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“translate scheme”

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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
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
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
A Summary of the WWDC25 Group Lab - Apple Intelligence
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for Apple Intelligence. Can I integrate writing tools in my own text editor? UITextView, NSTextView, and SwiftUI TextEditor automatically get Writing Tools on devices that support Apple Intelligence. For custom text editors, check out Enhancing your custom text engine with Writing Tools. Given that Foundation Models are on-device, how will Apple update the models over time? And how should we test our app against the model updates? Model updates are in sync with OS updates. As for testing with updated models, watch our WWDC session about prompt engineering and safety, and read the Human Interface Guidelines to understand best practices in prompting the on-device model. What
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0
309
Jul ’25
Struggles with attaching a ModelEntity to the skeleton joints of another ModelEntity
In SceneKit, when creating an .scn file from a rigged model, the framework created an SCNNode for each bone/joint, so you could add and remove child nodes directly to and from joints, and like any other SCNNode, you could access world position and world orientation for each joint. The analog would be for joints to be accessible as child entities of a ModelEntity in RealityKit. I am unable to proceed with migrating my project from SceneKit because of this, as there does not seem to be a way to even access the true world position of a joint with the current jointNames/jointTransforms paradigm. The translation information from the given transforms is insufficient to determine the location of a joint at any given time, and other approaches like creating a GeometricPin for the given joint name and attaching it to another entity do not seem to work. So conveniently being able to attach an item to the hand of a rigged model was trivial in SceneKit and now feels impossible in RealityKit. I am not the first p
5
0
831
Jul ’25
Feature Flagging Widgets & Widget Families
I am trying to feature flag widgets in my Widget extension. This feature flag value is stored remotely, read by my main app, and written to UserDefaults, then read from UserDefaults in my widget target. I understand that providing an empty array of WidgetFamilys will not show my app when the user goes to add a widget. However, even when this flag flips to true, hard-closing and reopening my app will not show my app in the list of apps you can add a widget for. But I notice that if I recompile my app from Xcode (running the app's scheme, not the widget scheme), then my app will show when you search for an app to add a widget for, making me think that these Widget objects are only created by the system once when the app is initially installed/updated. My concern is that I will not be able to flip this flag from false to true after the user has installed my app to do a rollout of my widget. Is this expected? Or is there an alternative or otherwise recommended way of doing this? struct MyWidget:
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149
Jul ’25
Reply to The customized GPX file for Xcode 16 cannot be selected.
Hi guys. I still haven't solved this gpx issue completely. But I have found a temporary solution. First, I tried hablo's solution that mentioned above. And I could add custom gpx file when I ran my app. At this time, I can also add a new scheme or edit a scheme. I could change default location in Options menu. So, I changed default location to my custom gpx file. And then I rebooted my Mac. When I excuted my xcode file, I couldn't add my custom gpx file also. The default location I changed hadn't my custom gpx file on the list. But, I could change GPS when I ran my app. I can't write my mention fluently. But I want to share this solution for you guys who don't want to reboot every time for a custom gpx. Thank you. :)
Jul ’25
CoreML model can load on MacOS 15.3.1 but failed to load on MacOS 15.5
I have been working on a small CV program, which uses fine-tuned U2Netp model converted by coremltools 8.3.0 from PyTorch. It works well on my iPhone (with iOS version 18.5) and my Macbook (with MacOS version 15.3.1). But it fails to load after I upgraded Macbook to MacOS version 15.5. I have attached console log when loading this model. Unable to load MPSGraphExecutable from path /Users/yongzhang/Library/Caches/swiftmetal/com.apple.e5rt.e5bundlecache/24F74/E051B28C6957815C140A86134D673B5C015E79A1460E9B54B8764F659FDCE645/16FA8CF2CDE66C0C427F4B51BBA82C38ACC44A514CCA396FD7B281AAC087AB2F.bundle/H14C.bundle/main/main_mps_graph/main_mps_graph.mpsgraphpackage @ GetMPSGraphExecutable E5RT: Unable to load MPSGraphExecutable from path /Users/yongzhang/Library/Caches/swiftmetal/com.apple.e5rt.e5bundlecache/24F74/E051B28C6957815C140A86134D673B5C015E79A1460E9B54B8764F659FDCE645/16FA8CF2CDE66C0C427F4B51BBA82C38ACC44A514CCA396FD7B281AAC087AB2F.bundle/H14C.bundle/main/main_mps_graph/main_mps_graph.mpsgraphpackage (13) Unabl
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0
272
Jul ’25
Apple Music iOS 26 features in Android
Since many users like me use Apple Music on Android, the app is almost as feature-rich as iOS. It would be fantastic if the developers could add the new iOS 26 features to the Android app, along with a minor UI change. I know it’s challenging to implement liquid glass on Android hardware or design, but features like auto-mix, pronunciation, and translation could be added. kindly consider this request !!!!
