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Issue with FBX import -- models are ultra small
When importing FBX animations (generated by Cinema 4d or Blender) the models come in very far way and cannot resize or zoomed in. I have tried every setting from both programs to no avail. Is there a secret to providing the right export options? When importing without animations/and rigging the model imports fine and correct size. But once motion is included, something is awry. I also tried changing base units in Converter, but did not work. I have attache my model heirarchy in C4D as well as the imported result. It appears the animation is imported, as I can see it move, but can barely see it :)
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556
Feb ’25
Safe Places to Find Dependable App Developers
Hello! Brand new to the Apple developer community, so, hello everyone! I'm a game developer, we just launched our first game on PC and I'm looking to port it to ios. Time is something I'm kind of short on, and I hear it takes some jumping through hoops to get the know-how to port something to mobile. Any good sites you'd recommend for finding programmers to port your game? It's fairly simple - just a visual novel. Any and all suggestions welcome! All the best! Elijah
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612
Dec ’24
PDFKit Page Rerender
I'm experiencing an issue with PDFKit where page.removeAnnotation(annotation) successfully removes the annotation from the page's data structure, but the PDFView no longer updates automatically to reflect the change visually. Issue Details: The annotation is removed (verified by checking page.annotations.count) The PDFView display doesn't refresh to show the removal This code was working correctly before and suddenly stopped working No code changes were made on my end
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5d
App Freezes on iPadOS 26.x - GPU Metal Errors
I work on a Qt/QML app that uses Esri Maps SDK for Qt and that is deployed to both Windows and iPads. With a recent iPad OS upgrade to 26.1, many iPad users are reporting the application freezing after panning and/or identifying features in the map. It runs fine for our Windows users. I was able to reproduce this and grabbed the following error messages when the freeze happens: IOGPUMetalError: Caused GPU Address Fault Error (0000000b:kIOGPUCommandBufferCallbackErrorPageFault) IOGPUMetalError: Invalid Resource (00000009:kIOGPUCommandBufferCallbackErrorInvalidResource) Environment: Qt 6.5.4 (Qt for iOS) Esri Maps SDK for Qt 200.3 iPadOS 26.1 Because it appears to be a Metal error, I tried using OpenGL (Qt offers a way to easily set hte target graphics api): QQuickWindow::setGraphicsApi(QSGRendererInterface::GraphicsApi::OpenGL) Which worked! No more freezing. But I'm seeing many posts that OpenGL has been deprecated by Apple. I've seen posts that Apple deprecated OpenGL ES. But it seems to still be available with iPadOS 26.1. If so, will this fix (above) just cause problems with a future iPadOS update? Any other suggestions to address this issue? Upgrading our version of Qt + Esri SDK to the latest version is not an option for us. We are in the process to upgrade the full application, but it is a year or two out. So, we just need a fix to buy us some time for now. Appreciate any thoughts/insights....
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1w
Scenekit view and scenekit editor color difference
Hello there, I'm having trouble matching what I see in the scenekit editor and the output of the resulting scene in a scnview. For a glitter effect I have set a high value on the diffuse intensity which looks fine in the editor but when running the game the colors are much darker. To see if the intensity value is merely capped I have set the same multiplier on the hat below - but it is blown out which looks to me like there is some grading going on I have tried to switch on hdr rendering but that didn't make a difference. I tried disabling linear rendering and that simply made everything darker still - which I expect. Does someone have an idea what else this could be? What rendering is the scenekit editor using and how can I match it? Interestingly when I take a screenshot of the editor window for this post, the image is also blown out... what is going on? :) Thanks so much for any pointers, Seb
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123
Apr ’25
RealityKit captureHighResolutionFrame from session is broken on iOS26?
