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Error "No Apple native plug-in libraries found." when importing freshly built plugins into Unity
I just built Core and GameKit without errors. The command line I used was the following: python3 build.py -p Core GameKit -m macOS -c "Apple Development ID (redacted)" When importing these packages into Unity, as soon as the editor refreshes I get these errors: DllNotFoundException: GameKitWrapper assembly:<unknown assembly> type:<unknown type> member:(null) And DllNotFoundException: AppleCoreNativeMac assembly:<unknown assembly> type:<unknown type> member:(null) And Apple Unity Plug-ins] No Apple native plug-in libraries found. Were the libraries built with the build script (build.py), xcodebuild, or Xcode? Was any output generated from the build script/tool? Were there any errors or issues? Please check to ensure that libraries (.a, .framework, or .bundle files) were created and saved to each plug-in's "NativeLibraries~" folder. I made sure that the libraries were saved to this NativeLibraries folder. I made sure to update xcode, python, npm and Unity to the latest version, got the most recent commity from Github (Sept. 17th) but the errors persist. The errors also occur right as the game starts in a built player. Also occurs in a blank Unity project, where I tested both 2022.3.17f and 2022.3.48f. The versions I was trying to import was Core 3.1.4 and GameKit 3.0.0. Same issue with Core 3.1.3 and Gamekit 2.2.2. Last version I tried that works was Core 1.05 and GameKit 1.04. I haven't seen anyone else encounter this on these forums so I'm guessing that I'm personally doing something wrong rather than there being an issue with the plugins themselves, but what am I doing wrong?
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1.5k
Sep ’24
Change zFar in RealityView
I am working on a RealityView on iOS 18 that needs to render objects farther away than 1,000 meters. My app is used outside in open areas. I am using RealityView with content.camera = .spatialTracking and I have turned off occlusion, collisions, and plane detection with a simple scene understanding like this. let configuration = SpatialTrackingSession.Configuration( tracking: [.camera], sceneUnderstanding: [], //We don't want occlusions, collisions, etc camera: .back) let session = SpatialTrackingSession() if let unavailable = await session.run(configuration) { print("unavailable \(unavailable)") } Is this possible with spatialTracking with RealityView or with ARView? I have my RealityView working on visionOS inside an ImmersiveSpace. On visionOS I don't have the camera as a passthrough, it is virtual scene and it has wold tracking set up via the WorldTrackingProvider and I can render objects father away than 1000 meters. I would like to do the same thing on iOS. I don't need to have the camera pass through, but I do need to have the world tracking. I see that PerspectiveCameraComponent lets me set the near and far clipping planes, but I don't see how I can use that camera with world tracking.
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560
Oct ’24
Mac crashing
Hi, everytime I try to run Minecraft Launcher theres a bunch of code that comes up? It ran fine about a month ago but now I cant even open the app, it wont let me copy all of the code but it does say this ""PC register does not match crashing frame (0x0 vs 0x10B338024)"". My Mac is fully up to date, I have deleted and reinstalled Minecraft numerous times ut it continues to display a large amount of code with nothing to fix it. Could someone help me fix it or recommend anything I can do to fix it?
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592
Oct ’24
Can SceneKit be used with Swift 6 Concurrency ?
