Does anyone know if we will be able to airplay content from another Apple device, say an iPad or iPhone to the Vision Pro?
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Hi, I trying to use Metal cpp, but I have compile error:
ISO C++ requires the name after '::' to be found in the same scope as the name before '::'
metal-cpp/Foundation/NSSharedPtr.hpp(162):
template <class _Class>
_NS_INLINE NS::SharedPtr<_Class>::~SharedPtr()
{
if (m_pObject)
{
m_pObject->release();
}
}
Use of old-style cast
metal-cpp/Foundation/NSObject.hpp(149):
template <class _Dst>
_NS_INLINE _Dst NS::Object::bridgingCast(const void* pObj)
{
#ifdef __OBJC__
return (__bridge _Dst)pObj;
#else
return (_Dst)pObj;
#endif // __OBJC__
}
XCode Project was generated using CMake:
target_compile_features(${MODULE_NAME} PRIVATE cxx_std_20)
target_compile_options(${MODULE_NAME}
PRIVATE
"-Wgnu-anonymous-struct"
"-Wold-style-cast"
"-Wdtor-name"
"-Wpedantic"
"-Wno-gnu"
)
May be need to set some CMake flags for C++ compiler ?
Does anyone know why the following call fails?
CGPDFOperatorTableSetCallback(operatorTable, "ID", &callback);
The PDF specification seems to indicate that ID is an operator?
BTW what is the proper topic/subtopic for questions about Quartz? Wasn't sure what topic on the new forums to post this under.
Hi,
wanted to test if possible to use Mesa3D OGLon12+D3DMetal 2b3 to get GL>4.1 support on windows apps via D3D12Metal..
using simple wglgears.c app (similar glxgears) and running like:
GALLIUM_DRIVER=d3d12 wine64 wglgears64 -info
with overridden opengl32.dll using contents from:
https://github.com/pal1000/mesa-dist-win/releases/download/24.3.0-rc1/mesa3d-24.3.0-rc1-release-msvc.7z
I get:
[D3DMetal:LOG:5E53] Unsupported API: CreateCommandQueue1
caused by:
https://gitlab.freedesktop.org/mesa/mesa/-/commit/c022c9603d500b59ff5e6f93c8a214d1785ab20a
API:
https://learn.microsoft.com/en-us/windows/win32/api/d3d12/nf-d3d12-id3d12device9-createcommandqueue1
note setup is correct as using:
GALLIUM_DRIVER=llvmpipe wine64 wglgears64 -info
I get:
GL_RENDERER = llvmpipe (LLVM 19.1.3, 128 bits)
GL_VERSION = 4.5 (Compatibility Profile) Mesa 24.3.0-rc1 (git-85ba713d76)
GL_VENDOR = Mesa
GL_EXTENSIONS = GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract
r GL_EXT_texture.. etc..
Hi, I have a full screen iOS game. In the Simulator, preferredScreenEdgesDeferringSystemGestures works well to prevent a drag down from the top of the full-screen play area from immediately opening the Notification Center. (You got a tab, and had to swipe down on it.) But at least on my device, when testing, unlike in Simulator, Notification Center opens immediately when I swipe down from the top. Any suggestions?
Topic:
Graphics & Games
SubTopic:
General
I am trying to create an empty metadata, and set the HDRGainMapHeadroom at xxx. However the final returned mutableMetadata doesn't contain the HDRGainMap:HDRGainMapVersion or HDRGainMap:HDRGainMapHeadroom. But iio:hasXMP exist.
why? Is that the reason that the namespace HDRGainMap is private?
