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Unable to find intelgpu_kbl_gt2r0 slice or a compatible one in binary archive
Unable to find intelgpu_kbl_gt2r0 slice or a compatible one in binary archive 'file:///System/Library/PrivateFrameworks/IconRendering.framework/Resources/binary.metallib' available slices: applegpu_g13g, applegpu_g13s, applegpu_g13d, applegpu_g14g, applegpu_g14s, applegpu_g14d, applegpu_g15g, applegpu_g15s, applegpu_g15d, applegpu_g16g, applegpu_g16s, applegpu_g17g, applegpu_g15g, applegpu_g15s, applegpu_g15d, applegpu_g16s Is it related to performance of applications in macOS 26.2 on Intel Macs?
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306
Feb ’26
SCNScene.write To USDZ, Node color fades
I use SCNScene.write To file ".usdz", then open the ".usdz" by SCNScene.url , all Nodes color fades. Export and load only once. The fading is not obvious. Return and repeat 4 or 5 times. It is obvious that the color is inconsistent with the original color and has become much lighter.
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313
May ’25
Xcode 26 – "Manage Game Progress" not showing achievements/leaderboards on macOS
Hello, When testing GameKit "Manage Game Progress" in Xcode 26: On iOS devices, achievements, leaderboards, and party code data display and work correctly. On macOS devices, none of these data appear in "Manage Game Progress." Is this a known issue with macOS GameKit, or is there a limitation compared to iOS? If it is not a bug, is there any additional configuration needed to make achievements and leaderboards visible on macOS? I also included the GameKit bundle in my macOS app and enabled Enable Debug Mode in GameKit Configuration in the scheme options. Thank you.
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732
Sep ’25
Unable to play .aivu with VideoPlayerComponent
I’m trying to play an Apple Immersive video in the .aivu format using VideoPlayerComponent using the official documentation found here: https://developer.apple.com/documentation/RealityKit/VideoPlayerComponent Here is a simplified version of the code I'm running in another application: import SwiftUI import RealityKit import AVFoundation struct ImmersiveView: View { var body: some View { RealityView { content in let player = AVPlayer(url: Bundle.main.url(forResource: "Apple_Immersive_Video_Beach", withExtension: "aivu")!) let videoEntity = Entity() var videoPlayerComponent = VideoPlayerComponent(avPlayer: player) videoPlayerComponent.desiredImmersiveViewingMode = .full videoPlayerComponent.desiredViewingMode = .stereo player.play() videoEntity.components.set(videoPlayerComponent) content.add(videoEntity) } } } Full code is here: https://github.com/tomkrikorian/AIVU-VideoPlayerComponentIssueSample But the video does not play in my project even though the file is correct (It can be played in Apple Immersive Video Utility) and I’m getting this error when the app crashes: App VideoPlayer+Component Caption: onComponentDidUpdate Media Type is invalid Domain=SpatialAudioServicesErrorDomain Code=2020631397 "xpc error" UserInfo={NSLocalizedDescription=xpc error} CA_UISoundClient.cpp:436 Got error -4 attempting to SetIntendedSpatialAudioExperience [0x101257490|InputElement #0|Initialize] Number of channels = 0 in AudioChannelLayout does not match number of channels = 2 in stream format. Video I’m using is the official sample that can be found here but tried several different files shot from my clients and the same error are displayed so the issue is definitely not the files but on the RealityKit side of things: https://developer.apple.com/documentation/immersivemediasupport/authoring-apple-immersive-video Steps to reproduce the issue: - Open AIVUPlayerSample project and run. Look at the logs. All code can be found in ImmersiveView.swift Sample file is included in the project Expected results: If I followed the documentation and samples provided, I should see my video played in full immersive mode inside my ImmersiveSpace. Am i doing something wrong in the code? I'm basically following the documentation here. Feedback ticket: FB19971306
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864
Aug ’25
iOS Metal system delayed one Vsync period to really display the frame on the screen
View Layout Add the following views in a view controller: Label View A, with a subview of the same size: MTKView A View B, with a subview of the same size: MTKView B Refresh Rates of Each View The label view refreshes at 60fps (driven by CADisplayLink). MTKView A and B refresh at 15fps. MTKView Implementation Details The corresponding CAMetalLayer's maximumDrawableCount is set to 2, changed to double buffering. The scheduling mechanism is modified; drawing is not driven by the internal loop but is done manually. The draw call is triggered immediately upon receiving a frame. self.metalView.enableSetNeedsDisplay = NO; self.metalView.paused = YES; A new high-priority queue is created for drawing, instead of handling it on the main queue. MTKView Latency Tracking The GPU completion time T1 is observed through the addCompletedHandler callback of the CommandBuffer. The presentation time T2 of the frame is observed through the addPresentedHandler callback of the currentDrawable in MTKView. Testing shows that T2 - T1 > 16.6ms (the Vsync period at 60Hz). This means that after the GPU rendering in MTLView is finished, the frame is not actually displayed at the next Vsync instruction but only at the Vsync instruction after that. I believe there is an extra 16.6ms of latency here, which I want to eliminate by adjusting the rendering mechanism. Observation from Instruments From Instruments, the Surface presentation aligns with the above test results. After the Metal encoder finishes, the Surface in Display switches only after the next-next Vsync instruction. See the image in the link for details. Questions According to a beginner's understanding, after MTKView's GPU rendering is finished, the next Vsync instruction should officially display (make it visible). However, this is not what is observed. Does the subview MTKView need to wait for another Vsync cycle to be drawn to the actual display buffer? The label updates its text at 60fps, so the entire interface should be displayed at 60fps. Is the content of MTKView not synchronized when the display happens? Explanation of the Reasoning Behind Some MTKView Code Details Changing from the default triple buffering to double buffering helps reduce the latency introduced by rendering. Not using MTKView's own scheduling mechanism but using manual triggering of the draw method is because MTKView's own scheduling mechanism is driven by CADisplayLink. Therefore, if a frame falls within a Vsync window, it needs to wait for the next Vsync window to trigger the draw operation, which introduces waiting latency.
