here:
public override void StartSearch(NSMutableDictionary<NSString, NSObject> properties)
{
if (searching) return;
base.StartSearch(properties);
//Establish matchmaking requests
_matchRequest = GKMatchRequest.Init();
_matchRequest.QueueName = _PreferencesToQueue(GetSerializedPreferences());
_matchRequest.Properties = properties;
_matchRequest.MaxPlayers = PLAYERS_COUNT;
_matchRequest.MinPlayers = PLAYERS_COUNT;
_matchTask = GKTurnBasedMatch.Find(_matchRequest);
}
The
_PreferencesToQueue(GetSerializedPreferences());
returns the exact name of the queue I added my ruleset to.
After this function is called, I poll the task generated from the .Find(...) function. Every time I run this function, a new match is created almost instantly. No two players are ever added to the same match.
Further, I'm running two built game instances, one on a mac and another on an ipad and when I simultaneously test, I am unable to join games this way.
Can someone help me debug why I cannot seem to match make when using a queue based approach?
I noticed that MTLPixelFormat has this cases:
case r32Float = 55
case rg32Float = 105
case rgba32Float = 125
But no case rgb32Float. What's the reason for such a discrimination?
Hi all,
I’m running into an issue when trying to reconstruct a 3D model using PhotogrammetrySession on macOS from a set of images captured via the iOS Object Capture sample app, specifically in Area mode.
When I attempt to create the model from these images (using the raw Images/ folder exported directly from the capture session), I get the following errors:
ERROR cv3dapi.pg: Internal error codes (2): 4011 4012
WARN cv3dapi.pg: Internal warning codes (1): 4507
Output error with code = -15
requestError: CoreOC.PhotogrammetrySession.Error.processError
I use the "Images" directory directly exported from Object Capture with my iphone 12 pro max (has lidar) set to "area mode" in the object capture app
here is an example heic image metadata from the sequence.
heif-info Images/00044.869568833.HEIC
MIME type: image/heic
main brand: heic
compatible brands: mif1, MiHE, MiPr, miaf, MiHB, heic
image: 3024x4032 (id=49), primary
tiles: 6x8, tile size: 512x512
colorspace: YCbCr, 4:2:0
bit depth: 8
thumbnail: 240x320
color profile: nclx
alpha channel: no
depth channel: yes
size: 192x256
bits per pixel: 8
z-near: 1.173828
z-far: 2.552734
d-min: undefined
d-max: undefined
representation: uniform Z
metadata:
Exif: 960 bytes
uri /tag:apple.com,2023:ObjectCapture#CameraTrackingState: 4 bytes
uri /tag:apple.com,2023:ObjectCapture#CameraCalibrationData: 1015 bytes
uri /tag:apple.com,2023:ObjectCapture#ObjectTransform: 48 bytes
uri /tag:apple.com,2023:ObjectCapture#ObjectBoundingBox: 48 bytes
uri /tag:apple.com,2023:ObjectCapture#RawFeaturePoints: 832 bytes
uri /tag:apple.com,2023:ObjectCapture#PointCloudData: 23984 bytes
uri /tag:apple.com,2023:ObjectCapture#BundleVersion: 5 bytes
uri /tag:apple.com,2023:ObjectCapture#SegmentID: 4 bytes
uri /tag:apple.com,2024:ObjectCapture#SessionUUID: 36 bytes
uri /tag:apple.com,2024:ObjectCapture#CaptureMode: 4 bytes
uri /tag:apple.com,2023:ObjectCapture#Feedback: 4 bytes
uri /tag:apple.com,2023:ObjectCapture#WideToDepthCameraTransform: 48 bytes
uri /tag:apple.com,2023:ObjectCapture#TemporalDepthPointClouds: 864026 bytes
transformations:
angle (ccw): 270
region annotations:
none
properties:
camera intrinsic matrix:
focal length: 2813.695557; 2813.695557
principal point: 1522.338502; 2002.843018
skew: 0.000000
camera extrinsic matrix:
rotation matrix:
-0.695 0.344 -0.632
0.007 -0.875 -0.483
-0.719 -0.340 0.606
Questions:
• What do internal error codes 4011 and 4012 refer to?
• Is there something specific about Area mode captures that require preprocessing before they’re compatible with PhotogrammetrySession?
• Has anyone successfully reconstructed a model from an Area mode session using the stock Apple tools?
NOTE: I can provide the folder of images for debugging if that would help!
