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“translate scheme”

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Anyone noticed #Playgrounds issue with Xcode 26 beta 4?
I'm getting following message when launching #Playgrounds canvas with Xcode 26 beta 4. Here are things I've tried: Reinstall Xcode Reinstall components Removed derived data Run Disk Utility to fix permissions Tried to change Default Actor Isolation, Approachable Concurrency Changed around settings on Schemes: Run: Options and Diagnostics Created brand new project with default settings. Filed FB19003005 in Feedback Assistant. I'm surprised to see that I didn't see any posts on this during my search. So this could be isolated matter just to me.
4
0
600
Jul ’25
Mergeable libraries mess with Xcode 26 beta 3
H there! I'm new to mergeable libraries, so sorry if I missed anything obvious. We have some really huge projects with mergeable libraries that started failing to build with Xcode 26 beta 3. After doing some research I managed to create a very small project where I was able to reproduce the issues. The project just contains a SwiftUI app and a framework. The framework includes just a class that is used from a SwiftUI view included in the app. Problems I found the following: Default configuration (no mergeable libraries) Everything works as expected Automatic mergeable libraries In this case I just set Create Merged Binary to Automatic. In this case: the application can be properly built and run in the simulator the SwiftUI preview stops working with the following report: == PREVIEW UPDATE ERROR: FailedToAnalyzeBuiltTargetDescription: Could not analyze the built target description for MLibTestCase to create the preview. buildableName: MLibTestCase ================================== | UnrecognizedLinkerArgument
3
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200
Jul ’25
Xcodebuild does not find any simulators
I am trying to integrate fastlane, which relies on xcodebuild. So this is my first experience with xcodebuild. Whenever I run a command to test or build the target in the folder where all the files of the project are stored, the action failes with Unable to find a device matching the provided destination specifier For example I might be running this command: xcodebuild -project Hoerspielzentrale.xcodeproj -scheme HoerspielzentraleUITests -destination 'platform=iOS Simulator,name=Screenshot Simulator”' test However the mentioned error is returned: xcodebuild: error: Unable to find a device matching the provided destination specifier: { platform:iOS Simulator, OS:latest, name:Screenshot Simulator” } The requested device could not be found because no available devices matched the request. I can confirm that the simulator exists, is available and it can be booted. I have tried different simulators, different schemas, referencing them by their identifier, switching Xcode Versions, reset all simulators
1
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233
Jul ’25
Reply to Error about "swift for windows" at windows11
Sadly, I don’t read Chinese so I’ve based my reply on a machine translation. The Apple Developer Forums are primarily focused on Apple technologies. For help with Swift on other platforms, I recommend Swift Forums, and specifically Swift Forums > Using Swift. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Jul ’25
Possibly mistaken rejection and pending account termination
Hello, I seem to be in the same situation as this developer here. My account is pending termination with the following accusation: App submissions from your account have engaged in concept or feature switch schemes to evade the review process, such as dynamically populating different app content after review, submitting apps with hidden features, repeatedly submitting misleading apps, and/or submitting apps with concrete references to content that you are not authorized to provide or is otherwise not appropriate for the App Store. I believe this to be a mistake, however I'm happy to make changes to the app to remedy this. I'm an open book - there's nothing I'm hoping you won't notice. I'm aiming for full compliance with all the App Store requirements and if I'm not compliant I'll make the required changes. If the App Review team monitors this could you please take a look? Thanks, Matt
2
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257
Jul ’25
Reply to How To Move Camera with PS5 Game Controller
Let me know if: • The red sphere is visible • Movement now feels trackable • You want right-stick support for turning (rotation) • Or we need to tweak scale/speed/clipping/etc You’re close — this should lock it in. ME: Yes, I see the red sphere, and It moves forward, backwards, left and right. Still no actual camera movement though. AI: Excellent — that means everything except the viewpoint shifting is working. The red sphere is tied to the camera, and it’s moving… so your entity is moving — but your headset camera (what the user sees) is staying fixed. Here’s why: ❗ RealityView doesn’t use your custom camera for rendering RealityView always renders from the user’s head position (i.e., the Vision Pro headset) unless explicitly told to use another camera — and currently, Apple doesn’t expose a public API to set the “view camera” in a RealityView. ME: (To myself - are you KIDDING me, that we can't move a camera in a 3d scene, but the solution is to move the 3d scene around the camera? ARE YOU KIDDING ME?!) AI:
Topic: Spatial Computing SubTopic: General Tags:
Jul ’25
Reply to How To Move Camera with PS5 Game Controller
(continued from above, as I hit the 7000 text limit) I kindly (HA) remind the AI that the code continues to crap out a the content.camera = camera line, with the error Cannot assign value of type PerspectiveCamera' to type 'RealityViewCamera' and to confirm, with 100 percent certainty, that this is even doable. The response: Thank you for your patience — you’re absolutely right to demand clarity here. Let’s clear up the confusion once and for all. ⸻ ✅ The Short Answer: Yes, it is 100% doable to move the camera in an immersive RealityView using gamepad input — and you’re already doing it correctly with your most recent working code (which uses a PerspectiveCamera parented under a named entity like CameraRoot and moves that entity based on gamepad stick input). ⸻ ❌ The Misleading Part: content.camera = camera // ❌ ERROR: Cannot assign value of type 'PerspectiveCamera' to type 'RealityViewCamera' This line is not supported with PerspectiveCamera. It only works with a specific wrapper type used for dynamic camera
Topic: Spatial Computing SubTopic: General Tags:
Jul ’25
SwiftUI Accessibility Inspector?
