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Apple Maps Guides

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Reply to Unreal Engine 4.27 VR Game on VisionOS
Hi there. Apple Vision Pro is now (recently!) a valid build target for Unreal Engine - but you're going to want to use 5.4 from source and there are a few gotchas you'll have to mind. This quickstart guide should get you most of the way there - just remember to build 5.4 from source (which isn't documented in the guide): https://dev.epicgames.com/community/learning/tutorials/1JWr/unreal-engine-apple-vision-pro-quick-start-guide
Apr ’24
Reply to MapView remove polyline overlay, memory leak on IOS 14.2
After a bit more digging, I believe this only affects the simulator. It seems to occur anytime an overlay on a map is rendered. When the map position changes for any reason, e.g. scrolling the map, the leak gets bigger. Obviously this becomes a more significant issue if the map position changes automatically as in Henrivb's case and mine. You can see the leak grow just by rendering one overlay on a map, then moving the map around. I've filed feedback to Apple on this as well.
Apr ’21
Findersync not working on mapped devices.
I want to add context menu items on right click of any folder.I am able to add them using Findersync extension for path /Users/username/anyFolder, but the same is not working for path of mapped devices like /Volumes/path_of_mapped_device.It is working for local user home path but not for any mapped devices/shares connected using go->connect to server.How should I resolve it and get my context menu on mapped shares also.
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Nov ’16
How to set a MTLTexture as an environment map in SceneKit?
I want to set a MTLTexture object as the environment map of a scene, as it seems to be possible according to the documentation. I can set the environment map to be a UIImage with the following code:let roomImage = UIImage(named: room) scene.lightingEnvironment.contents = roomImageThis works and I see the reflection of the image on my metallic objects. I tried converting the image to a MTLTexture and setting it as the environment map with the following code:let roomImage = UIImage(named: room) let loader = MTKTextureLoader(device: MTLCreateSystemDefaultDevice()!) let envMap = try? loader.newTexture(cgImage: (roomImage?.cgImage)!, options: nil) scene.lightingEnvironment.contents = envMapHowever this does not work and I end up with a blank environment map with no reflection on my objects.Also, instead of setting the options as nil, I tried setting the MTKTextureLoader.Option.textureUsage key with every possible value it can get, but that didn't work either.
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Dec ’17
XCode MapKit. MKPolyline is not displayed on the map when there is no mobile connection and the map data is not available
I am developing applications for recording routes using MapKit. I use the following code to display the saved route on the map: let polyline = MKPolyline(coordinates: coordinates, count: coordinates.count) polyline.title = title polyline.subtitle = subtitle mapView.addOverlays([polyline]) Everything works fine when the device has an Internet connection and the map data is available and downloaded. However, when there is no connection, only the current position and annotations are displayed on the map. MKPolyline is displayed only on the part of the map for which the data has been loaded (see screenshot). How can this be fixed?
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Jul ’21
SwiftUI - Adjust Map() scale/zoom
Hi, I'm looking through SwiftUI Map for SwiftUI documentation (including IOS17 Beta) for way to adjust Map() scale, or zoom level, while simultaneously showing user's location and heading, for which I'm doing this @State var position = MapCameraPosition = .userLocation(followsHeading: true, fallback: .automatic) Map(position: $position) It does not appear to be possible so am looking for confirmation. Thanks everyone.
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3.9k
Jul ’23
Implementing Map Span in iOS 17
I have a map (iOS 17) that displays the three Apple maps types (standard, hybrid, and imagery). When the hybrid or imagery map is displayed for the first time it is zoomed in to the max and out-of-focus. It appears to be a problem with the span. I would like to set the span to fix this, but I'm not sure if span has a new name or is no longer used. In previous versions of iOS I had a region that defined the span and coordinate center, It appears that this has now been deprecated: let span = MKCoordinateSpan(latitudeDelta: 0.005, longitudeDelta: 0.005) let region = MKCoordinateRegion(center: coordinate, span: span) MapView(region: region, mapType: mapType, coordinate: coordinate) Here is my actual code for display a map (iOS 17): struct DetailView: View { var item: TravelEntries // <-- coordinates arrive from CoreData Transaction @Binding var mapType: Int var coordinate: CLLocationCoordinate2D { CLLocationCoordinate2D( latitude: item.entryLat, longitude: item.entr
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2.1k
Oct ’23
IOHIDPostEvent key mapping issue on 10.11.3
We use IOHIDPostEvent to simulate key strokes in our app.There's a key mapping issue on JP 106 keyboard.For SHIFT+2, it should output the character , but on 10.11.3 it outputs @, which is the result of standard 101 keyboard.It looks like a key mapping issue on system api, is there any method to correct it?
Topic: UI Frameworks SubTopic: AppKit Tags:
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Mar ’16
What are the alternatives to allow users to use maps offline?
Hi all,After some research I'm a bit confused with the subject question. Is there a way nowadays to download Apple maps tiles to display the map when user is offline (without data connection)? We are working in an app for backpackers and they are ussualy offline or with some data usage restrictions in your smartphones. Seems to be that the best option is to use http://www.mapbox.com that also provides assistance to reach places through their directions API. Before proceed with this paid solution I really need to discard the change of use MapKit or some alternative to display offline maps. This is my first post on the Apple devs forum so I've been clear. All the information is really welcome. Regards,Hernán
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Sep ’15
How to make large "mapped" games? Where user explores a map size larger than screen?
Hello,I am interested in making a game where the user would need to explore a map that would be WAY bigger than the size of the iPhone screen. I'm not exactly sure what this is called or how I would go about googling/researching how to make this work. Could someone please point me in the right direction?Also, I would have many monsters randomly spawned on this large map. I was thinking instead of loading them all the sprites at once it would be best to have variables for their positions and only load the sprites once they have come into the user's view. Am I correct with thinking this?**EDIT** Please note I would like to do this in Sprite Kit if possible!! Or I could change platform if needed, but spritekit is what I have been learning to use as of lately.Thanks,Peter
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Jul ’15