func createHDRGainMapMetadata(version: Int, headroom: Double) -> CGImageMetadata? {
// Create a mutable metadata object
let mutableMetadata = CGImageMetadataCreateMutable()
// Define the namespace for HDRGainMap
let namespace = "HDRGainMap"
let xmpKeyPath = "iio:hasXMP"
let xmpValue = String(true)
// Set the HDRGainMapVersion item
let versionKeyPath = "\(namespace):HDRGainMapVersion"
let versionValue = String(version)
// Set the version value
let xmpSetResult = CGImageMetadataSetValueWithPath(mutableMetadata, nil, xmpKeyPath as CFString, xmpValue as CFString)
if xmpSetResult == false {
print("Failed to set xmp")
}
// Set the version value
let versionSetResult = CGImageMetadataSetValueWithPath(mutableMetadata, nil, versionKeyPath as CFString, versionValue as CFString)
if versionSetResult == false {
print("Failed to set HDRGainMapVersion")
}
// Set the HDRGainMapHeadroom item
let headroomKeyPath = "\(namespace):HDRGainMapHeadroom"
let headroomValue = String(headroom)
// Set the headroom value
let headroomSetResult = CGImageMetadataSetValueWithPath(mutableMetadata, nil, headroomKeyPath as CFString, headroomValue as CFString)
if headroomSetResult == false {
print("Failed to set HDRGainMapHeadroom")
}
return mutableMetadata
}
Hi all,
I have been trying to get Apple's assistive touch's snap to item to work for a unity game built using Apple's Core & Accessibility API. The switch control recognises these buttons however, eye tracking will not snap to them. The case in which it needs to snap is when an external eye tracking device is connected and utilises assistive touch & assistive touch's snap to item.
All buttons in the game have a AccessibilityNode with the trait 'Button' on them & an appropriate label, which, following the documentation and comments on the developer forum, should allow them to be recognised by snap to item.
This is not the case, devices (iPads and iPhones) do not recognise the buttons as a snap to target.
Does anyone know why this is the case, and if this is a bug?
Hello,
I am trying to read video frames using AVAssetReaderTrackOutput. Here is the sample code:
//prepare assets
let asset = AVURLAsset(url: some_url)
let assetReader = try AVAssetReader(asset: asset)
guard let videoTrack = try await asset.loadTracks(withMediaCharacteristic: .visual).first else {
throw SomeErrorCode.error
}
var readerSettings: [String: Any] = [
kCVPixelBufferIOSurfacePropertiesKey as String: [String: String]()
]
//check if HDR video
var isHDRDetected: Bool = false
let hdrTracks = try await asset.loadTracks(withMediaCharacteristic: .containsHDRVideo)
if hdrTracks.count > 0 {
readerSettings[AVVideoAllowWideColorKey as String] = true
readerSettings[kCVPixelBufferPixelFormatTypeKey as String] =
kCVPixelFormatType_420YpCbCr10BiPlanarFullRange
isHDRDetected = true
}
//add output to assetReader
let output = AVAssetReaderTrackOutput(track: videoTrack, outputSettings: readerSettings)
guard assetReader.canAdd(output) else {
throw SomeErrorCode.error
}
assetReader.add(output)
guard assetReader.startReading() else {
throw SomeErrorCode.error
}
//add writer ouput settings
let videoOutputSettings: [String: Any] = [
AVVideoCodecKey: AVVideoCodecType.hevc,
AVVideoWidthKey: 1920,
AVVideoHeightKey: 1080,
]
let finalPath = "//some URL oath"
let assetWriter = try AVAssetWriter(outputURL: finalPath, fileType: AVFileType.mov)
guard assetWriter.canApply(outputSettings: videoOutputSettings, forMediaType: AVMediaType.video)
else {
throw SomeErrorCode.error
}
let assetWriterInput = AVAssetWriterInput(mediaType: .video, outputSettings: videoOutputSettings)
let sourcePixelAttributes: [String: Any] = [
kCVPixelBufferPixelFormatTypeKey as String: isHDRDetected
? kCVPixelFormatType_420YpCbCr10BiPlanarFullRange : kCVPixelFormatType_32ARGB,
kCVPixelBufferWidthKey as String: 1920,
kCVPixelBufferHeightKey as String: 1080,
]
//create assetAdoptor
let assetAdaptor = AVAssetWriterInputTaggedPixelBufferGroupAdaptor(
assetWriterInput: assetWriterInput, sourcePixelBufferAttributes: sourcePixelAttributes)