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603
Dec ’25
You cannot debug in simulator
I can't create any breakpoint in my Xcode after I upgraded to macOS 15.4 macOS: Version 15.4 (24E248) visionOS Simulator: 2.3 Xcode: Version 16.2 (16C5032a) My app works well without any breakpoints. But if I create any breakpoint it shows me this: Couldn't find the Objective-C runtime library in loaded images. Message from debugger: The LLDB RPC server has crashed. You may need to manually terminate your process. The crash log is located in ~/Library/Logs/DiagnosticReports and has a prefix 'lldb-rpc-server'. Please file a bug and attach the most recent crash log.
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518
Apr ’25
Scenekit view and scenekit editor color difference
Hello there, I'm having trouble matching what I see in the scenekit editor and the output of the resulting scene in a scnview. For a glitter effect I have set a high value on the diffuse intensity which looks fine in the editor but when running the game the colors are much darker. To see if the intensity value is merely capped I have set the same multiplier on the hat below - but it is blown out which looks to me like there is some grading going on I have tried to switch on hdr rendering but that didn't make a difference. I tried disabling linear rendering and that simply made everything darker still - which I expect. Does someone have an idea what else this could be? What rendering is the scenekit editor using and how can I match it? Interestingly when I take a screenshot of the editor window for this post, the image is also blown out... what is going on? :) Thanks so much for any pointers, Seb
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258
Apr ’25
Anchor an Reality scene on an image anchor
Developing a prototype Vision Pro app and would like to render a 3D scene made from Reality Composer Pro on an image anchor in a RealityView. But I have no luck so far to make it work and need some guidance to move on. I got the image file stored in the assets like below: And from below is the source codes: import SwiftUI import RealityKit import RealityKitContent struct AnchorView: View { @State var imageEntity: Entity = { let anchorEntity = AnchorEntity(.image(group: "AR Resources", name: "reanchor")) return anchorEntity }() var body: some View { RealityView { content in do { // Add the initial RealityKit content if let scene = try? await Entity(named: "Scene", in: realityKitContentBundle) { imageEntity.addChild(scene) content.add(imageEntity) } } catch { print("Error occurs when adding reality view content: \(error)") } } } }
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1.3k
Sep ’25
GestureComponent does not support DragGesture
The following code using the new GestureComponent demonstrates inconsistency. The tap gesture prints output, but the drag gesture does not. I already checked this post, which points to this seemingly outdated sample code I assume that example is deprecated in favour of the now built in version of GestureComponent. Nonetheless, there are no compiler warnings or errors, it just fails silently. TapGesture, LongPressGesture, MagnifyGesture, RotateGesture all work, so this feels like an oversight. RealityView { content in let testEntity = ModelEntity(mesh: .generateBox(size: .init(x: 1, y: 1, z: 1))) testEntity.position = SIMD3<Float>(0,0,-1) testEntity.components.set(InputTargetComponent()) testEntity.components.set(CollisionComponent( shapes: [.generateBox(size: .init(x: 1, y: 1, z: 1))] )) let testGesture = TapGesture() .onEnded { value in print("Tapped") } testEntity.components.set(GestureComponent(testGesture)) let dragGesture = DragGesture() .onEnded { value in print("Dragged") } testEntity.components.set(GestureComponent(dragGesture)) content.add(testEntity) }
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436
Jul ’25
Is there any future for screensavers on macOS?
I haven't been looking at screensavers for a long time because of Apple's lack of will (or resources?) to provide a public version of the private modern SDK used by Apple for a very long time now. I'm now looking at the Screen Saver pane in System Settings (the What-If version of System Preferences in an alternate universe where all screens are in portrait mode). In macOS Sequoia, it seems like 3rd party screensavers are not welcome considering that they are relegated to the "Other" section at the bottom of the list and you have to click Show All to start seeing 3rd party screen savers. I also had a quick look at macOS Tahoe Beta 3 and it looks like that all the real screensavers are gone (3rd party and the ones from Apple: Hello, Message, Flurry, etc.) or at least it requires to be a Nobel Prize to find them (and the Search field is not useful). I tried to install a 3rd party screen saver on macOS Tahoe Beta 3, it doesn't show up in the list. To summarize: No public access to modern APIs AFAIK. UI that is hostile to 3rd party screen savers on macOS Sequoia. Apparently only screensavers that are slideshows or movies curated by Apple in macOS Tahoe b3. Hence the question: Is there any future for screen savers on macOS? Because if there's none, I won't waste my time trying to update some old screen savers.
