Hello, I’m the developer of the “ StepSquad” app. Our app uses the Game Center achievement feature, but we’ve been encountering a problem: the “Global Players” metric always shows 0%, even though there are friends who have already achieved these achievements. Initially, I thought it might be because the app was newly launched. However, it’s now been over two months since release, and it’s still showing 0%. If anyone has any insight into this issue, please leave a comment.
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Hi,
I wanted to do something quite simple: Put a box on a wall or on the floor.
My box:
let myBox = ModelEntity(
mesh: .generateBox(size: SIMD3<Float>(0.1, 0.1, 0.01)),
materials: [SimpleMaterial(color: .systemRed, isMetallic: false)],
collisionShape: .generateBox(size: SIMD3<Float>(0.1, 0.1, 0.01)),
mass: 0.0)
For that I used Plane Detection to identify the walls and floor in the room. Then with SpatialTapGesture I was able to retrieve the position where the user is looking and tap.
let position = value.convert(value.location3D, from: .local, to: .scene)
And then positioned my box
myBox.setPosition(position, relativeTo: nil)
When I then tested it I realized that the box was not parallel to the wall but had a slightly inclined angle.
I also realized if I tried to put my box on the wall to my left the box was placed perpendicular to this wall and not placed on it.
After various searches and several attempts I ended up playing with transform.matrix to identify if the plane is wall or a floor, if it was in front of me or on the side and set up a rotation on the box to "place" it on the wall or a floor.
let surfaceTransform = surface.transform.matrix
let surfaceNormal = normalize(surfaceTransform.columns.2.xyz)
let baseRotation = simd_quatf(angle: .pi, axis: SIMD3<Float>(0, 1, 0))
var finalRotation: simd_quatf
if acos(abs(dot(surfaceNormal, SIMD3<Float>(0, 1, 0)))) < 0.3 {
logger.info("Surface: ceiling/floor")
finalRotation = simd_quatf(angle: surfaceNormal.y > 0 ? 0 : .pi, axis: SIMD3<Float>(1, 0, 0))
} else if abs(surfaceNormal.x) > abs(surfaceNormal.z) {
logger.info("Surface: left/right")
finalRotation = simd_quatf(angle: surfaceNormal.x > 0 ? .pi/2 : -.pi/2, axis: SIMD3<Float>(0, 1, 0))
} else {
logger.info("Surface: front/back")
finalRotation = baseRotation
}
Playing with matrices is not really my thing so I don't know if I'm doing it right.
Could you tell me if my tests for the orientation of the walls are correct? During my tests I don't always correctly identify whether the wall is in front or on the side.
Is this generally the right way to do it?
Is there an easier way to do this?
Regards
Tof
Can VisionOS take screenshots besides simultaneously pressing buttons
Topic:
Graphics & Games
SubTopic:
RealityKit
I am writing an app to create 3D objects with curved surfaces such as a metal cabinet knob using SceneKit and Model I/O. I want the surfaces to be smooth so that edges between adjacent polygon faces are not visible. According to the documentation for MDLMesh.addNormals(withAttributeNamed: creaseThreshold:), a positive creaseThreshold value lower than 1.0 will interpolate sharper angles between faces into smooth surfaces. I have not been able to get this to work, and I need help with it.
The lines of code where the problem occurs are shown here.
let mesh = MDLMesh(scnGeometry: surfaceGeometry)
// mesh.addNormals(withAttributeNamed: "MDLVertexAttributeNormal", creaseThreshold: 0.9)
surfaceGeometry = SCNGeometry(mdlMesh: mesh)
When the code is executed with middle line commented out, the knob object is rendered as shown in the screenshot. When that line is not commented out, mesh is altered and the SCNNode for the knob is created with no errors, but the node is not rendered.
The questions I have are: (1) What changes do I need the make to the code so that the node will be rendered with a smooth surface?, and (2) what is the recommended way of smoothing a curved surface so that edges between faces are not visible?
The full code for the function and a screenshot of the faceted knob object are attached.