guard assetWriter.canAdd(assetWriterInput) else {
throw SomeErrorCode.error
}
assetWriter.add(assetWriterInput)
guard assetWriter.startWriting() else {
throw SomeErrorCode.error
}
assetWriter.startSession(atSourceTime: CMTime.zero)
//prepare tranfer session
var session: VTPixelTransferSession? = nil
guard
VTPixelTransferSessionCreate(allocator: kCFAllocatorDefault, pixelTransferSessionOut: &session)
== noErr, let session
else {
throw SomeErrorCode.error
}
guard let pixelBufferPool = assetAdaptor.pixelBufferPool else {
throw SomeErrorCode.error
}
//read through frames
while let nextSampleBuffer = output.copyNextSampleBuffer() {
autoreleasepool {
guard let imageBuffer = CMSampleBufferGetImageBuffer(nextSampleBuffer) else {
return
}
//this part copied from (https://developer.apple.com/videos/play/wwdc2023/10181) at 23:58 timestamp
let attachment = [
kCVImageBufferYCbCrMatrixKey: kCVImageBufferYCbCrMatrix_ITU_R_2020,
kCVImageBufferColorPrimariesKey: kCVImageBufferColorPrimaries_ITU_R_2020,
kCVImageBufferTransferFunctionKey: kCVImageBufferTransferFunction_SMPTE_ST_2084_PQ,
]
CVBufferSetAttachments(imageBuffer, attachment as CFDictionary, .shouldPropagate)
//now convert to CIImage with HDR data
let image = CIImage(cvPixelBuffer: imageBuffer)
let cropped = "" //here perform some actions like cropping, flipping, etc. and preserve this changes by converting the extent to CGImage first:
//this part copied from (https://developer.apple.com/videos/play/wwdc2023/10181) at 24:30 timestamp
guard
let cgImage = context.createCGImage(
cropped, from: cropped.extent, format: .RGBA16,
colorSpace: CGColorSpace(name: CGColorSpace.itur_2100_PQ)!)
else {
continue
}
//finally convert it back to CIImage
let newScaledImage = CIImage(cgImage: cgImage)
//now write it to a new pixelBuffer
let pixelBufferAttributes: [String: Any] = [
kCVPixelBufferCGImageCompatibilityKey as String: true,
kCVPixelBufferCGBitmapContextCompatibilityKey as String: true,
]
var pixelBuffer: CVPixelBuffer?
CVPixelBufferCreate(
kCFAllocatorDefault, Int(newScaledImage.extent.width), Int(newScaledImage.extent.height),
kCVPixelFormatType_420YpCbCr10BiPlanarFullRange, pixelBufferAttributes as CFDictionary,
&pixelBuffer)
guard let pixelBuffer else {
continue
}
context.render(newScaledImage, to: pixelBuffer) //context is a CIContext reference
var pixelTransferBuffer: CVPixelBuffer?
CVPixelBufferPoolCreatePixelBuffer(kCFAllocatorDefault, pixelBufferPool, &pixelTransferBuffer)
guard let pixelTransferBuffer else {
continue
}
// Transfer the image to the pixel buffer.
guard
VTPixelTransferSessionTransferImage(session, from: pixelBuffer, to: pixelTransferBuffer)
== noErr
else {
continue
}
//finally append to taggedBuffer
}
}
assetWriterInput.markAsFinished()
await assetWriter.finishWriting()
The result video is not in correct color as the original video. It turns out too bright. If I play around with attachment values, it can be either too dim or too bright but not exactly proper as the original video. What am I missing in my setup? I did find that kCVPixelFormatType_4444AYpCbCr16 can produce proper video output but then I can't convert it to CIImage and so I can't do the CIImage operations that I need. Mainly cropping and resizing the CIImage
Hi, I uptaded to the 15.2 my system. It was Turkish and I change the English for AI. But Image Playground is not working.
My Playground app has been stuck at Downloading support for Image Playground now for about 4-5 days.
Topic:
Graphics & Games
SubTopic:
General
macOS 15.2, MBP M1, built-in display.
The following code produces a line outside the bounds of my clipping region when drawing to CGLayers, to produce a clockwise arc:
CGContextBeginPath(m_s.outContext);
CGContextAddArc(m_s.outContext, leftX + radius, topY - radius, radius, -startRads, -endRads, 1);
CGContextSetRGBStrokeColor(m_s.outContext, col.fRed(), col.fGreen(), col.fBlue(), col.fAlpha());
CGContextSetLineWidth(m_s.outContext, width);
CGContextStrokePath(m_s.outContext);
Drawing other shapes such as rects or ellipses doesn't cause a problem.