I am trying to port SceneKit projects to Swift 6, and I just can't figure out how that's possible. I even start thinking SceneKit and Swift 6 concurrency just don't match together, and SceneKit projects should - hopefully for the time being only - stick to Swift 5. The SCNSceneRendererDelegate methods are called in the SceneKit Thread. If the delegate is a ViewController: class GameViewController: UIViewController { let aNode = SCNNode() func renderer(_ renderer: any SCNSceneRenderer, updateAtTime time: TimeInterval) { aNode.position.x = 10 } } Then the compiler generates the error "Main actor-isolated instance method 'renderer(_:updateAtTime:)' cannot be used to satisfy nonisolated protocol requirement" Which is fully understandable. The compiler even tells you those methods can't be used for protocol conformance, unless: Conformance is declare as @preconcurrency SCNSceneRendererDelegate like this: class GameViewController: UIViewController, @preconcurrency SCNSceneRendererDelegate { But that just delays the check to runtime, and therefore, crash in the SceneKit Thread happens at runtime... Again, fully understandable. or the delegate method is declared nonisolated like this: nonisolated func renderer(_ renderer: any SCNSceneRenderer, updateAtTime time: TimeInterval) { aNode.position.x = 10 } Which generates the compiler error: "Main actor-isolated property 'position' can not be mutated from a nonisolated context". Again fully understandable. If the delegate is not a ViewController but a nonisolated class, we also have the problem that SCNNode can't be used. Nearly 100% of the SCNSceneRendererDelegate I've seen do use SCNNode or similar MainActor bound types, because they are meant for that. So, where am I wrong ? What is the solution to use SceneKit SCNSceneRendererDelegate methods with full Swift 6 compilation ? Is that even possible for now ?
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1.1k
Oct ’24
0.5 zoom on RealityKit back camera
My app uses RealityKit with an arView with World tracking and a scene construction mesh. Working well. As I understand it, the default camera selection using ARIkit, is ultra wide camera. However, in the camera app, there is a 0.5 option to increase the field of view further. Is there any way to enable this 0.5x option using code? Or any control over FOV using RealityKit and a mesh? Thanks!
2
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886
Oct ’24
No smooth animation transition in IOS 18
Hi, I’m facing an issue with SceneKit. I’m developing a 3D mobile game. I have a character 3D model and several skeletal animations CAAnimation. I import both the model and the animations from Maya in *.dae format. The character’s animations play continuously one after the other, with each new animation being triggered randomly. The transition between animations makes smoothly by setting the fadeInDuration and fadeOutDuration properties. Here’s an example of the code: import UIKit import QuartzCore import SceneKit //---------------------- class TestAnimationController: UIViewController { var bodyNode: SCNNode? override func viewDidLoad() { super.viewDidLoad() let scnView = SCNView(frame: self.view.bounds) scnView.backgroundColor = .black // Set your desired background color scnView.autoresizingMask = [.flexibleWidth, .flexibleHeight] let scene = SCNScene(named: "art.scnassets/scene/Base_room/ROOM5.scn")! bodyNode = collada2SCNNode(filepath: "art.scnassets/female/girl_body_races.dae")! bodyNode?.renderingOrder = 10 scene.rootNode.addChildNode(bodyNode!) playIdleAnimation() scnView.scene = scene // Assign the scene to the SCNView self.view.addSubview(scnView) // Add the SCNView to your main view) } func collada2SCNNode(filepath:String) -> SCNNode? { if let scene = SCNScene(named: filepath) { let node = scene.rootNode.childNodes[0] return node } else { return nil } } func playIdleAnimation() { let array = [ "art.scnassets/female/animations/idle/girl_idle_4.dae", "art.scnassets/female/animations/idle/girl_idle1.dae", "art.scnassets/female/animations/idle/girl_idle2.dae", "art.scnassets/female/animations/idle/Girl_idle3.dae", ] let animation = CAAnimation.animationWithSceneNamed(array.randomElement() ?? "")! self.setAnimationAdd( fadeInDuration: 1.0, fadeOutDuration: 1.0, keyTime: 0.99, animation, isLooped: false ) { [weak self] in guard let self = self else { return } try? self.playBoringAnimations() } } func playBoringAnimations() { let array = [ "art.scnassets/female/animations/boring/girl_boring1.dae", "art.scnassets/female/animations/boring/girl_boring2.dae", "art.scnassets/female/animations/boring/girl_boring3.dae", "art.scnassets/female/animations/boring/girl_boring4.dae", "art.scnassets/female/animations/boring/girl_boring5.dae", "art.scnassets/female/animations/boring/girl_boring6.dae", "art.scnassets/female/animations/boring/girl_boring8.dae" ] let animation = CAAnimation.animationWithSceneNamed(array.randomElement() ?? "")! self.setAnimationAdd( fadeInDuration: 1.0, fadeOutDuration: 1.0, keyTime: 0.99, animation, isLooped: false ) { [weak self] in guard let self = self else { return } try? self.playIdleAnimation() } } func setAnimationAdd(fadeInDuration : CGFloat, fadeOutDuration : CGFloat, keyTime : CGFloat, _ animation: CAAnimation, isLooped: Bool, completion: (() -> Void)?) { animation.fadeInDuration = fadeInDuration animation.fadeOutDuration = fadeOutDuration if !isLooped { animation.repeatCount = 1 } else { animation.repeatCount = Float.greatestFiniteMagnitude } animation.animationEvents = [ SCNAnimationEvent(keyTime: keyTime, block: { _, _, _ in completion?() }) ] bodyNode?.addAnimation(animation, forKey: "avatarAnimation") } } Everything worked perfectly until I updated to iOS 18. On a physical device, the animations now transition abruptly without the smooth blending that was present in earlier iOS versions. The switch between them is very noticeable, as if the fadeInDuration and fadeOutDuration parameters are being ignored. However, in the iOS 18 simulator, the animations still transition smoothly as before. Here two example videos - IOS 17.5 and IOS 18 https://youtube.com/shorts/jzoMRF4skAQ - IOS 17,5 smooth https://youtube.com/shorts/VJXrZzO9wl0 - IOS 18 not smooth
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1
833
Oct ’24
SceneKit Animations Transition Abruptly on iOS 18 Device, but Smooth in Simulator
Hi Friends! I’m facing an issue with SceneKit. I’m developing a 3D mobile game. I have a character 3D model and several skeletal animations CAAnimation. I import both the model and the animations from Maya in *.dae format. The character’s animations play continuously one after the other, with each new animation being triggered randomly. The transition between animations makes smoothly by setting the fadeInDuration and fadeOutDuration properties. Here’s an example of the code: import UIKit import QuartzCore import SceneKit class TestAnimationController: UIViewController { var bodyNode: SCNNode? override func viewDidLoad() { super.viewDidLoad() let scnView = SCNView(frame: self.view.bounds) scnView.backgroundColor = .black // Set your desired background color scnView.autoresizingMask = [.flexibleWidth, .flexibleHeight] let scene = SCNScene(named: "art.scnassets/scene/Base_room/ROOM5.scn")! bodyNode = collada2SCNNode(filepath: "art.scnassets/female/girl_body_races.dae")! bodyNode?.renderingOrder = 10 scene.rootNode.addChildNode(bodyNode!) playIdleAnimation() scnView.scene = scene // Assign the scene to the SCNView self.view.addSubview(scnView) // Add the SCNView to your main view) } func collada2SCNNode(filepath:String) -> SCNNode? { if let scene = SCNScene(named: filepath) { let node = scene.rootNode.childNodes[0] return node } else { return nil } } func playIdleAnimation() { let array = [ "art.scnassets/female/animations/idle/girl_idle_4.dae", "art.scnassets/female/animations/idle/girl_idle1.dae", "art.scnassets/female/animations/idle/girl_idle2.dae", "art.scnassets/female/animations/idle/Girl_idle3.dae", ] let animation = CAAnimation.animationWithSceneNamed(array.randomElement() ?? "")! self.setAnimationAdd( fadeInDuration: 1.0, fadeOutDuration: 1.0, keyTime: 0.99, animation, isLooped: false ) { [weak self] in guard let self = self else { return } try? self.playBoringAnimations() } } func playBoringAnimations() { let array = [ "art.scnassets/female/animations/boring/girl_boring1.dae", "art.scnassets/female/animations/boring/girl_boring2.dae", "art.scnassets/female/animations/boring/girl_boring3.dae", "art.scnassets/female/animations/boring/girl_boring4.dae", "art.scnassets/female/animations/boring/girl_boring5.dae", "art.scnassets/female/animations/boring/girl_boring6.dae", "art.scnassets/female/animations/boring/girl_boring8.dae" ] let