code-block
func cabinetKnob() -> SCNNode {
let controlPoints: [(x: Float, y: Float)] = [
(0.728,-0.237), (0.176,-0.06), (0.202,0.475), (0.989,0.842),
(-0.066,1.093), (-0.726,0.787) ]
let pairs = bsplinePath(controlPoints)
var knobProfile = [SCNVector3]()
for (x,y) in pairs {
knobProfile += [ SCNVector3(x: CGFloat(x), y: CGFloat(y), z: 0)]
}
let nProfiles = 64
// create knob by rotating knobProfile about y-axis
let aIncrement: CGFloat = 2 * CGFloat.pi / CGFloat(nProfiles) // ~6 degrees
var angle: CGFloat = 0
var knobVertices = knobProfile.map( { $0 } )
angle = 0
for _ in 1...nProfiles {
angle += aIncrement
// rotate knobProfile about y-axis
knobVertices += knobProfile.map( { $0.rotate(about: .y, by: angle) } )
}
let source = SCNGeometrySource(vertices: knobVertices)
var indices = [[UInt16]]()
var i: UInt16 = 0
var j: UInt16 = UInt16(knobProfile.count) // 1st vertex of next profile
for k in 0...nProfiles {
var stripIndices = [UInt16]()
if k == nProfiles { j = 0 }
for _ in 0...knobProfile.count-1 {
stripIndices += [i, j]
i += 1; j += 1
}
indices += [stripIndices]
}
let elements: [SCNGeometryElement] = indices.map( {
SCNGeometryElement(indices: $0, primitiveType: .triangleStrip) } )
var surfaceGeometry = SCNGeometry(sources: [source], elements: elements)
let mesh = MDLMesh(scnGeometry: surfaceGeometry)
// mesh.addNormals(withAttributeNamed: "MDLVertexAttributeNormal", creaseThreshold: 0.9)
surfaceGeometry = SCNGeometry(mdlMesh: mesh)
let aluminum = SCNMaterial()
aluminum.lightingModel = SCNMaterial.LightingModel.physicallyBased
aluminum.diffuse.contents = NSColor(srgbRed: 0.95, green: 0.95, blue: 0.95, alpha: 1.0)
aluminum.roughness.contents = 0.2
aluminum.metalness.contents = 0.9
aluminum.isDoubleSided = true
surfaceGeometry.materials = [ aluminum ]
let node = SCNNode(geometry: surfaceGeometry)
return node
}
Topic:
Graphics & Games
SubTopic:
SceneKit
Once GKAccessPoint is active, then enter an arview page, the arview will lose camera feed.
OSVersion: iOS 18.0.1, iOS 18.1
Hello,
I am experiencing an issue with programmatically capturing a GPU trace using MTLCaptureManager. The .gputrace file that is generated appears to be corrupted, and I'm looking for guidance or a solution.
Description of the Problem:
I am using MTLCaptureManager.sharedCaptureManager to capture a Metal frame and save it to disk.
The generated .gputrace file is consistently reported as 0 bytes in size by the file system.
Crucially, when I compress this 0-byte .gputrace file into a .zip archive, the resulting archive contains the full, expected data. After unzipping, the file can be opened and viewed correctly in Xcode.
However,When inspecting the file's contents using NSFileManager in Objective-C (treating it as a directory), the internal structure is different from a .gputrace file captured directly from Xcode's Metal Debugger.
capture in xcode
capture in file
Finally,When capturing multiple frames programmatically, the first captured frame contains valid buffer data. However, for subsequent frames (starting from the second frame), the corresponding buffer contents are all zero-filled.
Frame 1: All MTLBuffer data is correctly captured and populated.
Frame 2 and onward: The same MTLBuffer objects are present in the trace, but their contents are entirely 0 (i.e., the data is not captured or is corrupted).
In this case, the on-screen display is normal, but the captured frame is incorrect. The frame captured directly in Xcode is also correct. Only the frame captured to a file is abnormal.
Topic:
Graphics & Games
SubTopic:
Metal
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
}
}
}
I’m building an app that uses RealityKit and specifically ARConfiguration.FrameSemantics.personSegmentationWithDepth.
The goal is to insert an AR object into the scene behind a person, and an additional AR object in front of the person, while being as photo realistic as possible.
Through testing, I’ve noticed that many times, the edges of the person segmentation mask are not well matched to the actual person, and parts of the person are transparent, with the AR object bleeding through. It’s sort of like a “bad green screen” effect, which I’d expect to see a little bit, but not to this extent. I’ve been testing on iPhone 16, iPhone 14 Pro, iPad Pro 12.9 inch 6th Generation, and iPhone 12 Pro, with similar results across all devices.
