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What an awful, awful experience. My package dependencies were fine a few days ago, and will I fired it up today I encountered this error 5. Just lost about two hours trying to figure it out. Thanks for the solution @kironet. I'm going to bill Apple for my lost two hours. How pointless.
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Putting aside the fact that AIrTag support would be an obvious addition to the capability of the Nearby Interaction framework, I find it obnoxious that Apple has chosen not to address this in the documentation. I mean really? Going out of your way to support third-party UWB devices, and as far as I know such devices don't even exist at this point, but also to fail to share the roadmap for AirTag support. Very unfriendly way to interact with your developer community. I guess we're put in the position of reading tea leaves. Presumably if support for AirTags is going to come, it will almost certainly be implemented around the same interface as that for third-party devices. That only makes things even more aggrevating that a specific timeline is not offered. Or is the Apple manufactured UWB device (AirTag) for some reason becoming a "closed feature", so that Apple can leverage this hardware to add great features to THEIR apps while exiling us developers to the empty desert of third-party devices? As a side note, I was grossly surprised when I bought a brand-new iPad to find that it didn't include the U1. I mean really, why oh why would that be the case? Not enough space for it? Don't want a cheap chip to push the price over a whopping $1099? I actually started developing against the framework for an iPad app and was mystified why it wasn't working before I found out that it was left out.
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I've put together a framework for creating software-based game controllers that can do some of what you're describing - providing on-screen controls that send input both locally and remotely between two devices:https://github.com/robreuss/VirtualGameControllerAlthough primarily designed to enable one iOS device (the controller) to control another (the game), it can also operate in "peer mode", so both devices get input both locally and from the remote device. I've included a couple of sample apps, one SpriteKit and one SceneKit, that demonstrate the peer mode, and provide proof-of-concept for doing the same thing in the ARKit context. The idea would be to run the game on each device and keep them in sync on the basis of controller input. You still need to get the game plane setup as clarsoncloud describes - that's a problem I think a lot of folks are working on.