We are trying to build a simple image capture app using AVFoundation and AVCaptureDevice.
Custom settings are used for exposure point and bias.
But when image is captured using front camera , the image captured from the app and front native camera does not match.
The image captured from the app includes more area than the native app.
Also there is difference between the tilt angle between two images.
So is there any way to capture image exactly same as native camera using AVFoundation and AVCaptureDevice.
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Asset Catalog
RSS for tagAn asset catalog is a type of file used to organize and manage different assets and image resolutions used by your app’s user interface.
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Hey,
in Xcode 16's release notes there is this:
Asset catalogs now provide an inspector property for enabling system color and image accessors for generated asset symbols, which allows Swift packages to opt-in to generating these accessors. (113704993)
What exactly does this mean? Can we make the generated asset symbols public, so that we can share assets between local swift packages in the project?
Unfortunately, I don't see this option in the inspector. I only see "Asset Symbols > Extensions On/Off". Not sure what that means, either.
Thanks
Is there a way to override the primaryColor by creating an asset color with the same name?
Currently when trying that approach, xcode throws the following warning
"PrimaryColor" color asset name resolves to a conflicting Color symbol "primary". Try renaming the asset.
In my app I added an AppIcon in the Assets.xcassets folder. I added a any/dark/tinted version of the app icon, in 1024x1024 resolution as a HEIC file, specifying a "single size" iOS option.
When I build and run the app in xcode16 beta on iOS18 the icon works as expected, but when I run the same app on iOS17 the icon just shows up as a black rectangle.
How do I get the app icon to work correctly on both iOS18 and iOS17?
I'm developing an app for Apple Vision Pro. The asset directory in my project is small:
$ du -sh Assets.xcassets
292K Assets.xcassets
However, after build assets in the resulting bundle are 15MB!
$ du -sh MyApp.app/Assets.car
15M MyApp.app/Assets.car
That's two orders of magnitude! Considering that binaries of the app are a couple of MBs, the app bundle is basically all assets! WTF?! It seems somewhere in build process several very large assets are generated:
> assetutil --info Assets.car | grep "SizeOnDisk" | sed 's/^[[:space:]]*"SizeOnDisk" : //' | sed 's/,$//' | sort -rn | head
2860982
2860982
2859215
2749277
2658939
1049666
163374
163374
136454
79949
The top one has this in the output of assetutil:
{{
"MipLevel" : 0,
"RenditionName" : "avp_app_icon_frame.png",
"SHA1Digest" : "1F511AC99BA7EE4B7735FDC84F64BA1CDCB044734ED7D3A4AEC1F07AEA90B969",
"SizeOnDisk" : 2860982,
"Texture" : {
"AssetType" : "Texture Data",
"Compression" : "lzfse",
"Encoding" : "ARGB",
"PixelHeight" : 1024,
"PixelWidth" : 1024,
"Rowbytes" : 4096,
"Texture Pixel Format" : "R32 Float"
}
}
Full 32bpp basically w/ lz compression?! Why? What's going on? How do I turn this off?
My application supports iOS and visionOS, in some cases, the image asset is a little bit different on visonOS, and to make this difference, we are using the visionOS image set to assign a different image.
Here is the screenshot of the asset, the warning and the detailed warning.
I'm trying to set custom Icons for my documents created in a Mac Catalyst app. The icon I defined appears on iOS apps fine. But on my mac they all have a generic icon. I have added the CFBundleTypeIcons key to my info.plist and added an .icns file to my app but it changes nothing. What am I not doing here that I should be?
First off, i believe i do know what the option 'Preserve Vector Data' does. But just in case, let me recap: When using PDFs or SVGs in my Asset Catalog, Xcode by default creates assets at fixed sizes from these files at buildtime. When i tick the 'Preserve Vector Data' box, the asset is scaled at runtime using the vector data, allowing for smooth scaling and crisp images at any scale.
But the question i'm asking myself now is what exactly is the drawback - most likely performance-wise - to simply activating this option for each an every SVG or PDF Asset i use in my project?
I would be very happy if someone could elaborate on this or direct me to some more in-depth documentation on Vector Assets :)
I'm trying to add an SVG image to my launch screen. The SVG image is working fine in the main storyboard also used in a UIImageView, but the launch screen remains completely black; the launch screen is set with white background, so it seems to be completely ignored. When I remove the image from the UIImageView the launch screen is shown with correct background color but of course without the whished image. I can also correctly implement text in the launch screen, the launch screen shows the text and the background color correctly. As soon as I define an image from the asset catalogue for the UIImageView in the launch screen, the launch screen is completely black not showing anything. I tried also with a simple png image-set instead of the SVG image, but still the same issue. How can I implement a SVG image in my launch screen?
I have a question about what is going on here. How do I fix this? I am using an app with firebase. What does deployment target mean? I have already gone into my Xcode settings and picked deployment target to be iOS17. What is the next step? Is it something with my firebase?