Hi,
wanted to test if possible to use Mesa3D OGLon12+D3DMetal 2b3 to get GL>4.1 support on windows apps via D3D12Metal..
using simple wglgears.c app (similar glxgears) and running like:
GALLIUM_DRIVER=d3d12 wine64 wglgears64 -info
with overridden opengl32.dll using contents from:
https://github.com/pal1000/mesa-dist-win/releases/download/24.3.0-rc1/mesa3d-24.3.0-rc1-release-msvc.7z
I get:
[D3DMetal:LOG:5E53] Unsupported API: CreateCommandQueue1
caused by:
https://gitlab.freedesktop.org/mesa/mesa/-/commit/c022c9603d500b59ff5e6f93c8a214d1785ab20a
API:
https://learn.microsoft.com/en-us/windows/win32/api/d3d12/nf-d3d12-id3d12device9-createcommandqueue1
note setup is correct as using:
GALLIUM_DRIVER=llvmpipe wine64 wglgears64 -info
I get:
GL_RENDERER = llvmpipe (LLVM 19.1.3, 128 bits)
GL_VERSION = 4.5 (Compatibility Profile) Mesa 24.3.0-rc1 (git-85ba713d76)
GL_VENDOR = Mesa
GL_EXTENSIONS = GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract
r GL_EXT_texture.. etc..
Looks like is something to do with the code and that is why my images are distorted. please help me get to the right person to help me get this issue resolved
Topic:
Graphics & Games
SubTopic:
General
Hello ladies and gentlemen, I'm writing a simple renderer on the main actor using Metal and Swift 6. I am at the stage now where I want to create a render pipeline state using asynchronous API:
@MainActor
class Renderer {
let opaqueMeshRPS: MTLRenderPipelineState
init(/*...*/) async throws {
let descriptor = MTLRenderPipelineDescriptor()
// ...
opaqueMeshRPS = try await device.makeRenderPipelineState(descriptor: descriptor)
}
}
I get a compilation error if try to use the asynchronous version of the makeRenderPipelineState method:
Non-sendable type 'any MTLRenderPipelineState' returned by implicitly asynchronous call to nonisolated function cannot cross actor boundary
Which is understandable, since MTLRenderPipelineState is not Sendable. But it looks like no matter where or how I try to access this method, I just can't do it - you have this API, but you can't use it, you can only use the synchronous versions.
Am I missing something or is Metal just not usable with Swift 6 right now?
In this video, tile fragment shading is recommended for image processing. In this example, the unpack function takes two arguments, one of which is RasterizerData. As I understand it, this is the data passed to us from the previous stage (Vertex) of the graphics pipeline.
However, the properties of MTLTileRenderPipelineDescriptor do not include an option for specifying a Vertex function. Therefore, in this render pass, a mix of commands is used: first, a draw command is executed to obtain UV coordinates, and then threads are dispatched.
My question is: without using a draw command, only dispatch, how can I get pixel coordinates in the fragment tile function? For the kernel tile function, everything is clear.
typedef struct
{
float4 OPTexture [[ color(0) ]];
float4 IntermediateTex [[ color(1) ]];
} FragmentIO;
fragment FragmentIO Unpack(RasterizerData in [[ stage_in ]],
texture2d<float, access::sample> srcImageTexture [[texture(0)]])
{
FragmentIO out;
//...
// Run necessary per-pixel operations
out.OPTexture = // assign computed value;
out.IntermediateTex = // assign computed value;
return out;
}
Hello, I am trying to capture screen recording ( output.mp4 ) using ScreenCaptureKit and also the mouse positions during the recording ( mouse.json ). The recording and the mouse positions ( tracked based on mouse movements events only ) needs to be perfectly synced in order to add effects in post editing.
I started off by using the await stream?.startCapture() and after that starting my mouse tracking function :-
try await captureEngine.startCapture(configuration: config, filter: filter, recordingOutput: recordingOutput)
let captureStartTime = Date()
mouseTracker?.startTracking(with: captureStartTime)
But every time I tested, there is a clear inconsistency in sync between the recorded video and the recorded mouse positions.
