Swift Packages

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Create reusable code, organize it in a lightweight way, and share it across Xcode projects and with other developers using Swift Packages.

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Need Step-by-Step Instructions for Submitting React Native/Expo App to TestFlight & App Store (Individual Account)
Hello - I’m the Account Holder for an individual Apple Developer Program account. I’m working with freelance junior developers who are building my app in React Native mainly in TypeScript (.tsx) with some JavaScript, with code in GitHub. The app currently runs in Expo Go now. I’ve been directed to this forum for step-by-step guidance. Specifically I need clear, sequential instructions I can give my developers (and what I personally must do on my Mac) so they can produce a properly signed iOS build for TestFlight (internal testing), and Upload that build to App Store Connect and then submit the release to the App Store. Context: This is an individual developer account (not an organization). I am the only person with a Mac. I added them as developers but was told I need to be the one to upload the final build (is this true, and if so, what do they send me to do that, and when they send it to me, can you please tell me exactly what I need to do from there?) I was told about Swift Playground, possible SwiftUI conversion if needed, APK file, and using my Xcode for final submission, but not sure what to make of this that will get it on TestFlight from the current React Native. What I would like to ask for help with is a concise, step-by-step checklist (including exact menu names / commands or tools like EAS Submit, Transporter, or Xcode) of the developers' steps and my admin/account holder steps, so I can hand it to the developers and make sure nothing is missed to get on TestFlight. I’m on a tight timeline, so any clear, detailed guidance would be extremely appreciated. Thank you so much. I have looked everywhere and cannot find a step-by-step!
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Module dependency cycle errors in Xcode 26
I just updated to Xcode 26 and some of my Swift Packages have been getting strange build errors that I have not been able to resolve. When I try to build my Swift Package in Xcode I get the following error Module dependency cycle: 'UIKit.swiftmodule -> .swiftmodule -> SafariServices.swiftmodule -> UIKit.swiftmodule' It seems like it is related to the change in Xcode 26 that states "Swift explicit modules will be the default mode for building all Swift targets". I see that you can disable this with the build setting SWIFT_ENABLE_EXPLICIT_MODULES=NO, but I don't see a way to do this in Package.swift, as you can't include value assignments like this .define("SWIFT_ENABLE_EXPLICIT_MODULES=NO"). Our private SPM repos use CI/CD and so we need to be able to build them independently of any use in a project. I would appreciate any help on fixing our Swift Package builds in Xcode 26, thanks!
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Simulators (iOS 26.1) clean takes up to 15min every time
We have the following step before running any tests on CI machine: xcrun simctl shutdown all && xcrun simctl erase all It was working perfectly before Xcode 26.1. On Beta 3 it was doing it for 15 min every time. When updated to RC1, the tests with cached build are fast (clean goes up to 10 sec), but the package tests clean is still going up to 15 min every time. We did xcrun simctl runtime dyld_shared_cache update --all as advised but it's helping only temporarily. Is this going to be fixed in the official release?
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Tap to Pay on iPhone to from Colombia
Colombia is not yet listed as a Tap to Pay user, but it is in the process of becoming so. We are currently a group of developers at a company in Colombia working on a project to integrate Tap to Pay into our application. After reviewing Apple's documentation, my company is not certified to meet Apple's security requirements, PCI standards, or licensing requirements. However, the payment service provider we have contracted for this is in the process of obtaining the certifications, authorizations, and licenses that Apple specifies. Our team members and managers overseeing this Tap to Pay project have told us that we, as iOS developers, should integrate and use the Proximity Reader API, but we know that we, as developers, are not authorized by Apple to do so. Is the payment service provider the only one who can make this possible, enabling its use with NFC and Proximity Reader? I would like to know if the service provider will provide us with the SDK containing the Proximity Reader API for integration into the project, or if my company will have to implement the Proximity Reader API ourselves?