I can work around the issue by bringing the path back to the start of the arc:
CGContextBeginPath(m_s.outContext);
CGContextAddArc(m_s.outContext, leftX + radius, topY - radius, radius, -startRads, -endRads, 1);
// add a second arc back to the start
CGContextAddArc(m_s.outContext, leftX + radius, topY - radius, radius, -endRads, -startRads, 0);
CGContextSetRGBStrokeColor(m_s.outContext, col.fRed(), col.fGreen(), col.fBlue(), col.fAlpha());
CGContextSetLineWidth(m_s.outContext, width);
CGContextStrokePath(m_s.outContext);
But this does appear to be a bug.
I facing to many lags in pubgmobile when i m playing its not running properly
Hello all... is there a way to close a contour if you have found say two points on each side top "extension"? see image attached. So in end desire a trapezoid type shape. Code example would be very appreciated. thank you :) Think I have it as a CGPath. So a way to edit a CGPath, or close the top from a top left to a top right point?
Hi,
I'm working with a very simple app that tries to read a coordinates card and past the data into diferent fields. The card's layout is COLUMNS from 1-10, ROWs from A-J and a two digit number for each cell. In my app, I have field for each of those cells (A1, A2...). I want that OCR to read that card and paste the info but I just cant. I have two problems. The camera won't close. It remains open until I press the button SAVE (this is not good because a user could take 3, 4, 5... pictures of the same card with, maybe, different results, and then? Which is the good one?). Then, after I press save, I can see the OCR kinda works ( the console prints all the date read) but the info is not pasted at all.
Any idea? I know is hard to know what's wrong but I've tried chatgpt and all it does... just doesn't work
This is the code from the scanview
import SwiftUI
import Vision
import VisionKit
struct ScanCardView: UIViewControllerRepresentable {
@Binding var scannedCoordinates: [String: String]
var useLettersForColumns: Bool
var numberOfColumns: Int
var numberOfRows: Int
@Environment(.presentationMode) var presentationMode
func makeUIViewController(context: Context) -> VNDocumentCameraViewController {
let scannerVC = VNDocumentCameraViewController()
scannerVC.delegate = context.coordinator
return scannerVC
}
func updateUIViewController(_ uiViewController: VNDocumentCameraViewController, context: Context) {}
func makeCoordinator() -> Coordinator {
return Coordinator(self)
}
class Coordinator: NSObject, VNDocumentCameraViewControllerDelegate {
let parent: ScanCardView
init(_ parent: ScanCardView) {
self.parent = parent
}
func documentCameraViewController(_ controller: VNDocumentCameraViewController, didFinishWith scan: VNDocumentCameraScan) {
print("Escaneo completado, procesando imagen...")
guard scan.pageCount > 0, let image = scan.imageOfPage(at: 0).cgImage else {
print("No se pudo obtener la imagen del escaneo.")
controller.dismiss(animated: true, completion: nil)
return
}
recognizeText(from: image)
DispatchQueue.main.async {
print("Finalizando proceso OCR y cerrando la cámara.")
controller.dismiss(animated: true, completion: nil)
}
}
func documentCameraViewControllerDidCancel(_ controller: VNDocumentCameraViewController) {
print("Escaneo cancelado por el usuario.")
controller.dismiss(animated: true, completion: nil)
}
func documentCameraViewController(_ controller: VNDocumentCameraViewController, didFailWithError error: Error) {
print("Error en el escaneo: \(error.localizedDescription)")
controller.dismiss(animated: true, completion: nil)
}
private func recognizeText(from image: CGImage) {
let request = VNRecognizeTextRequest { (request, error) in
guard let observations = request.results as? [VNRecognizedTextObservation], error == nil else {
print("Error en el reconocimiento de texto: \(String(describing: error?.localizedDescription))")
DispatchQueue.main.async {
self.parent.presentationMode.wrappedValue.dismiss()
}
return
}
let recognizedStrings = observations.compactMap { observation in
observation.topCandidates(1).first?.string
}
print("Texto reconocido: \(recognizedStrings)")
let filteredCoordinates = self.filterValidCoordinates(from: recognizedStrings)
DispatchQueue.main.async {
print("Coordenadas detectadas después de filtrar: \(filteredCoordinates)")
self.parent.scannedCoordinates = filteredCoordinates
}
}
request.recognitionLevel = .accurate
let handler = VNImageRequestHandler(cgImage: image, options: [:])
DispatchQueue.global(qos: .userInitiated).async {
do {
try handler.perform([request])
print("OCR completado y datos procesados.")