1
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222
Jul ’25
Feature Proposal: CrossRun
Hi everyone! I've considered this — what if Apple added a native system-wide feature in all of iOS, iPadOS, and macOS called “CrossRun” where you can natively execute non-App Store software like Windows or Linux apps natively on your device? But not in a sluggish emulator—this would use intelligent Apple-signed Just-In-Time (JIT) compilation inside the virtual containers, and the experience would actually perform fast and feel natural. This is my vision for CrossRun: Every developer, student, creative professional, and enterprise user who relies on specialized software—whether it’s legacy Windows tools, Linux-only applications, or vintage DOS and Classic Mac utilities—feels the pain of platform lock‑in. Artists can’t run niche Linux‑based graphics programs on their iPads. Engineers can’t test x64‑only binaries on Apple Silicon without juggling emulators. Retro‑gaming fans miss their favorite DOS titles. Even enterprises struggle to standardize on Apple hardware because critical Windows‑only applications won’t
1
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233
Jul ’25
Reply to Getting a basic URL Filter to work
I initially believed the API to be near useless because I didn’t know of its “fuzzy matching” capabilities, which I’ve discovered by accident in a forum post. It’d be nice if those were documented somewhere! We are updating the documentation to include the URL parsing method used by Network Extension URL Filter. Here is brief explanation, for each URL request, the system parses out the URLs into sub-URLs before performing the URL matching against the Bloom filter and if necessary, the PIR server. The parsing parses out the URL scheme, domain, port, path, query, etc and composes possible sub-URLs for matching.
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:
Replies
Boosts
Views
Activity
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
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:
Replies
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Views
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
Boosts
Views
Activity
Jul ’25
A Summary of the WWDC25 Group Lab - Apple Intelligence
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for Apple Intelligence. Can I integrate writing tools in my own text editor? UITextView, NSTextView, and SwiftUI TextEditor automatically get Writing Tools on devices that support Apple Intelligence. For custom text editors, check out Enhancing your custom text engine with Writing Tools. Given that Foundation Models are on-device, how will Apple update the models over time? And how should we test our app against the model updates? Model updates are in sync with OS updates. As for testing with updated models, watch our WWDC session about prompt engineering and safety, and read the Human Interface Guidelines to understand best practices in prompting the on-device model. What
Replies
2
Boosts
0
Views
309
Activity
Jul ’25
Struggles with attaching a ModelEntity to the skeleton joints of another ModelEntity
In SceneKit, when creating an .scn file from a rigged model, the framework created an SCNNode for each bone/joint, so you could add and remove child nodes directly to and from joints, and like any other SCNNode, you could access world position and world orientation for each joint. The analog would be for joints to be accessible as child entities of a ModelEntity in RealityKit. I am unable to proceed with migrating my project from SceneKit because of this, as there does not seem to be a way to even access the true world position of a joint with the current jointNames/jointTransforms paradigm. The translation information from the given transforms is insufficient to determine the location of a joint at any given time, and other approaches like creating a GeometricPin for the given joint name and attaching it to another entity do not seem to work. So conveniently being able to attach an item to the hand of a rigged model was trivial in SceneKit and now feels impossible in RealityKit. I am not the first p
Replies
5
Boosts
0
Views
831
Activity
Jul ’25
Feature Flagging Widgets & Widget Families
I am trying to feature flag widgets in my Widget extension. This feature flag value is stored remotely, read by my main app, and written to UserDefaults, then read from UserDefaults in my widget target. I understand that providing an empty array of WidgetFamilys will not show my app when the user goes to add a widget. However, even when this flag flips to true, hard-closing and reopening my app will not show my app in the list of apps you can add a widget for. But I notice that if I recompile my app from Xcode (running the app's scheme, not the widget scheme), then my app will show when you search for an app to add a widget for, making me think that these Widget objects are only created by the system once when the app is initially installed/updated. My concern is that I will not be able to flip this flag from false to true after the user has installed my app to do a rollout of my widget. Is this expected? Or is there an alternative or otherwise recommended way of doing this? struct MyWidget:
Replies
0
Boosts
0
Views
149
Activity
Jul ’25
Reply to The customized GPX file for Xcode 16 cannot be selected.