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ITMS-90426: Invalid Swift Support
Good day, I've uploaded a build to TestFlight, but received an automated response with the following error: ITMS-90426: Invalid Swift Support - The SwiftSupport folder is missing. Rebuild your app using the current public (GM) version of Xcode and resubmit it. Our project started in Objective-C and have mixed swift class and pods. The last uploaded build without any automated response was Nov 8, 2023. I'm using XCode Version 26.0.1 (17A400). I've tried every way i found in internet and i'm not able to find any solution for this. ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES = YES use_frameworks! :linkage => :dynamic (in pods) We would appreciate any assistance in clarifying why this issue is occurring and how we should proceed to address it. Your guidance would mean a lot. Thank you.
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Xcode SPM (Swift Package Manager) Error
Xcode SPM (Swift Package Manager) Error I added the "Apple App Store Server Swift Library" library to Xcode using Swift Package Manager. Both the project and target are set to iOS 14 or higher. However, when I build after adding the library, an error occurs with the library. A message appears stating that the target is set to iOS 12. I'm using Xcode 26.0.1. Even after adding it to all my projects, the build continues with the same error. I've tried building the library from version 1.0.0 to the latest version, but the same error persists. Even after completely cleaning the project and running it, the same error persists. Does anyone know how to fix this?
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How can I remove a localization from a String Catalog in a Swift Package?
Hello, I'm trying to remove a localization from a String Catalog in a Swift Package. How can I do that? I tried to remove the file and create a new one, but all the languages are back. The only place where I've found a reference to the languages is in Package/.swiftpm/xcode/package.xcworkspace/xcuserdata/user.xcuserdatad/UserInterfaceState.xcuserstate But I don't know how to edit this file to remove a language. Thank you, Axel
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Integrating third party libraries like GoogleMaps, Payment gateways in Custom SDK
Hello, I’ve created a custom SDK from my iOS application to be integrated into another app. The SDK depends on Google Maps and payment gateway libraries. If I exclude these third-party libraries from the SDK, I encounter multiple errors. However, if I include them, the host app throws errors due to duplicate dependencies, since it already integrates the same libraries. I understand that third-party dependencies can be downloaded separately by adding them through Swift Package Manager (SPM). However, the issue is that if I exclude these dependencies from my SDK, I get compilation errors wherever I’ve used import GoogleMaps or similar statements in my code. Could you please guide me — or share documentation — on the correct approach to create an SDK that excludes third-party libraries?
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Creating Swift Package with binaryTarget that has dependencies
How can you distribute an XCFramework via Swift Package Manager when it has dependencies on other Swift packages? We accomplished this with CocoaPods in order to distribute our closed source SDK that has dependencies, but need to migrate to SPM. Note none of the types from the dependencies are used as part of our module’s public interface - usage is purely internal. I’ve made a lot of progress following these steps for a simple example: Create Framework Project Create a new iOS Framework project in Xcode and name it WallpaperKit In the project settings select the target and verify in Build Settings that Build Libraries for Distribution is Yes then set Skip Install to No Create a new UIViewController subclass, name it WallpaperPreviewViewController, make it public, and add some functionality to it to show a UIImageView Add a new Package Dependency in the project settings, for this example we’ll use https://github.com/onevcat/Kingfisher, and specify exact version 8.5.0 Add internal import Kingfisher and use it in WallpaperPreviewViewController to download and show an image from the web Close the WallpaperKit project Create Hosting App Project (this makes it easier to develop the framework functionality and test it in an app with Xcode building both in the same workspace) Create a new iOS app project and name it WallpaperApp Create a new workspace named WallpaperApp Close the WallpaperApp project Drag and drop WallpaperApp.xcodeproj into the