} catch {
print("Error al realizar la solicitud de OCR: \(error.localizedDescription)")
}
}
}
private func filterValidCoordinates(from strings: [String]) -> [String: String] {
var result: [String: String] = [:]
print("Texto antes de filtrar: \(strings)")
for string in strings {
let trimmedString = string.replacingOccurrences(of: " ", with: "")
if parent.useLettersForColumns {
let pattern = "^[A-J]\\d{1,2}$" // Letras de A-J seguidas de 1 o 2 dígitos
if trimmedString.range(of: pattern, options: .regularExpression) != nil {
print("Coordenada válida detectada (letras): \(trimmedString)")
result[trimmedString] = "Valor" // Asignación de prueba
}
} else {
let pattern = "^[1-9]\\d{0,1}$" // Solo números, de 1 a 99
if trimmedString.range(of: pattern, options: .regularExpression) != nil {
print("Coordenada válida detectada (números): \(trimmedString)")
result[trimmedString] = "Valor"
}
}
}
print("Coordenadas finales después de filtrar: \(result)")
return result
}
}
}
Hey there,
I tried to install GPTK again, since I had to reinstall the OS for irrelevant reasons. But every time I try to install the tool kit, it gives me theError: apple/apple/game-porting-toolkit 1.1 did not build error. Before that error occired, I had the Openssl error, which I fixed with the rbenv version of openssl. Is there any way to fix this error? Down bellow you'll find the full error message it gave me. The specs for my Mac are (if they are helpful in any way): M1 Pro MBP 14" with 16GB Ram and 512GB SSD.
Thanks!
``Error: apple/apple/game-porting-toolkit 1.1 did not build
Logs:
/Users/myuser/Library/Logs/Homebrew/game-porting-toolkit/00.options.out
/Users/myuser/Library/Logs/Homebrew/game-porting-toolkit/01.configure
/Users/myuser/Library/Logs/Homebrew/game-porting-toolkit/01.configure.cc
/Users/myuser/Library/Logs/Homebrew/game-porting-toolkit/wine64-build
If reporting this issue please do so at (not Homebrew/brew or Homebrew/homebrew-core):
https://github.com/apple/homebrew-apple/issues```
I am trying to simulate a paste command and it seems to not want to paste. It worked at one point with the same code and now is causing issues.
My code looks like this:
` func simulatePaste() {
guard let source = CGEventSource(stateID: .hidSystemState) else {
print("Failed to create event source")
return
}
let keyDown = CGEvent(keyboardEventSource: source, virtualKey: CGKeyCode(9), keyDown: true)
let keyUp = CGEvent(keyboardEventSource: source, virtualKey: CGKeyCode(9), keyDown: false)
keyDown?.flags = .maskCommand
keyUp?.flags = .maskCommand
keyDown?.post(tap: .cgAnnotatedSessionEventTap)
keyUp?.post(tap: .cgAnnotatedSessionEventTap)
print("Simulated Cmd + V")
}
I know that there is some issues around permissions and so in my Info.plist I have this:
<string>NSApplication</string>
<key>NSAppleEventsUsageDescription</key>
<string>This app requires permission to send keyboard input for pasting from the clipboard.</string>
I have also disabled sandbox. It does ask me if I want to give the app permissions but after approving it, it still doesn't paste.
Issue Summary:
In our Flutter application, we utilize Tencent's TRTC API for voice and video communication. While the broadcast functionality operates correctly on Android, it fails to respond on iOS devices. Attempting to initiate a broadcast results in no action, and long-pressing the broadcast button does not reveal the broadcast extension.
Steps to Reproduce:
Add Broadcast Upload Extension:
In Xcode, navigate to File > New > Target.
Select Broadcast Upload Extension and add it to the project.
2. Build the Project:
Attempt to build the project.
Encounter the error: "Cycle inside Runner; building could produce unreliable results."
3. Resolve Build Cycle Error:
Go to the project’s Build Phases.
Locate the Embed App Extensions phase.
Move Embed App Extensions just below Copy Bundle Resources.
Ensure the Copy only when installing option is selected.
Rebuild the project; the cycle error is resolved.
4.Test Broadcast Functionality:
Install the app on an iOS device.
Tap the broadcast button; observe no response.