Please excuse me if this is obvious. I'm new to Apple development. Is there a SwiftUI Accessibility Inspector? I run the standard one, in Xcode 26b3, and it shows me warnings for things that I didn't create in SwiftUI. I presume that SwiftUI is primarily implemented using macros and that these things are either generated or boilerplate lower-level things. But if so, then why would they trip Accessibility Inspector warnings? Is there something I can do from SwiftUI to clear them? Or... is there a demangler somewhere that will translate from these names into something this human might recognize? I'm targeting macos, btw, if that makes any difference.
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1.3k
Jul ’25
Subject: Handling Z-Up Blender USDZ Models in RealityKit (visionOS) for Transform Updates
Hello everyone, I'm working on a visionOS application using RealityKit and am encountering a common coordinate system challenge when integrating 3D models created in Blender. My goal is to display and dynamically update the Transform (position, rotation, scale) of models created in Blender within RealityKit. The issue arises because Blender's default coordinate system is Z-up, and while exporting to USD/USDZ, I don't have a reliable Y-up export option that correctly reorients the model and its transform data for RealityKit's Y-up convention. This means I'm essentially exporting models with their up direction along the Z-axis. When I load these Z-up exported models into RealityKit, they are often oriented incorrectly. To then programmatically update their Transform (e.g., move them, rotate them based on game logic, or apply physics), I need to ensure that the Transform values I set align with RealityKit's Y-up system, even though the original model data was authored in a Z-up context. My questions are: What is
1
0
493
Jul ’25
How to Configure angularLimitInYZ for PhysicsSphericalJoint in RealityKit (Pendulum/Swing Behavior)
Hello RealityKit developers, I'm currently working on physics simulations in my visionOS app and am trying to adapt the concepts from the official sample Simulating physics joints in your RealityKit app. In the sample, a sphere is connected to the ceiling using a PhysicsRevoluteJoint to create a hinge-like simulation. I've successfully modified this setup to use a PhysicsSphericalJoint instead. The basic replacement works as expected: pin1 (attached to the sphere) rotates freely around pin0 (attached to the ceiling), much like a ball-and-socket joint should, removing all translational degrees of freedom. My challenge lies with the PhysicsSphericalJoint's angularLimitInYZ property. The documentation mentions that this property allows limiting the rotation around the Y and Z axes, defining an elliptical cone shape around the x-axis of pin0. However, I'm struggling to understand how to specify these values to achieve a desired rotational limit. If I have a sphere that is currently capable of rotating 36
1
0
278
Jul ’25
Reply to Struggles with attaching a ModelEntity to the skeleton joints of another ModelEntity
Thanks for your response! The other day, I tried to chain together the translations from each joint transform and noticed using multiple different rigs that the translation sum for a peripheral joint like the wrist still comes out to some number very close to zero. I will try using matrix multiplication as it is demonstrated in pinEntity and see if I have more success with that. I can write something up for Feedback Assistant as well, as it would be cool to have work out of the box. I have another question about jointTransforms and AnimationResources if you're up for it: I am trying to play two separate pose-based joint animations at once and was hoping to restrict each animation to only the joint names and transforms I want animated (in the constructor of FromToByAnimation and then using its fromValue and toValue properties). Long story short, I notice that when excluding upper body joints from an animation, they still seem to experience scale and rotation animations for the first keyframe
Topic: Graphics & Games SubTopic: RealityKit Tags:
Jul ’25
Reply to Bouncy ball in RealityKit - game
Thanks for following up @mike3 ! I took a look at your code and I was able to use the scale approach to eliminate the sleeping issues. The code changes are a bit involved and I don't think I could share an entire diff here, but I'll do my best to explain what I did. First I created a value to use for our scale, and made it a static let on your PhysicsManager object: static let worldScale: Float = 100.0; Then I created a new entity, I'll call it physicsRoot, as a var on your PhysicsManager: var physicsRoot: Entity? I initialized it at the start of your setupPhysicsScene function like this: private func setupPhysicsScene(_ content: RealityViewContent) { var physicsSimulation = PhysicsSimulationComponent() // You can use PhysicsSimulationComponent to customize gravity in your physics simulations. physicsSimulation.gravity = .init(x: 0.0, y: -9.8 * PhysicsManager.worldScale, z: 0.0) let physicsRoot = Entity(components: [ physicsSimulation, Transform(scale: SIMD3.init(repeating: 1.0 / PhysicsManager.worldScale), r
Topic: Spatial Computing SubTopic: General Tags:
Jul ’25
Reply to Not able to run Spaceship game project
Thank you for your detailed instructions @CodeName I am hoping you might be able to help as I have tried these steps and the errors for Studio..rkassets continue. Running that terminal command gives me these unexpected results xattr: [Errno 13] Permission denied: ‘mypath//CreatingASpaceshipGame/.git/objects/pack/pack-9c483578ab3d4b55ffe745d0ea87f9f204834920.idx' xattr: [Errno 13] Permission denied: ‘mypath/CreatingASpaceshipGame/.git/objects/pack/pack-9c483578ab3d4b55ffe745d0ea87f9f204834920.pack' xattr: [Errno 13] Permission denied: ‘mypath/CreatingASpaceshipGame/.git/objects/info/commit-graph' I have no spaces in my path, cleaned the Build folder, even built the Studio scheme directly as @Vision Pro Engineer advised, this still fails. Do you have any ideas of something else I might try to get the Spaceship sample to compile?
Topic: Spatial Computing SubTopic: General Tags:
Jul ’25
Anyone noticed #Playgrounds issue with Xcode 26 beta 4?
I'm getting following message when launching #Playgrounds canvas with Xcode 26 beta 4. Here are things I've tried: Reinstall Xcode Reinstall components Removed derived data Run Disk Utility to fix permissions Tried to change Default Actor Isolation, Approachable Concurrency Changed around settings on Schemes: Run: Options and Diagnostics Created brand new project with default settings. Filed FB19003005 in Feedback Assistant. I'm surprised to see that I didn't see any posts on this during my search. So this could be isolated matter just to me.
Replies
4
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0
Views
600
Activity
Jul ’25
Mergeable libraries mess with Xcode 26 beta 3
H there! I'm new to mergeable libraries, so sorry if I missed anything obvious. We have some really huge projects with mergeable libraries that started failing to build with Xcode 26 beta 3. After doing some research I managed to create a very small project where I was able to reproduce the issues. The project just contains a SwiftUI app and a framework. The framework includes just a class that is used from a SwiftUI view included in the app. Problems I found the following: Default configuration (no mergeable libraries) Everything works as expected Automatic mergeable libraries In this case I just set Create Merged Binary to Automatic. In this case: the application can be properly built and run in the simulator the SwiftUI preview stops working with the following report: == PREVIEW UPDATE ERROR: FailedToAnalyzeBuiltTargetDescription: Could not analyze the built target description for MLibTestCase to create the preview. buildableName: MLibTestCase ================================== | UnrecognizedLinkerArgument
Replies
3
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0
Views
200
Activity
Jul ’25
Subscriptions not loading
hello, i am currently trying to add a hardpaywall to my app. When I test in testflight with storekit config set to none in scheme. I get an error saying unable to load subscriptions.