I’m wondering what else I can do to improve this… either code changes, platform (like different iPhone models), or environment (like lighting, distance, etc).
Attaching some example screen grabs and a minimum reproducible code sample. Appreciate any insights!
import ARKit
import SwiftUI
import RealityKit
struct RealityViewContainer: UIViewRepresentable {
func makeUIView(context: Context) -> ARView {
let arView = ARView(frame: .zero)
arView.environment.sceneUnderstanding.options.insert(.occlusion)
arView.renderOptions.insert(.disableMotionBlur)
arView.renderOptions.insert(.disableDepthOfField)
let configuration = ARWorldTrackingConfiguration()
configuration.planeDetection = [.horizontal]
if ARWorldTrackingConfiguration.supportsFrameSemantics(.personSegmentationWithDepth) {
configuration.frameSemantics.insert(.personSegmentationWithDepth)
}
arView.session.run(configuration)
arView.session.delegate = context.coordinator
context.coordinator.arView = arView
}
func makeCoordinator() -> Coordinator {
Coordinator(self)
}
class Coordinator: NSObject, ARSessionDelegate {
var parent: RealityViewContainer
var floorAnchor: ARPlaneAnchor?
init(_ parent: RealityViewContainer) {
self.parent = parent
}
func session(_ session: ARSession, didAdd anchors: [ARAnchor]) {
if let arView,floorAnchor == nil {
for anchor in anchors {
if let horizontalPlaneAnchor = anchor as? ARPlaneAnchor,
horizontalPlaneAnchor.alignment == .horizontal,
horizontalPlaneAnchor.transform.columns.3.y < arView.cameraTransform.translation.y { // filter out ceiling
floorAnchor = horizontalPlaneAnchor
let backgroundEntity = BackgroundEntity()
let anchorEntity = AnchorEntity(anchor: horizontalPlaneAnchor)
anchorEntity.addChild(background)
let foregroundEntity = ForegroundEntity()
backgroundEntity.addChild(foregroundEntity)
arView.scene.addAnchor(anchorEntity)
arView.installGestures([.rotation, .translation], for: backgroundEntity)
break // Stop after adding the first horizontal plane (floor)
}
}
}
}
}
}
Topic:
Graphics & Games
SubTopic:
RealityKit
I'm trying to make a magnifying glass that shows up when the user presses a button and follows the user's finger as it's dragged across the screen.
I came across a UIKit-based solution (https://github.com/niczyja/MagnifyingGlass-Swift), but when implemented in my SKScene, only the crosshairs are shown. Through experimentation I've found that magnifiedView?.layer.render(in: context) in:
public override func draw(_ rect: CGRect) {
guard let context = UIGraphicsGetCurrentContext() else { return }
context.translateBy(x: radius, y: radius)
context.scaleBy(x: scale, y: scale)
context.translateBy(x: -magnifiedPoint.x, y: -magnifiedPoint.y)
removeFromSuperview()
magnifiedView?.layer.render(in: context)
magnifiedView?.addSubview(self)
}
can be removed without altering the situation, suggesting that line is not working as it should. But this is where I hit a brick wall. The view below is shown but not offset or magnified, and any attempt to add something to context results in a black magnifying glass.
Does anyone know why this is? I don't think it's an issue with the code, so I'm suspecting its something specific to SpriteKit or SKScene, likely related to how CALayers work.
Any pointers would be greatly appreciated.
.
.
.