The only thing I want is to know when exactly does the recording "actually" started so that I can start the mouse capture at that same time, and thus I tried using the Delegates, but being able to set them up perfectly.
import Foundation
import AVFAudio
import ScreenCaptureKit
import OSLog
import Combine
class CaptureEngine: NSObject, @unchecked Sendable {
private let logger = Logger()
private(set) var stream: SCStream?
private var streamOutput: CaptureEngineStreamOutput?
private var recordingOutput: SCRecordingOutput?
private let videoSampleBufferQueue = DispatchQueue(label: "com.francestudio.phia.VideoSampleBufferQueue")
private let audioSampleBufferQueue = DispatchQueue(label: "com.francestudio.phia.AudioSampleBufferQueue")
private let micSampleBufferQueue = DispatchQueue(label: "com.francestudio.phia.MicSampleBufferQueue")
func startCapture(configuration: SCStreamConfiguration, filter: SCContentFilter, recordingOutput: SCRecordingOutput) async throws {
// Create the stream output delegate.
let streamOutput = CaptureEngineStreamOutput()
self.streamOutput = streamOutput
do {
stream = SCStream(filter: filter, configuration: configuration, delegate: streamOutput)
try stream?.addStreamOutput(streamOutput, type: .screen, sampleHandlerQueue: videoSampleBufferQueue)
try stream?.addStreamOutput(streamOutput, type: .audio, sampleHandlerQueue: audioSampleBufferQueue)
try stream?.addStreamOutput(streamOutput, type: .microphone, sampleHandlerQueue: micSampleBufferQueue)
self.recordingOutput = recordingOutput
recordingOutput.delegate = self
try stream?.addRecordingOutput(recordingOutput)
try await stream?.startCapture()
} catch {
logger.error("Failed to start capture: \(error.localizedDescription)")
throw error
}
}
func stopCapture() async throws {
do {
try await stream?.stopCapture()
} catch {
logger.error("Failed to stop capture: \(error.localizedDescription)")
throw error
}
}
func update(configuration: SCStreamConfiguration, filter: SCContentFilter) async {
do {
try await stream?.updateConfiguration(configuration)
try await stream?.updateContentFilter(filter)
} catch {
logger.error("Failed to update the stream session: \(String(describing: error))")
}
}
func stopRecordingOutputForStream(_ recordingOutput: SCRecordingOutput) throws {
try self.stream?.removeRecordingOutput(recordingOutput)
}
}
// MARK: - SCRecordingOutputDelegate
extension CaptureEngine: SCRecordingOutputDelegate {
func recordingOutputDidStartRecording(_ recordingOutput: SCRecordingOutput) {
let startTime = Date()
logger.info("Recording output did start recording \(startTime)")
}
func recordingOutputDidFinishRecording(_ recordingOutput: SCRecordingOutput) {
logger.info("Recording output did finish recording")
}
func recordingOutput(_ recordingOutput: SCRecordingOutput, didFailWithError error: any Error) {
logger.error("Recording output failed with error: \(error.localizedDescription)")
}
}
private class CaptureEngineStreamOutput: NSObject, SCStreamOutput, SCStreamDelegate {
private let logger = Logger()
override init() {
super.init()
}
func stream(_ stream: SCStream, didOutputSampleBuffer sampleBuffer: CMSampleBuffer, of outputType: SCStreamOutputType) {
guard sampleBuffer.isValid else { return }
switch outputType {
case .screen:
break
case .audio:
break
case .microphone:
break
@unknown default:
logger.error("Encountered unknown stream output type:")
}
}
func stream(_ stream: SCStream, didStopWithError error: Error) {
logger.error("Stream stopped with error: \(error.localizedDescription)")
}
}
I am getting error
Value of type 'SCRecordingOutput' has no member 'delegate'
Even though I am targeting macOs 15+ ( macOs 26 actually ) and macOs only.
What is the best way to achieving the desired result? Is there any other / better way to do it?
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.
Hello, I’m porting my UIKit/SceneKit app to SwiftUI/RealityKit and I’m wondering how to change the camera target programmatically. I created a simple scene in Reality Composer Pro with two spheres. My goal is straightforward: when the user taps a sphere, the camera should look at it as the main target.
Following Apple’s videos, I implemented the .gesture modifier and it is printing the tapped sphere correctly, but updating my targetEntity state doesn’t change anything, so the camera won't update its target. Is there a way to access the scene content at that level? Or what else should I do?
Here’s my current code implementation:
Thanks!
Hello,
I found an issue with the Games app on macOS 26 (Tahoe) when viewing achievements:
In App Store Connect, each achievement has different values set for the pre-earned description and the post-earned description.
When testing with GameKit directly (GKAchievementDescription), both values are returned correctly.
However, in the macOS Games app, the post-earned description is shown even before the achievement is earned.
This seems to be a display issue specific to the Games app on macOS.
Could you confirm if this is a known bug in the Games app, or if there is a reason why pre-earned descriptions are not being shown?
Thank you.
I am using the latest version of the Game Center plugin for Unity and have noticed that my game will crash on launch when trying to authenticate.
I've tried this in an empty project with just the plugin and it still crashes with this exception.