Hi guys. I still haven't solved this gpx issue completely. But I have found a temporary solution. First, I tried hablo's solution that mentioned above. And I could add custom gpx file when I ran my app. At this time, I can also add a new scheme or edit a scheme. I could change default location in Options menu. So, I changed default location to my custom gpx file. And then I rebooted my Mac. When I excuted my xcode file, I couldn't add my custom gpx file also. The default location I changed hadn't my custom gpx file on the list. But, I could change GPS when I ran my app. I can't write my mention fluently. But I want to share this solution for you guys who don't want to reboot every time for a custom gpx. Thank you. :)
Replies
Boosts
Views
Activity
Jul ’25
CoreML model can load on MacOS 15.3.1 but failed to load on MacOS 15.5
I have been working on a small CV program, which uses fine-tuned U2Netp model converted by coremltools 8.3.0 from PyTorch. It works well on my iPhone (with iOS version 18.5) and my Macbook (with MacOS version 15.3.1). But it fails to load after I upgraded Macbook to MacOS version 15.5. I have attached console log when loading this model. Unable to load MPSGraphExecutable from path /Users/yongzhang/Library/Caches/swiftmetal/com.apple.e5rt.e5bundlecache/24F74/E051B28C6957815C140A86134D673B5C015E79A1460E9B54B8764F659FDCE645/16FA8CF2CDE66C0C427F4B51BBA82C38ACC44A514CCA396FD7B281AAC087AB2F.bundle/H14C.bundle/main/main_mps_graph/main_mps_graph.mpsgraphpackage @ GetMPSGraphExecutable E5RT: Unable to load MPSGraphExecutable from path /Users/yongzhang/Library/Caches/swiftmetal/com.apple.e5rt.e5bundlecache/24F74/E051B28C6957815C140A86134D673B5C015E79A1460E9B54B8764F659FDCE645/16FA8CF2CDE66C0C427F4B51BBA82C38ACC44A514CCA396FD7B281AAC087AB2F.bundle/H14C.bundle/main/main_mps_graph/main_mps_graph.mpsgraphpackage (13) Unabl
Replies
0
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0
Views
272
Activity
Jul ’25
Apple Music iOS 26 features in Android
Since many users like me use Apple Music on Android, the app is almost as feature-rich as iOS. It would be fantastic if the developers could add the new iOS 26 features to the Android app, along with a minor UI change. I know it’s challenging to implement liquid glass on Android hardware or design, but features like auto-mix, pronunciation, and translation could be added. kindly consider this request !!!!
Replies
1
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0
Views
222
Activity
Jul ’25
API to query OS Name
Is there an API to query for OS Name based on major OS Version number or otherwise ?? For example : 15.5 translates to Sequoia
Replies
2
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0
Views
79
Activity
Jul ’25
Feature Proposal: CrossRun
Hi everyone! I've considered this — what if Apple added a native system-wide feature in all of iOS, iPadOS, and macOS called “CrossRun” where you can natively execute non-App Store software like Windows or Linux apps natively on your device? But not in a sluggish emulator—this would use intelligent Apple-signed Just-In-Time (JIT) compilation inside the virtual containers, and the experience would actually perform fast and feel natural. This is my vision for CrossRun: Every developer, student, creative professional, and enterprise user who relies on specialized software—whether it’s legacy Windows tools, Linux-only applications, or vintage DOS and Classic Mac utilities—feels the pain of platform lock‑in. Artists can’t run niche Linux‑based graphics programs on their iPads. Engineers can’t test x64‑only binaries on Apple Silicon without juggling emulators. Retro‑gaming fans miss their favorite DOS titles. Even enterprises struggle to standardize on Apple hardware because critical Windows‑only applications won’t
Replies
1
Boosts
0
Views
233
Activity
Jul ’25
Reply to Getting a basic URL Filter to work
I initially believed the API to be near useless because I didn’t know of its “fuzzy matching” capabilities, which I’ve discovered by accident in a forum post. It’d be nice if those were documented somewhere! We are updating the documentation to include the URL parsing method used by Network Extension URL Filter. Here is brief explanation, for each URL request, the system parses out the URLs into sub-URLs before performing the URL matching against the Bloom filter and if necessary, the PIR server. The parsing parses out the URL scheme, domain, port, path, query, etc and composes possible sub-URLs for matching.
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Jul ’25
Reply to 打开显示HUD图形后,应用崩溃
Hello, Please resubmit your question in English. Feel free to use translation software.
Topic: Graphics & Games SubTopic: Metal Tags:
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Jul ’25