workspace’s sidebar Drag and drop WallpaperKit.xcodeproj into the workspace’s sidebar Switch the scheme to WallpaperKit and build Select WallpaperApp project, then with WallpaperApp target selected, in the General tab under Frameworks, Libraries, and Embedded Content, click + and add WallpaperKit.framework In ViewController.swift, import WallpaperKit and add functionality to present an instance of WallpaperPreviewViewController Run the app and verify it works Create XCFramework In Terminal, cd into WallpaperKit and run xcodebuild archive -scheme WallpaperKit -configuration Release -destination 'generic/platform=iOS' -archivePath './build/WallpaperKit.framework-iphoneos.xcarchive' SKIP_INSTALL=NO BUILD_LIBRARIES_FOR_DISTRIBUTION=YES DEFINES_MODULE=YES Run xcodebuild archive -scheme WallpaperKit -configuration Release -destination 'generic/platform=iOS Simulator' -archivePath './build/WallpaperKit.framework-iphonesimulator.xcarchive' SKIP_INSTALL=NO BUILD_LIBRARIES_FOR_DISTRIBUTION=YES DEFINES_MODULE=YES Run xcodebuild -create-xcframework -framework './build/WallpaperKit.framework-iphonesimulator.xcarchive/Products/Library/Frameworks/WallpaperKit.framework' -framework './build/WallpaperKit.framework-iphoneos.xcarchive/Products/Library/Frameworks/WallpaperKit.framework' -output './build/WallpaperKit.xcframework' Open the build folder and retrieve the XCFramework Create Swift Package Create a new package in Xcode, select Library, and name it WallpaperKitDist Drag and drop WallpaperKit.xcframework into Sources Create a new directory in Sources called WallpaperKitDependencies Create a new Swift file in WallpaperKitDependencies called WallpaperKitDependencies (SPM requires a Swift file to recognize WallpaperKitDependencies as a valid target and fetch dependencies) Open Package.swift and change it to import PackageDescription let package = Package( name: "WallpaperKit", platforms: [ .iOS(.v18) ], products: [ .library( name: "WallpaperKit", targets: ["WallpaperKit", "WallpaperKitDependencies"] ), ], dependencies: [ .package( url: "https://github.com/onevcat/Kingfisher.git", exact: "8.5.0" ) ], targets: [ .binaryTarget( name: "WallpaperKit", path: "./Sources/WallpaperKit.xcframework" ), .target( name: "WallpaperKitDependencies", dependencies: [ "Kingfisher" ], path: "./Sources/WallpaperKitDependencies" ) ] ) Create Test App (to simulate a third-party app using the package) Create a new iOS app project and name it TestApp Add a new Local package selecting the WallpaperKitDist directory that contains Package.swift Import WallpaperKit and use it to present a WallpaperPreviewViewController This works! Though the console logs objc[39953]: Class _TtC10KingfisherP33_6AA794C9C370CDB07604B4D8B99AEAA312BundleFinder is implemented in both /Users/Name/Library/Developer/Xcode/DerivedData/TestApp-capvhjiqxrdgdnbevpkajicnjpcs/Build/Products/Debug-iphonesimulator/WallpaperKit.framework/WallpaperKit (0x100e8bbf8) and /Users/Name/Library/Developer/CoreSimulator/Devices/E0AF13C2-874C-47B9-B864-72AF3E4D5D4B/data/Containers/Bundle/Application/AF32011A-92E7-4E26-9A97-9F0C25C07863/TestApp.app/TestApp.debug.dylib (0x101a543b0). This may cause spurious casting failures and mysterious crashes. One of the duplicates must be removed or renamed. I thought using internal import Kingfisher (or @_implementationOnly import Kingfisher) would have resolved this, but seems to make no difference compared to just import Kingfisher. I suspect it might not be an issue as long as the Kingfisher version number specified in the distribution Package.swift matches the version used in the framework project (and the app does not add a different version as a dependency), but not positive. Can these warnings be resolved, or is it not a concern in this setup? Is this the best solution to distribute an XCFramework via Swift Package Manager that has dependencies on other Swift packages for now or is there a better approach? Thanks!
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How can I optimize multilingual string translations in SwiftUI for App Store apps using Localization APIs?
Hi team, I’m developing an iOS app that helps manage and translate multilingual content . The app uses SwiftUI with Localizable.strings and Bundle.localizedString(forKey:). I’m trying to optimize for dynamic language switching inside the app without restarting. I’ve tested various methods like: Text(NSLocalizedString("welcome_text", comment: "")) and some approaches using @Environment(.locale), but the system doesn’t always update views instantly when language changes. Question: What’s the recommended approach (or WWDC reference) for real-time language change handling in SwiftUI apps targeting iOS 18+?