GfxDevice: creating device client; threaded=1; jobified=0
Initializing Metal device caps: Apple A14 GPU
Initialize engine version: 2022.3.62f2 (7670c08855a9)
GameKitException: Code=-7 Domain=GKErrorDomain Description=The operation couldn’t be completed. (GKErrorDomain error -7.) (UnsupportedOperationForOSVersion)
at Apple.GameKit.DefaultNSErrorHandler.ThrowNSError (System.IntPtr nsErrorPtr) [0x00000] in <00000000000000000000000000000000>:0
Rethrow as TypeInitializationException: The type initializer for 'Apple.GameKit.GKGameActivity' threw an exception.
And the area in the native code that is triggering the crash is this inside the GKLocalPlayer_SetAuthenticateHandler function
`_onAuthenticate!(tid, _mostRecentAuthenticatePlayer!.passRetainedUnsafeMutablePointer());
I am using Unity 2022.3.62f2 and MacOS 15.6 with iOS 18.6.2 which based on the min specs for the plugin we should be within spec.
I have also included this message because I thought it might help too
`terminating due to uncaught exception of type Il2CppExceptionWrapper
Could not import Swift modules for translation unit: failed to get module "GameKitWrapper" from AST context:
error: 'GKErrorCodeExtension.h' file not found
in file included from :1:
error: could not build Objective-C module 'GameKitWrapper'
warning: Ignoring missing VFS file: /Users/james/Library/Developer/Xcode/DerivedData/GameKitWrapper-dzawbtxqdxdviiakfxmfunexppqv/Build/Intermediates.noindex/GameKitWrapper.build/Release-iphoneos/GameKitWrapper-bc72bd3638f4d2956cac9b00e84c1a7d-VFS-iphoneos/all-product-headers.yaml
This is the likely root cause for any subsequent compiler
errors.warning: Ignoring missing VFS file: /Users/bill/Library/Developer/Xcode/DerivedData/GameKitWrapper-dzawbtxqdxdviiakfxmfunexppqv/Build/Intermediates.noindex/GameKitWrapper.build/Release-iphoneos/GameKitWrapper iOS.build/unextended-module-overlay.yaml
This is the likely root cause for any subsequent compiler errors.warning: TypeSystemSwiftTypeRef::GetNumChildren: had to engage SwiftASTContext fallback for type $syyXCD
I've also attached the script that I am using for authentication, this script runs on the first scene.
GameCenterManager.cs
Hi everyone,
I faced an issue that on IOS 26 removeAnnotation method doesn't remove annotation. This code worked on previous versions (IOS 18, 17) but suddenly stopped working on IOS 26.
Has anyone faced this issue?
guard let document = await pdfView.document else { return }
for pageIndex in 0..<document.pageCount {
guard let page = document.page(at: pageIndex) else { continue }
let annotations = page.annotations
for annotation in annotations {
page.removeAnnotation(annotation)
}
}
I have this drawing app that I have been working on for the past few years when I have free time. I recently rebuilt the app in Metal to build out other brushes and improve performance, need to render 10000s of lines in realtime.
I’m running into this issue trying to create a uniform opacity per path. I have a solution but do not love it - as this is a realtime app and the solution could have some bottlenecks. If I just generate a triangle strip from touch points and do my best to smooth, resample, and handle miters I will always get some overlaps. See:
To create a uniform opacity I render to an offscreen texture with blending disabled. I then pre-multiply the color and draw that texture to a composite texture with blending on (I do this per path). This works but gets tricky when you introduce a textured brush, the edges of the texture in the frag shader cut out the line.
Pasted Graphic 1.png
Solution: I discard below a threshold
fragment float4 fragment_line(VertexOut in [[stage_in]],
texture2d<float> texture [[ texture(0) ]]) {
constexpr sampler s(coord::normalized, address::mirrored_repeat, filter::linear);
float2 texCoord = in.texCoord;
float4 texColor = texture.sample(s, texCoord);
if (texColor.a < 0.01) discard_fragment(); // may be slow (from what I read)
return in.color * texColor;
}
Better but still not perfect.
Question: I'm looking for better ways to create a uniform opacity per path. I tried .max blending but that will cause no blending of other paths. Any tips, ideas, much appreciated. If this is too detailed of a question just achieve.
Our application is trying to read all resolutions of an external monitor. We have observed that, for the external monitor there is a mismatch in resolution list in our application and the resolution list in system settings. We are using the apple API "CGDisplayCopyAllDisplayModes" to read the resolutions.