Full code below:
import UIKit
public class MagnifyingGlassView: UIView {
public weak var magnifiedView: UIView? = nil {
didSet {
removeFromSuperview()
magnifiedView?.addSubview(self)
}
}
public var magnifiedPoint: CGPoint = .zero {
didSet {
center = .init(x: magnifiedPoint.x + offset.x, y: magnifiedPoint.y + offset.y)
}
}
public var offset: CGPoint = .zero
public var radius: CGFloat = 50 {
didSet {
frame = .init(origin: frame.origin, size: .init(width: radius * 2, height: radius * 2))
layer.cornerRadius = radius
crosshair.path = crosshairPath(for: radius)
}
}
public var scale: CGFloat = 2
public var borderColor: UIColor = .lightGray {
didSet {
layer.borderColor = borderColor.cgColor
}
}
public var borderWidth: CGFloat = 3 {
didSet {
layer.borderWidth = borderWidth
}
}
public var showsCrosshair = true {
didSet {
crosshair.isHidden = !showsCrosshair
}
}
public var crosshairColor: UIColor = .lightGray {
didSet {
crosshair.strokeColor = crosshairColor.cgColor
}
}
public var crosshairWidth: CGFloat = 5 {
didSet {
crosshair.lineWidth = crosshairWidth
}
}
private let crosshair: CAShapeLayer = CAShapeLayer()
public convenience init(offset: CGPoint = .zero, radius: CGFloat = 50, scale: CGFloat = 2, borderColor: UIColor = .lightGray, borderWidth: CGFloat = 3, showsCrosshair: Bool = true, crosshairColor: UIColor = .lightGray, crosshairWidth: CGFloat = 0.5) {
self.init(frame: .zero)
layer.masksToBounds = true
layer.addSublayer(crosshair)
defer {
self.offset = offset
self.radius = radius
self.scale = scale
self.borderColor = borderColor
self.borderWidth = borderWidth
self.showsCrosshair = showsCrosshair
self.crosshairColor = crosshairColor
self.crosshairWidth = crosshairWidth
}
}
public func magnify(at point: CGPoint) {
guard magnifiedView != nil else { return }
magnifiedPoint = point
layer.setNeedsDisplay()
}
private func crosshairPath(for radius: CGFloat) -> CGPath {
let path = CGMutablePath()
path.move(to: .init(x: radius, y: 0))
path.addLine(to: .init(x: radius, y: bounds.height))
path.move(to: .init(x: 0, y: radius))
path.addLine(to: .init(x: bounds.width, y: radius))
return path
}
public override func draw(_ rect: CGRect) {
guard let context = UIGraphicsGetCurrentContext() else { return }
context.translateBy(x: radius, y: radius)
context.scaleBy(x: scale, y: scale)
context.translateBy(x: -magnifiedPoint.x, y: -magnifiedPoint.y)
removeFromSuperview()
magnifiedView?.layer.render(in: context)
//If above disabled, no change
//Possible that nothing's being rendered into context
//Could it be that SKScene view has no layer?
magnifiedView?.addSubview(self)
}
}
I'm trying to display a right-aligned timecode in my game. I had expected that digits would all have the same width, but this doesn't seem to be the case in SpriteKit, even though it seems to be the case in AppKit.
In SpriteKit, with the default font there is a noticeable difference in width between the digit 1 and the rest (1 is thinner), so whenever displaying a number with the least significant digit 1 all preceding digits shift slightly to the right. This happens even when setting a NSAttributedString with a font that has a fixedAdvance attribute.
class GameScene: SKScene {
override func didMove(to view: SKView) {
let label = SKLabelNode(text: "")
view.scene!.addChild(label)
// label.horizontalAlignmentMode = .left
label.horizontalAlignmentMode = .right
var i = 11
Timer.scheduledTimer(withTimeInterval: 0.5, repeats: true) { _ in
label.text = "\(i)"
// let font = NSFont(descriptor: NSFontDescriptor(fontAttributes: [.name: "HelveticaNeue-UltraLight", .fixedAdvance: 20]), size: 30)!
// let paragraphStyle = NSMutableParagraphStyle()
// paragraphStyle.alignment = .right
// label.attributedText = NSAttributedString(string: "\(i)", attributes: [.font: font, .foregroundColor: SKColor.labelColor, .paragraphStyle: paragraphStyle])
i += 5
}
}
}
With AppKit, when using SpriteKit's default font HelveticaNeue-UltraLight, this issue doesn't exist, regardless whether I set the fixedAdvance font attribute.
class ViewController: NSViewController {
override func viewDidLoad() {
super.viewDidLoad()
let font = NSFont(descriptor: NSFontDescriptor(fontAttributes: [.name: "HelveticaNeue-UltraLight"]), size: 30)!