Long-press the broadcast button in the top right hand scroll down menu; the broadcast extension is not listed.
5. Isolate the Issue:
Create a new Flutter project.
Repeat the above steps to add the broadcast upload extension.
The issue persists: broadcast functionality remains unresponsive on iOS.
Like many folks here, I've recently attempted to build Apple's Game Porting Toolkit on my machine and ran into compiler errors, but instead of going the usual route of downloading the prebuilt package (kindly provided by GCenX), I decided to see if I could force it to build (since it was obviously buildable at some point). Down below is the list of things I had to do to make it work.
Disclaimer: There are several dirty hacks I had to attempt to force the system to do what I needed. Use at your own risk.
Don't forget to run all brew commands from a Rosetta prompt:
arch -x86_64 zsh
Install openssl
This one is easy. Just run
brew tap rbenv/tap
brew install rbenv/tap/openssl@1.1
Install Command Line Tools 15.1
This specific version is required since newer versions come with the linker that is not compatible with the custom compiler (game-porting-toolkit-compiler) that GPTK is using. However, by default 15.1 tools won't install on Sequoia since the installer complains that macOS version is too new. Obviously, Apple has their reasons to not allow this, but all we need is a compiler which should be mostly indifferent to the OS version.
To trick the installer, we need to change OS requirement of the installer package. You can do it in four easy steps:
Copy Command Line Tools.pkg from the mounted Command_Line_Tools_for_Xcode_15.1.dmg to some other directory.
Expand the installer package:
pkgutil --expand "Command Line Tools.pkg" CLT
You might be prompted to install Command Line Tools when you call pkgutil, just install any version.
Go to the newly created CLT folder and edit the Distribution file (it may appear as executable but it's just an xml). You would want to change allowed-os-versions to something greater than 15. Removing this section altogether might also work.
When done, re-wrap the package:
pkgutil --flatten CLT "Command Line Tools 2.pkg"
Congratulations, now you should be able to install 15.1 tools on your OS! If you had to install newer Command Line Tools for pkgutil, delete them before installing 15.1:
sudo rm -rf /Library/Developer/CommandLineTools
Next step is to make Homebrew accept the outdated 15.1 tools, as by default it'll complain that they're outdated or corrupted. To shut it up, open
/usr/local/Homebrew/Library/Homebrew/extend/os/Mac/diagnostic.rb
and remove references to check_if_supported_sdk_available from a couple of fatal build check collections.
Note - by default, Homebrew will auto-update on any invocation, which will overwrite any changes you've made to its internals. To disable this behavior, before running any brew commands in the terminal, run
export HOMEBREW_NO_AUTO_UPDATE=1
After these manipulations, Homebrew might still complain about outdated Command Line Tools, but it won't be a fatal error anymore.
Finally, we need to downgrade MinGW to 11.0.1, since the latest version spits out compiler errors when compiling Wine. Unfortunately, Homebrew does a bad job tracking versions of MinGW, so there is no automatic way to do it. Instead, you have to manually download and install old MinGW 11.0.1 formula from the Homebrew git repository. I used the commit from Sep 16, 2023:
https://github.com/Homebrew/homebrew-core/blob/b95f4f9491394af667943bd92b081046ba3406f2/Formula/m/mingw-w64.rb
Download the file above, save it in your current working directory, and then run
brew install ./mingw-w64.rb
If you had a newer version of MinGW already installed from the previous build attempts, you can unlink it before installing the one above:
brew unlink mingw-w64
With Command Line Tools 15.1 and MinGW 11.0.1 you should now be able to build GPTK without errors:
brew -v install apple/apple/game-porting-toolkit
In the end, steps above worked for me, although more things could break in the future. I'm leaving the instructions here just to show that it's still possible to build GPTK manually instead of relying on third parties, but with all the hoops I had to jump through I can't really recommend it.
I am trying to use Broadcast upload extension but Broadcast picker starts countdown and stops (swiftUI).
Steps i followed.
added BroadcastUploadExtension as target
same app group for for main app and extension
added packages using SPM
i seems the extension functions are not getting triggered, i check using UIScreen.main.isCaptured also which always comes as false.
i tried Using Logs which never Appeared.