I am currently using RealityKit (perspective camera) to render a character in my swiftUI app.
The character has customization such as clothing items and hair and all objects are properly weighted to the rig.
The way the model is setup in Blender is like so: Groups of objects that will be swapped (ex: Shoes -> Shoes objects) and an armature. I then export it to usdc with all objects active. This is the resulting entity hierarchy, viewed in Reality Composer Pro:
My problem is that when I export with the Armature Modifier applied to the objects, so that animations get exported, the ModelComponent gets flattened to the armature and swapping entities is no longer as simple as removing the entity with the corresponding name.
What's the best practice here? Should animation be exported separately and then applied to the skeleton? If so, how is that achieved? I'm not really sure how to proceed here.
I am currently using RealityKit (perspective camera) to render a character in my swiftUI app.
The character has customization such as clothing items and hair and all objects are properly weighted to the rig.
The way the model is setup in Blender is like so: Groups of objects that will be swapped (ex: Shoes -> Shoes objects) and an armature. I then export it to usdc with all objects active. This is the resulting hierarchy:
Before exporting for the animation (armature modifier applied), I simply had to store the Model entities and swap them in but now when I export with the Armature Modifier applied, so that animations get exported, the ModelComponent gets flattened to the armature and swapping entities and applying new materials to them is no longer as simple.
Here's a demo blend file and usdc export with a setup like mine, having an animated bone to swing a cube and sphere, to be swapped so that only one is visible https://www.dropbox.com/scl/fo/be2q6qcztc83z7c4gj1w0/AMapxWc_ip2KZ8oTOYDUMv8?rlkey=rcdaggcxq06dyen09mw5mqmem&st=bnc0d7j0&dl=0
This is how I'm loading the entity and removing a part, with the demo files
import SwiftUI
import RealityKit
struct SwapDemoView: View {
var body: some View {
RealityView { content in
let camera = PerspectiveCamera()
camera.transform.translation = SIMD3(x: 0, y: 0.1, z: 3)
guard let root = try? await Entity(named: "simpleSwapDemo") else { fatalError("simpleSwapDemo.usdc is not present") }
print(root) // Get initial hierarchy
guard let cube = root.findEntity(named: "Cube") else { fatalError("Entity cube doesn't exist") }
cube.removeFromParent() // <-- Cube is still visible after removal
print(root) // Get hierarchy to confirm removal of cube
let resource = root.availableAnimations[0]
root.playAnimation(resource.repeat())
content.add(root)
content.add(camera)
}
.background(.white)
}
}
And this is what the entity hierarchy looks like in RealityKit before cube removal
▿ 'root' : Entity, children: 1
⟐ SynchronizationComponent
⟐ AnimationLibraryComponent
⟐ Transform
▿ 'Armature' : ModelEntity, children: 2
⟐ SynchronizationComponent
⟐ ModelComponent
⟐ SkeletalPosesComponent
⟐ AnimationLibraryComponent
⟐ Transform
▿ 'Armature' : Entity
⟐ SynchronizationComponent
⟐ Transform
▿ 'Primitives' : Entity, children: 2
⟐ SynchronizationComponent
⟐ Transform
▿ 'Sphere' : Entity, children: 1
⟐ SynchronizationComponent
⟐ Transform
▿ 'Sphere' : Entity
⟐ SynchronizationComponent
⟐ Transform
▿ 'Cube' : Entity, children: 1
⟐ SynchronizationComponent
⟐ Transform
▿ 'Cube' : Entity
⟐ SynchronizationComponent
⟐ Transform
And here's the hierarchy after removal
▿ 'root' : Entity, children: 1
⟐ SynchronizationComponent
⟐ AnimationLibraryComponent
⟐ Transform
▿ 'Armature' : ModelEntity, children: 2
⟐ SynchronizationComponent
⟐ ModelComponent
⟐ SkeletalPosesComponent
⟐ AnimationLibraryComponent
⟐ Transform
▿ 'Armature' : Entity
⟐ SynchronizationComponent
⟐ Transform
▿ 'Primitives' : Entity, children: 1
⟐ SynchronizationComponent
⟐ Transform
▿ 'Sphere' : Entity, children: 1
⟐ SynchronizationComponent
⟐ Transform
▿ 'Sphere' : Entity
⟐ SynchronizationComponent
⟐ Transform
And this is the result:
What's the best practice here? Should animation be exported separately and then applied to the skeleton? If so, how is that achieved? I'm not really sure how to proceed here.
subj
And how in this case are beautiful system dials made with smoke effects and other particles?
Topic:
Graphics & Games
SubTopic:
Metal