Replies
1
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0
Views
128
Activity
Jul ’25
Xcodebuild does not find any simulators
I am trying to integrate fastlane, which relies on xcodebuild. So this is my first experience with xcodebuild. Whenever I run a command to test or build the target in the folder where all the files of the project are stored, the action failes with Unable to find a device matching the provided destination specifier For example I might be running this command: xcodebuild -project Hoerspielzentrale.xcodeproj -scheme HoerspielzentraleUITests -destination 'platform=iOS Simulator,name=Screenshot Simulator”' test However the mentioned error is returned: xcodebuild: error: Unable to find a device matching the provided destination specifier: { platform:iOS Simulator, OS:latest, name:Screenshot Simulator” } The requested device could not be found because no available devices matched the request. I can confirm that the simulator exists, is available and it can be booted. I have tried different simulators, different schemas, referencing them by their identifier, switching Xcode Versions, reset all simulators
Replies
1
Boosts
0
Views
233
Activity
Jul ’25
Reply to Error about "swift for windows" at windows11
Sadly, I don’t read Chinese so I’ve based my reply on a machine translation. The Apple Developer Forums are primarily focused on Apple technologies. For help with Swift on other platforms, I recommend Swift Forums, and specifically Swift Forums > Using Swift. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Replies
Boosts
Views
Activity
Jul ’25
Possibly mistaken rejection and pending account termination
Hello, I seem to be in the same situation as this developer here. My account is pending termination with the following accusation: App submissions from your account have engaged in concept or feature switch schemes to evade the review process, such as dynamically populating different app content after review, submitting apps with hidden features, repeatedly submitting misleading apps, and/or submitting apps with concrete references to content that you are not authorized to provide or is otherwise not appropriate for the App Store. I believe this to be a mistake, however I'm happy to make changes to the app to remedy this. I'm an open book - there's nothing I'm hoping you won't notice. I'm aiming for full compliance with all the App Store requirements and if I'm not compliant I'll make the required changes. If the App Review team monitors this could you please take a look? Thanks, Matt
Replies
2
Boosts
0
Views
257
Activity
Jul ’25
Reply to How To Move Camera with PS5 Game Controller
Let me know if: • The red sphere is visible • Movement now feels trackable • You want right-stick support for turning (rotation) • Or we need to tweak scale/speed/clipping/etc You’re close — this should lock it in. ME: Yes, I see the red sphere, and It moves forward, backwards, left and right. Still no actual camera movement though. AI: Excellent — that means everything except the viewpoint shifting is working. The red sphere is tied to the camera, and it’s moving… so your entity is moving — but your headset camera (what the user sees) is staying fixed. Here’s why: ❗ RealityView doesn’t use your custom camera for rendering RealityView always renders from the user’s head position (i.e., the Vision Pro headset) unless explicitly told to use another camera — and currently, Apple doesn’t expose a public API to set the “view camera” in a RealityView. ME: (To myself - are you KIDDING me, that we can't move a camera in a 3d scene, but the solution is to move the 3d scene around the camera? ARE YOU KIDDING ME?!) AI:
Topic: Spatial Computing SubTopic: General Tags:
Replies
Boosts
Views
Activity
Jul ’25
Reply to How To Move Camera with PS5 Game Controller
(continued from above, as I hit the 7000 text limit) I kindly (HA) remind the AI that the code continues to crap out a the content.camera = camera line, with the error Cannot assign value of type PerspectiveCamera' to type 'RealityViewCamera' and to confirm, with 100 percent certainty, that this is even doable. The response: Thank you for your patience — you’re absolutely right to demand clarity here. Let’s clear up the confusion once and for all. ⸻ ✅ The Short Answer: Yes, it is 100% doable to move the camera in an immersive RealityView using gamepad input — and you’re already doing it correctly with your most recent working code (which uses a PerspectiveCamera parented under a named entity like CameraRoot and moves that entity based on gamepad stick input). ⸻ ❌ The Misleading Part: content.camera = camera // ❌ ERROR: Cannot assign value of type 'PerspectiveCamera' to type 'RealityViewCamera' This line is not supported with PerspectiveCamera. It only works with a specific wrapper type used for dynamic camera
Topic: Spatial Computing SubTopic: General Tags:
Replies
Boosts
Views
Activity
Jul ’25
SwiftUI Accessibility Inspector?
Please excuse me if this is obvious. I'm new to Apple development. Is there a SwiftUI Accessibility Inspector? I run the standard one, in Xcode 26b3, and it shows me warnings for things that I didn't create in SwiftUI. I presume that SwiftUI is primarily implemented using macros and that these things are either generated or boilerplate lower-level things. But if so, then why would they trip Accessibility Inspector warnings? Is there something I can do from SwiftUI to clear them? Or... is there a demangler somewhere that will translate from these names into something this human might recognize? I'm targeting macos, btw, if that makes any difference.
Replies
1
Boosts
0
Views
1.3k
Activity
Jul ’25
Reply to Xcode 26 beta 3 Extremely Sluggish Run on Device
A workaround is to disable Debug executable in your scheme. Logging will still be available and if needed you can attach the debugger later on.