Question:
I'm encountering an issue with in-app purchases (IAP) in Unity, specifically for a non-consumable product in the iOS sandbox environment. Below are the details:
Environment:
Unity Version: 2022.3.55f1 Unity In-App Purchasing
Version: v4.12.2
Device: iPhone (15, iOS 18.1.1)
Connection: Wi-Fi iOS
Settings: In-App Purchases set to “Allowed” initially Problem Behavior:
I attempted to purchase a non-consumable item for the first time. The payment is successfully completed by entering the password.
I then background the game app and navigate to the iOS Settings to set In-App Purchases to "Don't Allow."
After returning to the game and either closing or killing the app, I try to purchase the same non-consumable item again.
I checked canMakePayments() through the Apple configuration, and the app correctly detected that I could not make purchases due to the restriction.
I then navigate back to Settings and set In-App Purchases to "Allow."
Upon returning to the game, I try purchasing the non-consumable item again. A pop-up appears, saying, "You’ve already purchased this. Would you like to get it again for free?"
The issue is: Will it deduct money for the second time, and why is the system allowing the user to purchase the same non-consumable item multiple times after purchasing it once?
Is this the expected behavior for Unity In-App Purchasing, or is there something I might be missing in handling non-consumable purchases in this scenario?
Additional Information:
I’ve confirmed that the "In-App Purchases" are set to “Allowed” before attempting the purchase again.
I understand that non-consumable products should not be purchased more than once, so I’m unsure why the system is offering to let the user purchase it again.
I appreciate any insights into whether this is expected behavior or if I need to adjust how I handle the purchase flow.
Create the QRCode
CIFilter<CIBlendWithMask> *f = CIFilter.QRCodeGenerator;
f.message = [@"Message" dataUsingEncoding:NSASCIIStringEncoding];
f.correctionLevel = @"Q"; // increase level
CIImage *qrcode = f.outputImage;
Overlay the icon
CIImage *icon = [CIImage imageWithURL:url];
CGAffineTransform *t = CGAffineTransformMakeTranslation(
(qrcode.extent.width-icon.extent.width)/2.0,
(qrcode.extent.height-icon.extent.height)/2.0);
icon = [icon imageByApplyingTransform:t];
qrcode = [icon imageByCompositingOver:qrcode];
Round off the corners
static dispatch_once_t onceToken;
static CIWarpKernel *k;
dispatch_once(&onceToken, ^ {
k = [CIWarpKernel kernelWithFunctionName:name
fromMetalLibraryData:metalLibData()
error:nil];
});
CGRect iExtent = image.extent;
qrcode = [k applyWithExtent:qrcode.extent
roiCallback:^CGRect(int i, CGRect r) {
return CGRectInset(r, -radius, -radius); }
inputImage:qrcode
arguments:@[[CIVector vectorWithCGRect:qrcode.extent], @(radius)]];
…and this code for the kernel should go in a separate .ci.metal source file:
float2 bend_corners (float4 extent, float s, destination dest)
{
float2 p, dc = dest.coord();
float ratio = 1.0;
// Round lower left corner
p = float2(extent.x+s,extent.y+s);
if (dc.x < p.x && dc.y < p.y) {
float2 d = abs(dc - p);
ratio = min(d.x,d.y)/max(d.x,d.y);
ratio = sqrt(1.0 + ratio*ratio);
return (dc - p)*ratio + p;
}
// Round lower right corner
p = float2(extent.x+extent.z-s, extent.y+s);
if (dc.x > p.x && dc.y < p.y) {
float2 d = abs(dc - p);
ratio = min(d.x,d.y)/max(d.x,d.y);
ratio = sqrt(1.0 + ratio*ratio);
return (dc - p)*ratio + p;
}
// Round upper left corner
p = float2(extent.x+s,extent.y+extent.w-s);
if (dc.x < p.x && dc.y > p.y) {
float2 d = abs(dc - p);
ratio = min(d.x,d.y)/max(d.x,d.y);
ratio = sqrt(1.0 + ratio*ratio);
return (dc - p)*ratio + p;
}
// Round upper right corner
p = float2(extent.x+extent.z-s, extent.y+extent.w-s);
if (dc.x > p.x && dc.y > p.y) {
float2 d = abs(dc - p);
ratio = min(d.x,d.y)/max(d.x,d.y);
ratio = sqrt(1.0 + ratio*ratio);
return (dc - p)*ratio + p;
}
return dc;
}