animation = CAAnimation.animationWithSceneNamed(array.randomElement() ?? "")! self.setAnimationAdd( fadeInDuration: 1.0, fadeOutDuration: 1.0, keyTime: 0.99, animation, isLooped: false ) { [weak self] in guard let self = self else { return } try? self.playIdleAnimation() } } func setAnimationAdd(fadeInDuration : CGFloat, fadeOutDuration : CGFloat, keyTime : CGFloat, _ animation: CAAnimation, isLooped: Bool, completion: (() -> Void)?) { animation.fadeInDuration = fadeInDuration animation.fadeOutDuration = fadeOutDuration if !isLooped { animation.repeatCount = 1 } else { animation.repeatCount = Float.greatestFiniteMagnitude } animation.animationEvents = [ SCNAnimationEvent(keyTime: keyTime, block: { _, _, _ in completion?() }) ] bodyNode?.addAnimation(animation, forKey: "avatarAnimation") } } Everything worked perfectly until I updated to iOS 18. On a physical device, the animations now transition abruptly without the smooth blending that was present in earlier iOS versions. The switch between them is very noticeable, as if the fadeInDuration and fadeOutDuration parameters are being ignored. However, in the iOS 18 simulator, the animations still transition smoothly as before. Here two example videos - IOS 17.5 and IOS 18 https://youtube.com/shorts/jzoMRF4skAQ - IOS 17,5 smooth https://youtube.com/shorts/VJXrZzO9wl0 - IOS 18 not smooth I try this code in IOS 17.5, everything works fine Does anyone have any ideas on how to fix this issue?
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780
Oct ’24
Remove iphone-performance-gaming-tier
Hello, I've been experimenting with the iphone-performance-gaming-tier Device Capability using TestFlight. I've decided I don't want the restriction and I've just submitted a new build (new version number) without the value but the build metadata still includes it. How do i remove it? I don't want to the restriction. Cheers
1
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511
Oct ’24
Are these RealityKit warnings a cause for concern?
I've created a minimal iOS RealityKit/ARKit app with only this view controller: import UIKit import RealityKit import ARKit class ViewController: UIViewController { var arView: ARView! override func viewDidLoad() { super.viewDidLoad() arView = ARView(frame: view.bounds, cameraMode: .nonAR, automaticallyConfigureSession: true) arView.autoresizingMask = [.flexibleWidth, .flexibleHeight] view.addSubview(arView) } } When I run this app in the iOS 18.1 simulator using Xcode 16.1 beta 2 (16B5014f), RealityKit logs the warnings included below to the console. I see similar warnings on the device, running iOS 18.0. Should I be concerned about any of these warnings? Please let me know if I should submit feedback reporting this issue. Thank you. Could not locate file 'default-binaryarchive.metallib' in bundle. Registering library (/Library/Developer/CoreSimulator/Volumes/iOS_22B5045f/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 18.1.simruntime/Contents/Resources/RuntimeRoot/System/Library/PrivateFrameworks/CoreRE.framework/default.metallib) that already exists in shader manager. Library will be overwritten. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/suFeatheringCreateMergedOcclusionMask.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arKitPassthrough.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arSegmentationComposite.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute0.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute1.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute2.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute3.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute4.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute5.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute6.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute7.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute8.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute9.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute10.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute11.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute12.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. ... Compiler failed to build request makeRenderPipelineState failed [reading from a rendertarget is not supported]. Pipeline for technique meshShadowCasterProgrammableBlending failed compilation!