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Oct ’25
Unable to access 'https://github.com/firebase/firebase-ios-sdk/'
For the last week, every Update to Latest Package Version ends with the error fatal: unable to access 'https://github.com/firebase/firebase-ios-sdk/': Failed to connect to github.com port 443 after 31891 ms: Couldn't connect to server. This could be firebase-ios-sdk or another package. The timeout in the example given is 31,891 ms, but it could be more than 75,000 ms. However, other packages from GitHub are updated without errors. The next attempt may return the same error with the same repository, or with a different one, while the repository from the previous attempt is updated normally. This only happens in Xcode; pure Git performs clones (with and without mirrors), fetching, pulling, and any other actions permitted without any error. What happened, and how can I restore normal package management? MacOS 26.0.1 xcode 26.0.1
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Oct ’25
ARKit Eye Tracking Calibration Issues - Word-Level Reading Tracking Feasibility
Hi Apple Developer Community, I'm developing an eye-tracking application using ARKit's ARFaceTrackingConfiguration and ARFaceAnchor.blendShapes for gaze detection using Xcode. I'm experiencing several calibration and accuracy issues and would appreciate insights from the community. Current Implementation Using ARFaceAnchor.blendShapes (.eyeLookUpLeft, .eyeLookDownLeft, .eyeLookInLeft, .eyeLookOutLeft, etc.) Implementing custom sensitivity curves and smoothing algorithms Applying baseline correction and coordinate mapping Using quadratic regression for calibration point mapping Issues I'm Facing 1. Calibration Mismatch Red dot position doesn't align with where I'm actually looking Significant offset between intended gaze point and actual cursor position Calibration seems to drift or become inaccurate over time 2. Extreme Eye Movement Requirements Need to make exaggerated eye movements to reach screen edges/corners Natural eye movements don't translate to proportional cursor movement Difficulty reaching certain screen regions even with calibration 3. Sensitivity and Stability Issues Cursor jitters or jumps around when looking at center Too much sensitivity to micro-movements Inconsistent behavior between calibration and normal operation 4. I also noticed that tracking on calibration screen as well as tracking on reading screen works better as expected when head movement is there, but I do not want much head movement. I want tracking with normal eye movement while reading an Ebook. Primary Question: Word-Level Eye Tracking Feasibility Is word-level eye tracking (tracking gaze as users read through individual words in an ebook) technically feasible with current iPhone/iPad hardware? I understand that Apple's built-in eye tracking is primarily an accessibility feature for UI navigation. However, I'm wondering if the TrueDepth camera and ARKit's eye tracking capabilities are sufficient for: Tracking natural reading patterns (left-to-right, line-by-line progression) Detecting which specific words a user is looking at Maintaining accuracy for sustained reading sessions (15-30 minutes) Working reliably across different users and lighting conditions Questions for the Community Hardware Limitations: Are iPhone/iPad TrueDepth cameras capable of the precision needed for word-level tracking, or is this beyond current hardware capabilities? Calibration Best Practices: What calibration strategies have worked best for accurate gaze mapping? How many calibration points are typically needed? Reading-Specific Challenges: Are there particular challenges when tracking reading behavior vs. general gaze tracking? Alternative Approaches: Are there better approaches than ARKit blend shapes for this use case? Current Setup Devices: iPhone 14 Pro iOS Version: iOS 18.3 ARKit Version: Latest available Any insights, experiences, or technical guidance would be greatly appreciated. I'm particularly interested in hearing from developers who have worked on similar eye tracking applications or have experience with the limitations and capabilities of ARKit's eye tracking features. Thank you for your time and expertise!
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Oct ’25
X missing dependency on Y because dependency scan of Swift module 'X' discovered a dependency of Y
In my app target Foo, I have a dependency on package Bar. Bar itself have a dependency on another package Other. In my test target FooTests, I have a dependency on package BarTestsHelpers. BarTestsHelpers depends on Bar. When compiling test target FooTests, I get the following unexpected warning in Xcode 26 only: 'Bar' is missing a dependency on 'Other' because dependency scan of Swift module 'Bar' discovered a dependency on 'Other' I can see this is being discussed here as well without a solution. I filled a feedback with a sample project here: FB20602885 It seems that we can remove the warning by explicitly adding the dependency Other on BarTestHelpers. But this shouldn't be needed as BarTestHelpers doesn't use nor know about Other, it only needs it as part of its dependency on Bar.