// let font = NSFont(descriptor: NSFontDescriptor(fontAttributes: [.name: "HelveticaNeue-Light", .fixedAdvance: 20]), size: 30)!
let paragraphStyle = NSMutableParagraphStyle()
paragraphStyle.alignment = .right
let textField = NSTextField(labelWithString: "")
textField.font = font
textField.alignment = .right
// textField.alignment = .left
textField.frame = CGRect(x: 100, y: 100, width: 100, height: 100)
view.addSubview(textField)
var i = 11
Timer.scheduledTimer(withTimeInterval: 0.5, repeats: true) { _ in
textField.stringValue = "\(i)"
// textField.attributedStringValue = NSAttributedString(string: "\(i)", attributes: [.font: font, .paragraphStyle: paragraphStyle])
i += 5
}
}
}
Is there a solution to this problem?
I filed FB15553700.
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?
my app use mtkview to render video, but [MTKView initwithFrame:device] takes 2-3s in some some 2019 macbook pro, system macos 15.0.1.
how can I do?
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.
Dear Apple Support Team,
I recently purchased an iPad Pro 2022 and updated it to iOS 18.2. However, I am experiencing an issue while using Call of Duty Mobile. The Game Mode activates randomly and sometimes does not activate at all. Additionally, when the Game Mode is on, the game crashes unexpectedly, causing an unstable experience. I kindly request that you address this issue in upcoming iOS updates.
Thank you for your attention and support.
Best regards,
[samadBg]
Topic:
Graphics & Games
SubTopic:
General
iPhone(14 Pro Max)で端末の画面にリフレッシュレートを表示させたいのですが、どなたか方法をご存知ないでしょうか?
Topic:
Graphics & Games
SubTopic:
General
Hi, does anyone know if it is an easy way to determine the distance between floor and ceiling in vision Pro?
I just got the new iOS 26 beta, and I LOVE the games app, but it show all of my games, even from years back. Is there a way to remove games from your library on the app?
So recently I have been trying to install game-porting-toolkit, and when I try to run
brew -v install apple/apple/game-porting-toolkit
Im getting an error:
Error: apple/apple/game-porting-toolkit 1.1 did not build
Logs:
/Users/mateusz/Library/Logs/Homebrew/game-porting-toolkit/00.options.out
/Users/mateusz/Library/Logs/Homebrew/game-porting-toolkit/01.configure
/Users/mateusz/Library/Logs/Homebrew/game-porting-toolkit/01.configure.cc
/Users/mateusz/Library/Logs/Homebrew/game-porting-toolkit/wine64-build
If reporting this issue please do so to (not Homebrew/brew or Homebrew/homebrew-core):
apple/apple
I searched on this forum some threads but I couldn't take any advice from them. I would really appreciate any help.
Hi
I've noticed one issue in Metal HUD, but I'm not sure if it is a bug in the Metal HUD or if there is a purpose for this behavior.
Metal HUD has an option to send the data to system log in raw format where the numbers are like
metal-HUD: ,,,,,...,
https://developer.apple.com/documentation/xcode/monitoring-your-metal-apps-graphics-performance/
If the HUD is displayed, it works just fine, but it seems that when the HUD is hidden (with shift-F9), it still send the data to system log, but the numbers are the same all the time and are not updated while is still being updated.
I would expect that it should log the data no matter if the HUD is displayed or not, this of course leads to incorrect FPS calculations
Here is an example of the system log entries when the HUD is not visible:
Topic:
Graphics & Games
SubTopic:
General
I am trying to extract some built-in and custom render passes from SceneKit, so that I can pass them into a metal pipeline and do some additional work with them.
I have a metal viewport, and have instantiated a SCNRenderer so that I can render a SCNScene using SceneKit to a texture as part of my metal draw pass. This works as expected.
Now I want to output multiple textures from the SceneKit render, not just the final color. I want to extract Depth, Normal, Lighting, Colour and a custom SCNTechnique for world position.
I can easily use a SCNTechnique to render one of these to the color output, but it's not clear how I would render multiple passes in one render call.
Is there some way to pass a writeable buffer/texture to a SCNTechnique, so that I can populate it in my SCNTechnique shader at render time with the output from the pass? Similar to how one would bind a buffer for a metal shader. SCNTechnique obfuscates things, so it's not clear how to proceed.
Does anyone have any ideas?