A bit of background on what our app is doing: We have a RealityKit ARView session running. During this period we place objects in RealityKit. At some point user can "take photo" and we use session.captureHighResolutionFrame to capture a frame. We then use captured frame and frame.camera.projectPoint to project my objects back to 2D Issue we found is that on devices that have iOS26, first photo user takes and the first frame received from session.captureHighResolutionFrame gives incorrect CGPoint for frame.camera.projectPoint. If user takes the second photo with the same camera phostion, second frame received from session.captureHighResolutionFrame gives correct CGPoint for frame.camera.projectPoint I notices some difference between first and subsequent frames that i believe is corresponding with the issue. Yaw value of camera (frame.camera.eulerAngles.y) on first frame is not correct ( inconsistent with any subsequent frame) I also created a small example app and i followed Building an Immersive Experience with RealityKit example to create it. The issue exists in this app for iOS26, while iOS18.* has consistent values between first and subsequent captured frames. Note: The yaw value seems to differ more if we start session in portrait but take photo in landscape. Example result for 3 captured frames: Frame captured with yaw: 1.4855177402496338 Frame captured with yaw: -0.08803760260343552 Frame captured with yaw: -0.08179682493209839 Example code: class CustomARView: ARView, ARSessionDelegate { required init(frame: CGRect) { super.init(frame: frame) } required init?(coder decoder: NSCoder) { fatalError("init(coder:) has not been implemented")} func setup() { let singleTap = UITapGestureRecognizer(target: self, action: #selector(handleTap)) addGestureRecognizer(singleTap) } @objc func handleTap(_ gestureRecognizer: UIGestureRecognizer) { Task { do { let frame = try await session.captureHighResolutionFrame() print("Frame captured with yaw: \(Double(frame.camera.eulerAngles.y))") } catch { } } } } struct CustomARViewUIViewRepresentable: UIViewRepresentable { func makeUIView(context: Context) -> some UIView { let arView = CustomARView(frame: .zero) arView.setup() return arView } func updateUIView(_ uiView: UIViewType, context: Context) { } } struct ContentView: View { var body: some View { CustomARViewUIViewRepresentable() .frame(maxWidth: .infinity, maxHeight: .infinity) .ignoresSafeArea() } }
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548
Sep ’25
You cannot debug in simulator
I can't create any breakpoint in my Xcode after I upgraded to macOS 15.4 macOS: Version 15.4 (24E248) visionOS Simulator: 2.3 Xcode: Version 16.2 (16C5032a) My app works well without any breakpoints. But if I create any breakpoint it shows me this: Couldn't find the Objective-C runtime library in loaded images. Message from debugger: The LLDB RPC server has crashed. You may need to manually terminate your process. The crash log is located in ~/Library/Logs/DiagnosticReports and has a prefix 'lldb-rpc-server'. Please file a bug and attach the most recent crash log.
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404
Apr ’25
RealityView content scale factor
Hi, following the recent deprecation of SceneKit, I'm trying to move a couple of my SceneKit projects to RealityKit. One thing I can't seem to find is how to change the content scale factor when using a RealityView in SwiftUI. It was really easy to do in SceneKit with just a SCNView property, and it seems that it's also possible when using ARView, but I can't find a way to do it with a RealityView. Maybe it's a SwiftUI limitation?
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152
Jul ’25
What good is NSBitmapFormatAlphaNonpremultiplied?
If I create a bitmap image and then try to get ready to draw into it, like so: NSBitmapImageRep* newRep = [[NSBitmapImageRep alloc] initWithBitmapDataPlanes: nullptr pixelsWide: 128 pixelsHigh: 128 bitsPerSample: 8 samplesPerPixel: 4 hasAlpha: YES isPlanar: NO colorSpaceName: NSDeviceRGBColorSpace bitmapFormat: NSBitmapFormatAlphaNonpremultiplied | NSBitmapFormatThirtyTwoBitBigEndian bytesPerRow: 4 * 128 bitsPerPixel: 32]; [NSGraphicsContext setCurrentContext: [NSGraphicsContext graphicsContextWithBitmapImageRep: newRep]]; then the log shows this error: CGBitmapContextCreate: unsupported parameter combination: RGB 8 bits/component, integer 512 bytes/row kCGImageAlphaLast kCGImageByteOrderDefault kCGImagePixelFormatPacked Valid parameters for RGB color space model are: 16 bits per pixel, 5 bits per component, kCGImageAlphaNoneSkipFirst 32 bits per pixel, 8 bits per component, kCGImageAlphaNoneSkipFirst 32 bits per pixel, 8 bits per component, kCGImageAlphaNoneSkipLast 32 bits per pixel, 8 bits per component, kCGImageAlphaPremultipliedFirst 32 bits per pixel, 8 bits per component, kCGImageAlphaPremultipliedLast 32 bits per pixel, 10 bits per component, kCGImageAlphaNone|kCGImagePixelFormatRGBCIF10|kCGImageByteOrder16Little 64 bits per pixel, 16 bits per component, kCGImageAlphaPremultipliedLast 64 bits per pixel, 16 bits per component, kCGImageAlphaNoneSkipLast 64 bits per pixel, 16 bits per component, kCGImageAlphaPremultipliedLast|kCGBitmapFloatComponents|kCGImageByteOrder16Little 64 bits per pixel, 16 bits per component, kCGImageAlphaNoneSkipLast|kCGBitmapFloatComponents|kCGImageByteOrder16Little 128 bits per pixel, 32 bits per component, kCGImageAlphaPremultipliedLast|kCGBitmapFloatComponents 128 bits per pixel, 32 bits per component, kCGImageAlphaNoneSkipLast|kCGBitmapFloatComponents See Quartz 2D Programming Guide (available online) for more information. If I don't use NSBitmapFormatAlphaNonpremultiplied as part of the format, I don't get the error message. My question is, why does the constant NSBitmapFormatAlphaNonpremultiplied exist if you can't use it like this? If you're wondering why I wanted to do this: I want to extract the RGBA pixel data from an image, which might have non-premultiplied alpha. And elsewhere online, I saw advice that if you want to look at the pixels of an image, draw it into a bitmap whose format you know and look at those pixels. And I don't want the process of drawing to premultiply my alpha.