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Oct ’25
Flutter 3.35 iOS build fails on Apple Silicon (M3/M4): 'Flutter/Flutter.h' file not found
I'm on a MacBook Air 2025 M4 (Apple Silicon) using Flutter 3.35.5 on channel stable, Xcode 26.0.1, and CocoaPods 1.16.2. Actual Setup: Component Version macOS 15.0 Sequoia CPU Apple M4 (ARM64) Flutter 3.35.5 on channel stable Dart 3.9.2 DevTools 2.48.0 CocoaPods 1.16.2 Xcode 26.0.1 Build 17A400 Since updating Flutter from 3.24 → 3.35, iOS builds consistently fail with the following errors (not matter if simulation or real device, also ios version no matter): fatal error: 'Flutter/Flutter.h' file not found Error logs: /Users/myuser/.pub-cache/hosted/pub.dev/app_links-6.4.1/ios/app_links/Sources/app_links/AppLinksIosPlugin.swift /Users/myuser/.pub-cache/hosted/pub.dev/app_links-6.4.1/ios/app_links/Sources/app_links/AppLinksIosPlugin.swift:1:8 Unable to find module dependency: 'Flutter' import Flutter ^ flutter_native_splash /Users/myuser/.pub-cache/hosted/pub.dev/flutter_native_splash-2.4.6/ios/flutter_native_splash/Sources/flutter_native_splash/include/flutter_native_splash/FlutterNativeSplashPlugin.h /Users/myuser/.pub-cache/hosted/pub.dev/flutter_native_splash-2.4.6/ios/flutter_native_splash/Sources/flutter_native_splash/include/flutter_native_splash/FlutterNativeSplashPlugin.h:1:9 'Flutter/Flutter.h' file not found flutter_secure_storage Clang dependency scanner failure: While building module 'flutter_secure_storage' imported from flutter_secure_storage-7125a5c1.input:1: In file included from <module-includes>:1: In file included from /Users/myuser/Documents/mycompany/auftrag/AppName/name-app/ios/Pods/Headers/Public/flutter_secure_storage/flutter_secure_storage-umbrella.h:13: /Users/myuser/Documents/mycompany/auftrag/AppName/name-app/ios/Pods/Headers/Public/flutter_secure_storage/FlutterSecureStoragePlugin.h:11:9: fatal error: 'Flutter/Flutter.h' file not found flutter_secure_storage-7125a5c1.input:1:1: fatal error: could not build module 'flutter_secure_storage' Unable to find module dependency: 'flutter_secure_storage' /Users/myuser/.pub-cache/hosted/pub.dev/flutter_secure_storage-9.2.4/ios/Classes/SwiftFlutterSecureStoragePlugin.swift /Users/myuser/.pub-cache/hosted/pub.dev/flutter_secure_storage-9.2.4/ios/Classes/SwiftFlutterSecureStoragePlugin.swift:8:8 Unable to find module dependency: 'Flutter' import Flutter ^ path_provider_foundation /Users/myuser/.pub-cache/hosted/pub.dev/path_provider_foundation-2.4.2/darwin/path_provider_foundation/Sources/path_provider_foundation/messages.g.swift /Users/myuser/.pub-cache/hosted/pub.dev/path_provider_foundation-2.4.2/darwin/path_provider_foundation/Sources/path_provider_foundation/messages.g.swift:10:10 Unable to find module dependency: 'Flutter' import Flutter ^ sign_in_with_apple Clang dependency scanner failure: While building module 'sign_in_with_apple' imported from sign_in_with_apple-b77ac708.input:1: In file included from <module-includes>:1: In file included from /Users/myuser/Documents/mycompany/auftrag/AppName/name-app/ios/Pods/Headers/Public/sign_in_with_apple/sign_in_with_apple-umbrella.h:13: /Users/myuser/Documents/mycompany/auftrag/AppName/name-app/ios/Pods/Headers/Public/sign_in_with_apple/SignInWithApplePlugin.h:1:9: fatal error: 'Flutter/Flutter.h' file not found sign_in_with_apple-b77ac708.input:1:1: fatal error: could not build module 'sign_in_with_apple' Unable to find module dependency: 'sign_in_with_apple' /Users/myuser/.pub-cache/hosted/pub.dev/sign_in_with_apple-7.0.1/ios/Classes/SignInWithAppleAvailablePlugin.swift /Users/myuser/.pub-cache/hosted/pub.dev/sign_in_with_apple-7.0.1/ios/Classes/SignInWithAppleAvailablePlugin.swift:6:8 Unable to find module dependency: 'Flutter' import Flutter ^ What I’ve verified flutter clean + flutter pub get pod install --repo-update Deleted DerivedData Verified Generated.xcconfig exists Verified FLUTTER_ROOT path is correct Tried both in Podfile use_frameworks! :linkage => :static and modular headers Tried flutter build ios --no-codesign Still, the same errors appear. Observations I couldn't find a solution with ChatGPT or searching in the Internet like on Stackoverflow Since Flutter 3.35, Flutter.framework is no longer under .../engine/ios/Flutter.framework, but instead part of .../engine/ios/Flutter.xcframework/ios-arm64/Flutter.framework After pod install, there is no Pods/Flutter/Flutter.xcframework folder at all. Running flutter build ios does not generate the framework either — Flutter seems to depend on dynamic build-time injection, but the plugins expect static headers at build time. On my Windows machine, the exact same project and plugin versions build perfectly (obviously without actual iOS compilation). Podfile ENV['COCOAPODS_DISABLE_STATS'] = 'true' project 'Runner', { 'Debug' => :debug, 'Profile' => :release, 'Release' => :release, } def flutter_root generated_xcode_build_settings_path = File.expand_path(File.join('..', 'Flutter', 'Generated.xcconfig'), __FILE__) unless File.exist?(generated_xcode_build_settings_path) raise "#{generated_xcode_build_settings_path} must exist. Run flutter pub get first." end File.foreach(generated_xcode_build_settings_path) do |line| matches = line.match(/FLUTTER_ROOT\=(.*)/) return matches[1].strip if matches end raise "FLUTTER_ROOT not found in #{generated_xcode_build_settings_path}" end require File.expand_path(File.join('packages', 'flutter_tools', 'bin', 'podhelper'), flutter_root) flutter_ios_podfile_setup target 'Runner' do use_frameworks! :linkage => :static use_modular_headers! flutter_install_all_ios_pods File.dirname(File.realpath(__FILE__)) end post_install do |installer| installer.pods_project.targets.each do |target| target.build_configurations.each do |config| config.build_settings['IPHONEOS_DEPLOYMENT_TARGET'] = '15.0' config.build_settings['HEADER_SEARCH_PATHS'] ||= ['$(inherited)', '${PODS_ROOT}/../Flutter/Flutter.framework/Headers'] config.build_settings['FRAMEWORK_SEARCH_PATHS'] ||= ['$(inherited)', '${PODS_ROOT}/../Flutter'] config.build_settings['DEFINES_MODULE'] = 'YES' end end end
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Oct ’25
Manipulation stops working when changing rooms
This post documents an issue I reported in feedback FB19610114 and see if anyone knows of a workaround. Here is a copy of the feedback. Short version Manipulation (SwiftUI OR RealityKit) fails to translate entities after changing rooms. By changing rooms, I mean a human wearing an Apple Vision Pro leaving one room and entering another room. Once this issue occurs, it impacts all apps that use these features. A device restart is the only solution I have to fix it. Feedback FB19610114 This is an odd one. I'm using the new Manipulation Component in visionOS 26. Most of the time this works well. Sometime it stops working and when it does the only way to get it working again is to reboot the headset. When this happens, I can continue to rotate and scale items, but translation no longer works. It is as if the item is stuck to a fixed point in the parent scene (window, volume, etc). When this bug occurs, it affects every app across the entire operating system that is using manipulation, including the RealityKit component AND the SwiftUI version. This is not limited to one app and is not limited to apps that I am working on. Once this error occurs, it affects literally any application across the operating system that is using this API, including apps from Apple. I won't speculate on the cause of this, but I do know