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1
1k
Oct ’24
Unable to load saved game data in Simulator since update to XCode 16
The update was the only change I can see. Which I did just the other day. I did log on to iCloud.com, I also looked at Apple Developer. I didn't see any additional updates of terms that needed to be accepted. I am sure to log into iCloud on the simulator. It seems to stay logged in. Until I fetchSavedGames. Where I have it exit at 20 seconds due to timing out. Then when I go back to check my account in Settings, it's asking to "Sign in to iCloud" again. It does work properly on a device. So it doesn't stay logged into iCloud on the simulator but it seems like the fetchSavedGame from GKLocalPlayer is what resets that. Any help or suggestions would be appreciated. Thanks.
1
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672
Oct ’24
Not getting scroll wheel input
Hi all, I'm new to swift and I've just gotten started by making a simple pong-like game using SpriteKit. I'm trying to use the scroll wheel input to spin an object, however, nothing seems to make this work. From my googling and AI advice the way I've been doing it should, as shown in the snippet below, however debugging suggests the scrollWheel function isn't even being called. #if os(OSX) extension GameScene { override func scrollWheel(with event: NSEvent ) { print("Scroll detected: \(event.scrollingDeltaY)") let scrollDelta = event.scrollingDeltaY self.rotatePaddle(value: scrollDelta) } } #endif I have changed the build targets in Xcode to Mac os, not the designed-for-ipad version of it, and the app does launch and draw sprites correctly as well as detect other mouse or trackpad inputs like mouseDown and rightMouseDown, so it only seems to be this one specific input not working. I've also tried hardware debugging like restarting Xcode and my Mac, but no luck there either. Maybe I've missed something or am doing it completely wrong, so any help would be much appreciated. Thanks heaps
1
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852
Oct ’24
RealityKit crashes randomly in the simulator but not on the device
I'm writing a RealityKit/ARKit app that runs on iOS. Starting with Xcode 16.0 beta 1, at least through Xcode 16.1 beta 2 (16B5014f), in the iOS 18 simulator, my app randomly crashes in about 20% of app sessions the first time it attempts to present an ARView. The crashes seem to occur at multiple points within RealityKit and Metal. Below, I've included screenshots of the call stacks of the crashes, which occur as a result of both EXC_BAD_ACCESS and assertion failures within RealityKit. The app only crashes in the iOS 18 simulator, and does not crash in the iOS 17 simulator or earlier. The app only crashes in the simulator, and does not crash on a device running iOS 18. Before I investigate further, I'd appreciate it if an Apple engineer could give me a sense of if these crashes are most likely the result of known issues within RealityKit and/or the simulator, or if your opinion is that there are probably bugs in my app's code. I've submitted several feedback issues in the past, and I'd love to submit this issue too, but I expect that I would spend many hours attempting to create a repro case in a sample app. Understandably, I'd rather not spend this time if an Apple engineer could tell me this is a known issue, for example. Thank you.
5
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915
Oct ’24
How use custom segmentation occlusion in RealityKit?
I have a neural network model for segmentation, I successfully integrated it and am getting a grayscale image. Next, I need to apply the segmentation mask in RealityKit to achieve the occlusion effect (like person segmentation). I tried doing it through post-processing and other methods, but none of them worked. Is there any example of how this can be done in RealityKit?
1
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635
Oct ’24
Seeking API for Advanced Auto Image Enhancement Similar to Photos App's Auto Feature
Hi everyone, I've been working with the autoAdjustmentFilters provided by Core Image, which includes filters like CIHighlightShadowAdjust, CIVibrance, and CIToneCurve. However, I’ve noticed that the results differ significantly from the "Auto" enhancement feature in the Photos app. In the Photos app, the Auto function seems to adjust multiple parameters such as contrast, exposure, white balance, highlights, and shadows in a more advanced manner. Is there an API or a framework available that can replicate the more sophisticated "Auto" adjustments as seen in the Photos app? Or would I need to manually combine filters (like CIExposureAdjust, CIWhitePointAdjust, etc.) to approximate this functionality? Any insights or recommendations on how to achieve this would be greatly appreciated. Thank you!
0
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523
Oct ’24