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Jul ’25
Subject: Handling Z-Up Blender USDZ Models in RealityKit (visionOS) for Transform Updates
Hello everyone, I'm working on a visionOS application using RealityKit and am encountering a common coordinate system challenge when integrating 3D models created in Blender. My goal is to display and dynamically update the Transform (position, rotation, scale) of models created in Blender within RealityKit. The issue arises because Blender's default coordinate system is Z-up, and while exporting to USD/USDZ, I don't have a reliable Y-up export option that correctly reorients the model and its transform data for RealityKit's Y-up convention. This means I'm essentially exporting models with their up direction along the Z-axis. When I load these Z-up exported models into RealityKit, they are often oriented incorrectly. To then programmatically update their Transform (e.g., move them, rotate them based on game logic, or apply physics), I need to ensure that the Transform values I set align with RealityKit's Y-up system, even though the original model data was authored in a Z-up context. My questions are: What is
Replies
1
Boosts
0
Views
493
Activity
Jul ’25
How to Configure angularLimitInYZ for PhysicsSphericalJoint in RealityKit (Pendulum/Swing Behavior)
Hello RealityKit developers, I'm currently working on physics simulations in my visionOS app and am trying to adapt the concepts from the official sample Simulating physics joints in your RealityKit app. In the sample, a sphere is connected to the ceiling using a PhysicsRevoluteJoint to create a hinge-like simulation. I've successfully modified this setup to use a PhysicsSphericalJoint instead. The basic replacement works as expected: pin1 (attached to the sphere) rotates freely around pin0 (attached to the ceiling), much like a ball-and-socket joint should, removing all translational degrees of freedom. My challenge lies with the PhysicsSphericalJoint's angularLimitInYZ property. The documentation mentions that this property allows limiting the rotation around the Y and Z axes, defining an elliptical cone shape around the x-axis of pin0. However, I'm struggling to understand how to specify these values to achieve a desired rotational limit. If I have a sphere that is currently capable of rotating 36
Replies
1
Boosts
0
Views
278
Activity
Jul ’25
Reply to Struggles with attaching a ModelEntity to the skeleton joints of another ModelEntity
Thanks for your response! The other day, I tried to chain together the translations from each joint transform and noticed using multiple different rigs that the translation sum for a peripheral joint like the wrist still comes out to some number very close to zero. I will try using matrix multiplication as it is demonstrated in pinEntity and see if I have more success with that. I can write something up for Feedback Assistant as well, as it would be cool to have work out of the box. I have another question about jointTransforms and AnimationResources if you're up for it: I am trying to play two separate pose-based joint animations at once and was hoping to restrict each animation to only the joint names and transforms I want animated (in the constructor of FromToByAnimation and then using its fromValue and toValue properties). Long story short, I notice that when excluding upper body joints from an animation, they still seem to experience scale and rotation animations for the first keyframe
Topic: Graphics & Games SubTopic: RealityKit Tags:
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Activity
Jul ’25
Reply to Bouncy ball in RealityKit - game
Thanks for following up @mike3 ! I took a look at your code and I was able to use the scale approach to eliminate the sleeping issues. The code changes are a bit involved and I don't think I could share an entire diff here, but I'll do my best to explain what I did. First I created a value to use for our scale, and made it a static let on your PhysicsManager object: static let worldScale: Float = 100.0; Then I created a new entity, I'll call it physicsRoot, as a var on your PhysicsManager: var physicsRoot: Entity? I initialized it at the start of your setupPhysicsScene function like this: private func setupPhysicsScene(_ content: RealityViewContent) { var physicsSimulation = PhysicsSimulationComponent() // You can use PhysicsSimulationComponent to customize gravity in your physics simulations. physicsSimulation.gravity = .init(x: 0.0, y: -9.8 * PhysicsManager.worldScale, z: 0.0) let physicsRoot = Entity(components: [ physicsSimulation, Transform(scale: SIMD3.init(repeating: 1.0 / PhysicsManager.worldScale), r
Topic: Spatial Computing SubTopic: General Tags:
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Activity
Jul ’25
Reply to Not able to run Spaceship game project
Thank you for your detailed instructions @CodeName I am hoping you might be able to help as I have tried these steps and the errors for Studio..rkassets continue. Running that terminal command gives me these unexpected results xattr: [Errno 13] Permission denied: ‘mypath//CreatingASpaceshipGame/.git/objects/pack/pack-9c483578ab3d4b55ffe745d0ea87f9f204834920.idx' xattr: [Errno 13] Permission denied: ‘mypath/CreatingASpaceshipGame/.git/objects/pack/pack-9c483578ab3d4b55ffe745d0ea87f9f204834920.pack' xattr: [Errno 13] Permission denied: ‘mypath/CreatingASpaceshipGame/.git/objects/info/commit-graph' I have no spaces in my path, cleaned the Build folder, even built the Studio scheme directly as @Vision Pro Engineer advised, this still fails. Do you have any ideas of something else I might try to get the Spaceship sample to compile?
Topic: Spatial Computing SubTopic: General Tags:
Replies
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Views
Activity
Jul ’25