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133
Jun ’25
SCNScene.write To USDZ, Node color fades
I use SCNScene.write To file ".usdz", then open the ".usdz" by SCNScene.url , all Nodes color fades. Export and load only once. The fading is not obvious. Return and repeat 4 or 5 times. It is obvious that the color is inconsistent with the original color and has become much lighter.
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154
May ’25
Trying to better understand CGAffineTransform.... and need a bit of guidance.
I have a CoreImage pipeline and one of my steps is to rotate my image about the origin (bottom left corner) and then translate it. I'm not seeing the behaviour I'm expecting, and I think my problem is in how I'm combining these two steps. As an example, I start with an identity transform (lldb) po transform333 ▿ CGAffineTransform - a : 1.0 - b : 0.0 - c : 0.0 - d : 1.0 - tx : 0.0 - ty : 0.0 I then rotate 1.57 radians (approx. 90 degrees, CCW) transform333 = transform333.rotated(by: 1.57) - a : 0.0007963267107332633 - b : 0.9999996829318346 - c : -0.9999996829318346 - d : 0.0007963267107332633 - tx : 0.0 - ty : 0.0 I understand the current contents of the transform. But then I translate by 10, 10: (lldb) po transform333.translatedBy(x: 10, y: 10) - a : 0.0007963267107332633 - b : 0.9999996829318346 - c : -0.9999996829318346 - d : 0.0007963267107332633 - tx : -9.992033562211013 - ty : 10.007960096425679 I was expecting tx and ty to be 10 and 10. I have noticed that when I reverse the order of these operations, the transform contents look correct. So I'll most likely just perform the steps in what feels to me like the incorrect order. Is anyone willing/able to point me to an explanation of why the steps I'm performing are giving me these results? thanks, mike
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573
Jan ’25
Xcode 26 – "Manage Game Progress" not showing achievements/leaderboards on macOS
Hello, When testing GameKit "Manage Game Progress" in Xcode 26: On iOS devices, achievements, leaderboards, and party code data display and work correctly. On macOS devices, none of these data appear in "Manage Game Progress." Is this a known issue with macOS GameKit, or is there a limitation compared to iOS? If it is not a bug, is there any additional configuration needed to make achievements and leaderboards visible on macOS? I also included the GameKit bundle in my macOS app and enabled Enable Debug Mode in GameKit Configuration in the scheme options. Thank you.
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615
Sep ’25
Desire to close contour from left & right two top points
Hello all... is there a way to close a contour if you have found say two points on each side top "extension"? see image attached. So in end desire a trapezoid type shape. Code example would be very appreciated. thank you :) Think I have it as a CGPath. So a way to edit a CGPath, or close the top from a top left to a top right point?
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498
Jan ’25
Equipment collision issue in TabletopKit
Hey! I'm facing an issue with Equipment collision when adding and moving TabletopKit equipment with different pose rotations. Let me share a very simple TabletopKit setup as an example: Table struct Table: Tabletop { var shape: TabletopShape = .rectangular(width: 1, height: 1, thickness: 0.01) var id: EquipmentIdentifier = .tableID } Board struct Board: Equipment { let id: EquipmentIdentifier = .boardID var initialState: BaseEquipmentState { .init( parentID: .tableID, seatControl: .restricted([]), pose: .init(position: .init(), rotation: .zero), boundingBox: .init(center: .zero, size: .init(1.0, 0, 1.0)) ) } } Equipment struct Object: EntityEquipment { var id: ID var size: SIMD2<Float> var position: SIMD2<Double> var rotation: Float var entity: Entity var initialState: BaseEquipmentState init(id: Int, size: SIMD2<Float>, position: SIMD2<Double>, rotation: Float) { self.id = EquipmentIdentifier(id) self.size = size self.position = position self.rotation = rotation self.entity = objectEntity self.initialState = .init( parentID: .boardID, seatControl: .any, pose: .init( position: .init(x: position.x, z: position.y), rotation: .degrees(Double(rotation)) ), entity: entity ) } } Setup class GameSetup { var setup: TableSetup init(root: Entity) { setup = TableSetup(tabletop: Table()) setup.add(equipment: Board()) setup.add(seat: PlayerSeat()) let object1 = Object( id: 2, size: .init(x: 0.1, y: 0.1), position: .init(x: 0.1, y: -0.1), rotation: 0 ) let object2 = Object( id: 3, size: .init(x: 0.2, y: 0.1), position: .init(x: -0.1, y: -0.1), rotation: 90 ) setup.add(equipment: object1) setup.add(equipment: object2) } } ‎ The issue When I add two equipment entities with different rotation poses, the collisions between them behave oddly. If one is 90º and the other 0º, for example, the former will intersect with the latter as if its bounding box was not rotated as you can see below: But if both equipment have the example rotation (e.g. 0 or 90º), though, then there's no collision issue at all, which seems to indicate their bounding box were correctly rotated: ‎‎ I'd really appreciate some help understanding if this is a bug or if I'm just missing something. Thanks in advance!
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867
Feb ’25