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Visual Studio Maui IOS

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RealityKit and USDZ: Winding Order Issue with Negatively Scaled Meshes
Hi all, I've encountered a potential issue with how the winding order of geometry is handled when their transformations involve negative scaling. I created a simple test asset, a single triangle, to demonstrate this. The triangle's vertices are defined in a counter-clockwise (right-handed) winding order, and its transform has a negative scale on the X-axis. According to the OpenUSD specification, this negative determinant in the transformation matrix should effectively reverse the winding order of the geometry: However, any given gprim's local-to-world transformation can flip its effective orientation, when it contains an odd number of negative scales. This condition can be reliably detected using the (Jacobian) determinant of the local-to-world transform: if the determinant is less than zero, then the gprim's orientation has been flipped, and therefore one must apply the opposite handedness rule when computing its surface normals (or just flip the computed normals) for the purposes of hidden surface detectio
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Reply to RealityKit and USDZ: Winding Order Issue with Negatively Scaled Meshes
Thanks for following up, and apologies for the delay-- this slipped past me. Here’s a repro asset I wrote that you can test directly: https://github.com/alexchuber/Assets/raw/refs/heads/main/Repros/triangleNegScale.usdz For additional reference, here's the USDA content of the asset (material omitted for clarity): #usda 1.0 ( defaultPrim = Root metersPerUnit = 1 upAxis = Y ) def Xform Root { def Mesh Triangle { matrix4d xformOp:transform = ( (-1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) ) uniform token[] xformOpOrder = [xformOp:transform] int[] faceVertexCounts = [3] int[] faceVertexIndices = [0, 1, 2] normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1)] ( interpolation = vertex ) point3f[] points = [(0, 0, 0), (1, 0, 0), (0, 1, 0)] uniform token subdivisionScheme = none } } The steps to reproduce are just: Add the asset to a new Reality Composer Pro scene. Open the same asset in QuickLook on iOS/macOS. Compare the facing direction in both views. You should see that the triangles appear to
Topic: Graphics & Games SubTopic: RealityKit Tags:
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Reply to Xcode26 build app with iOS26, UISplitViewController UI issue
Issue still in iOS 26.0.1 Reproduce with the sample app 'DiffableDataSourceSample' from https://developer.apple.com/documentation/uikit/updating-collection-views-using-diffable-data-sources. It runs with UISplitViewController columns populated when compiled for target iOS 18.2. It comes up empty when target is changed to iOS 26. Both builds run on iPad at iOS 26.0.1 My app was patterned on this sample app and is failing to show content in the same way. FB20611981 submitted
Topic: UI Frameworks SubTopic: UIKit Tags:
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scenekit is deprecated but realitykit is for special computing what should i use ?
hello i am new to apple ecosystem and development i have some coding experience with c# now i like to develop my game for iphone 16 and up(due to ability to run ai models) but i am having hard time figuring out what to use there is a lot of resources for scene-kit but on its doc page it says its deprecated so i look at the reality-kit docs and tutorials and its strictly tells how to develop for visionos and i am really confused about this since there is no tutorials that shows how to develop a game for ios with reality-kit that does not focus visionos. i just want to develop for iphone 16 and up but i cant find resources focuses at that.
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Reply to PCIDriverKit entitlements during development
I was asked to follow up on FB19449747 after this was supposedly fixed, so I did. I can't see a DriverKit PCI Transport (development) entitlement in the list of available Capabilities. Huh. Can you double-check on the portal just to be sure? I've checked on three different teams I have access to, and all of them are showing it. A few things to note: It's actually called DriverKit PCI (development), simply to keep the name length a bit more manageable. I just noticed that it doesn't currently include the extra Development only. Learn more Provisioning support required. label on the portal (I'm working on fixing that). I also noticed that it's offering iOS as a platform, which turned out to be one example of a much broader bug (r.162380702). It turns out that several DriverKit entitlements also include extra platforms, which means they can be included in targets they should not be included with. I don't think including them will actually cause any problems (macOS will just ignore them), but it's defini
Topic: Code Signing SubTopic: Entitlements Tags:
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Reply to Weird behavior with ContentUnavailableView
Thank you for the post. I noticed that you have posted the same issue again, this time with a link to the code. My recommendation, if I may, is to create a focused and simple project based on ContentUnavailableView https://developer.apple.com/documentation/swiftui/contentunavailableview. This project should demonstrate the exact behavior on iOS 26 and include a link to the code. This approach will make it easier to file a bug based on the project. If so, please share a link to your test project. That'll help us better understand what's going on. If you're not familiar with preparing a test project, take a look at Creating a test project. Once you open the bug report, please post the FB number here for my reference. If you have any questions about filing a bug report, take a look at Bug Reporting: How and Why? Hope all this helps. Please let me know when is filed for me to check. Resources: https://developer.apple.com/documentation/TechnologyOverviews/adopting-liquid-glass Albert Pascual
  Worldwide
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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UIBarButtonItem alignment in UIToolbar on iOS 26 in UIDesignRequiresCompatibility mode
The screenshot is showing the same app deployed using Xcode version 26.0 beta 4 (17A5285i) on iOS 18.5 and on iOS 26.0. In iOS 26 beta 4 on the right the spacing of the UIBarButtonItem elements does not look good: The buttons are created like so: colorButtonText = [[UIBarButtonItem alloc] initWithImage:[UIImage systemImageNamed:@paintbrush] style:UIBarButtonItemStylePlain target:self action:@selector(drawingActionColor:)]; //... [drawingToolbarText setItems:@[colorButtonText, ...]]; Is this a known issue with the current iOS 26? Am I doing something wrong?
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Reply to UIBarButtonItem alignment in UIToolbar on iOS 26 in UIDesignRequiresCompatibility mode
Thank you for your post. It appears that you are developing a UIToolbar in Objective-C. How did you attempt to utilize SwiftUI or Storyboards? In Objective-C, the UIBarButtonItem appears to render sequentially without constraints. You may need to incorporate constraints in code as well. However, I concur that the new version should not differ from the previous one. Have you attempted to use it in the latest beta of iOS? Do you observe any discrepancies? Could you kindly provide a concise focused sample that illustrates the problem? If so, please share a link to your test project. That'll help us better understand what's going on. If you're not familiar with preparing a test project, take a look at Creating a test project. Albert Pascual
  Worldwide Developer Relations.
Topic: UI Frameworks SubTopic: UIKit Tags:
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Apple Watch can't always reconnect
Using Xcode to build and deploy the app to my watch, this is what I get: “Waiting to reconnect to Apple Watch. Previous preparation error: Transport error. And then “Connecting to Apple Watch. Xcode will continue when the operation completes.” And these messages continue to switch between each other. Sometimes the watch to connect and the application starts, but more often a scenario occurs with endless reconnection. I'm using: MacOS 14.4.1 (MacBook Pro 2019; 1.4 GHz Quad-Core Intel Core i5), Xcode 15.3, Watch OS 10.2 (Apple Watch SE 1), iOS 17.1.1 (iPhone 15 Pro). Methods I tried: Connecting Macbook, iPhone and Watch to the same WIfi network; Disabling Watch (and IPhone) from the Devices and Simulators menu and setting up Watch (and IPhone) from the beginning. Any help?
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Apple Pay integration in our app
Hi, We have app in which we take donations from people and send to non-profit organisations. I have read that Apple Pay can be integrated on non profit platforms to take donations, but we are middle man, we are not non profit .. we take donations, cut our platform fees and then sent to donations to non profit orgs. My question is can we integrate Apple Pay in our iOS app to take donations from apple? as we have integrated Apple Pay on the web.
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