of one way where I can always get it to happen. Here is how to reproduce it: Make an Xcode project with a single entity that uses the Manipulation Component. There is no need to customize the configuration of this component. The default implementation will work. Build and run this app on device. You can keep running from device or quit and launch the app like normal on device. Open the app and manipulate the entity - it should work as expected. Physically walk into another room. It is vital that you leave the current room that you are in and enter a different room entirely. Use the digital crown to recenter your view and bring your window or volume to you. Test the manipulation on the entity again - it should still be working as expected at this point. Physically, move yourself and your headset into the original room where you started. Use the digital crown to recenter your view and bring your window or volume to you. Test the manipulation on the entity again - you should now see the issue. When I follow the steps above, then 100% of the time manipulation translation stops working at this point. It will impact any application using this API. The only way to fix it is to restart my headset. A few points to keep in mind It does not matter if an app is actively being run from Xcode. When this occurs, it impacts every single app, not just one. When this occurs, rotation and scaling continue to work, but the entity/view cannot be translated. This impacts BOTH the SwiftUI version and the RealityKit version. When this occurs, the only way to "fix" it is to reboot the device.
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Oct ’25
Multiple-frames BlendShape (failed) Animation in Reality Composer Pro
Goal: To render in an apple vision pro app, the solid-mechanics 3D simulation results coming form an FEA code. Starting point: I have surface vtks with deformations on each node. Each time step has a a mesh with the nodal coordinates. This is straighforward translatable to a usd MeshSequence. Unfortunately, the results cannot be simplified to a scaling o linear transformation as you would do with other game-oriented animations. Tools: Right now, I am using Xcode and reality composer pro (RCP) to build the scenes. Technical limitations: I am aware that RCP can do animations with BlendMesh and skeletons and that MeshSequence is not a problem. Progress: Coverting to the sequence of vtk meshes to a usd MeshSequence is straighforward. This animates correctly in Preview and Blender (see screenshot). I managed to convert from MeshSequence to multiple keys and BlendMesh. This also animates correctly in Blender and preview. Unfortunately, the BlendMesh of multiple blended meshes shows a zero animation time in RCP (see screenshot below) Also, see below usda file scheme for the animation. Of course I am not showing full vectors such as faceVertexCounts, faceVertexIndex, normals. Question: what is the right set up to create a BlendMesh animation that RCP will correctly import and animate, form a set of Meshes or multiple key shapes? Blender animation Time zero RCP "animations" #usda 1.0 ( defaultPrim = "BlendMeshRoot" doc = "Blender v4.5.3 LTS" endTimeCode = 48 framesPerSecond = 24 metersPerUnit = 1 startTimeCode = 0 timeCodesPerSecond = 24 upAxis = "Z" ) def Xform "BlendMeshRoot" ( customData = { dictionary Blender = { bool generated = 1 } } ) { def SkelRoot "Mesh" { custom string userProperties:blender:object_name = "Mesh" float3 xformOp:rotateXYZ = (89.99999, -0, 0) float3 xformOp:scale = (0.009999999, 0.01, 0.01) double3 xformOp:translate = (0, 0, 0) uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"] def Mesh "Mesh" ( active = true prepend apiSchemas = ["MaterialBindingAPI", "SkelBindingAPI"] ) { uniform bool doubleSided = 1 float3[] extent = [(25.091871, -34.121277, -13.298501), (299.94482, 245.10088, 202.35126)] int[] faceVertexCounts = [3, 3, ... int[] faceVertexIndices = [0, 10293, ... rel material:binding = </BlendMeshRoot/_materials/MeshSequence_Default> normal3f[] normals = [(-0.3632836, -0.9102419, -0.19870725), .... point3f[] points = [(244.41148, 155.42062, 70.454926),..... float3[] primvars:node_displacement = [(93.54703, 110.9341, 48.37992).... float3[] primvars:Normals = [(-0.0050530406, -0.9910114, -0.13368203),... int[] primvars:skel:jointIndices = [0, 0, 0, 0, 0 ... float[] primvars:skel:jointWeights = [1, 1, 1, 1, 1... uniform token[] skel:blendShapes = ["frame_0000", "frame_0001", "frame_0002", "frame_0003", "frame_0004", "frame_0005"] rel skel:blendShapeTargets = [ </BlendMeshRoot/Mesh/Mesh/frame_0000>, ....... </BlendMeshRoot/Mesh/Mesh/frame_0005>, ] prepend rel skel:skeleton = </BlendMeshRoot/Mesh/Skel> uniform token subdivisionScheme = "none" custom string userProperties:blender:data_name = "Mesh" custom float userProperties:originalTime float userProperties:originalTime.timeSamples = { 0: 0, } def BlendShape "frame_0000" { uniform vector3f[] offsets = [(0, 0, 0), (0, 0, 0),..... uniform int[] pointIndices = [0, 1, 2, ..... } ..... ..... #### BlendShape frame to 0005 ..... def Skeleton "Skel" ( prepend apiSchemas = ["SkelBindingAPI"] ) { uniform matrix4d[] bindTransforms = [( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) )] uniform token[] joints = ["joint1"] uniform matrix4d[] restTransforms = [( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) )] prepend rel skel:animationSource = </BlendMeshRoot/Mesh/Skel/Anim> def SkelAnimation "Anim" { uniform token[] blendShapes = ["frame_0000", "frame_0001", "frame_0002", "frame_0003", "frame_0004", "frame_0005"] float[] blendShapeWeights.timeSamples = { 0: [1, 0, 0, 0, 0, 0], 1: [0.9697085, 0.03029152, 0, 0, 0, 0], 2: [0.88787615, 0.11212383, 0, 0, 0, 0], ..... 46: [0, 0, 0, 0, 0.11212379, 0.8878762], 47: [0, 0, 0, 0, 0.030291557, 0.96970844], 48: [0, 0, 0, 0, 0, 1], } } } } def Scope "_materials" { def Material "MeshSequence_Default" { token outputs:surface.connect = </BlendMeshRoot/_materials/MeshSequence_Default/Principled_BSDF.outputs:surface> custom string userProperties:blender:data_name = "MeshSequence_Default" def Shader "Principled_BSDF" { uniform token info:id = "UsdPreviewSurface" float inputs:clearcoat = 0 float inputs:clearcoatRoughness = 0.03 color3f inputs:diffuseColor = (0.8, 0.4, 0.3) float inputs:ior = 1.5 float inputs:metallic = 0 float inputs:opacity = 1 float inputs:roughness = 0.5 float inputs:specular = 0.2 token outputs:surface } } } def Scope "AnimationClips" { custom rel animations = </BlendMeshRoot/Mesh/Skel/Anim> } def RealityKitComponent "AnimationLibrary" { custom rel animations = </BlendMeshRoot/Mesh/Skel/Anim> custom token info:id = "RealityKit.AnimationLibrary" custom double realitykit:approximateDuration = 2 custom double[] realitykit:clipDurations = [2] custom string[] realitykit:clipNames = ["Anim"] custom rel realitykit:clipTargets = </BlendMeshRoot/Mesh/Skel/Anim> custom double realitykit:frameRate = 24 custom bool realitykit:isAnimationLibrary = 1 } }
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swift package with arm64e
I use spm manage swift package, now i want my macos app support arm64e,so i add arm64e in Build Srtting -> Architectures. but i got error Could not find module 'SwiftyJSON' for target 'arm64e-apple-macos'; found: arm64-apple-macos, x86_64-apple-macos Apparently, if no limit in Package.swift, SPM will only compile versions for x86 and ARM64 architectures by default. now, how should I configure SPM to compile the arm64e version? thanks
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