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Aug ’25
Bug Report - Incorrect trackingAreaIdentifier in visionOS 26 Hover Effect Sample Code
Description: In the official visionOS 26 Hover Effect sample code project , I encountered an issue where the event.trackingAreaIdentifier returned by onSpatialEvent does not reset as expected. Steps to Reproduce: Select an object with trackingAreaID = 6 in the sample app. Look at a blank space (outside any tracking area) and perform a pinch gesture . Expected Behavior: The event.trackingAreaIdentifier should return 0 when interacting with a non-tracking area. Actual Behavior: The event.trackingAreaIdentifier still returns 6, even after restarting the app or killing the process. This persists regardless of where the pinch gesture is performed
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Jul ’25
Core Text incremental redraw glitch: overlapping glyphs during editing
During editing in Pages (or Word) I am getting these glitches (see attachment). Started after the last update to Mac OS 26.3 (beta) Also removed 2 recent instalments (Blackhole audio driver and kDrive/Infomaniak, but trouble is still there. 27" iMac 2020 (Intel) i7 3,8 Ghz AMD Radeon Pro 5500 XT 8 GB 24 GB RAM macOS Tahoe 26.3 (=beta) Tried restart in safe mode, checked fonts. Talked to aissistent to get a solution, but no ...) Thx for any advice, Pieter (not a developer so please kee pit simple 🙏🏻)
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543
Feb ’26
CAMetalLayer nextDrawable crash
Hi , My application meet below crash backtrace at very low repro rate from the public users, i do not see it relate to a specific iOS version or iPhone model. The last code line from my application is calling CAMetalLayer nextDrawable API. I did some basic studying, suppose it may relate to the wrong CAMetaLayer configuration, like frame property w or h <= 0.0 bounds property w or h <= 0.0 drawableSize w or h <= 0.0 or w or h > max value (like 16384) Not sure my above thinking is right or not? Will the UIView which my CAMetaLayer attached will cause such nextDrawable crash or not ? Thanks a lot Main Thread - Crashed libsystem_kernel.dylib __pthread_kill libsystem_c.dylib abort libsystem_c.dylib __assert_rtn Metal MTLReportFailure.cold.1 Metal MTLReportFailure Metal _MTLMessageContextEnd Metal -[MTLTextureDescriptorInternal validateWithDevice:] AGXMetalA13 0x245b1a000 + 4522096 QuartzCore allocate_drawable_texture(id<MTLDevice>, __IOSurface*, unsigned int, unsigned int, MTLPixelFormat, unsigned long long, CAMetalLayerRotation, bool, NSString*, unsigned long) QuartzCore get_unused_drawable(_CAMetalLayerPrivate*, CAMetalLayerRotation, bool, bool) QuartzCore CAMetalLayerPrivateNextDrawableLocked(CAMetalLayer*, CAMetalDrawable**, unsigned long*) QuartzCore -[CAMetalLayer nextDrawable] SpaceApp -[MetalRender renderFrame:] MetalRenderer.mm:167 SpaceApp -[FrameBuffer acceptFrame:] VideoRender.mm:173 QuartzCore CA::Display::DisplayLinkItem::dispatch_(CA::SignPost::Interval<(CA::SignPost::CAEventCode)835322056>&) QuartzCore CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) QuartzCore CA::Display::DisplayLink::dispatch_deferred_display_links(unsigned int) UIKitCore _UIUpdateSequenceRun UIKitCore schedulerStepScheduledMainSection UIKitCore runloopSourceCallback CoreFoundation __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ CoreFoundation __CFRunLoopDoSource0 CoreFoundation __CFRunLoopDoSources0 CoreFoundation __CFRunLoopRun CoreFoundation CFRunLoopRunSpecific GraphicsServices GSEventRunModal UIKitCore -[UIApplication _run] UIKitCore UIApplicationMain
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Jul ’25
RealityKit captureHighResolutionFrame from session is broken on iOS26?
A bit of background on what our app is doing: We have a RealityKit ARView session running. During this period we place objects in RealityKit. At some point user can "take photo" and we use session.captureHighResolutionFrame to capture a frame. We then use captured frame and frame.camera.projectPoint to project my objects back to 2D Issue we found is that on devices that have iOS26, first photo user takes and the first frame received from session.captureHighResolutionFrame gives incorrect CGPoint for frame.camera.projectPoint. If user takes the second photo with the same camera phostion, second frame received from session.captureHighResolutionFrame gives correct CGPoint for frame.camera.projectPoint I notices some difference between first and subsequent frames that i believe is corresponding with the issue. Yaw value of camera (frame.camera.eulerAngles.y) on first frame is not correct ( inconsistent with any subsequent frame) I also created a small example app and i followed Building an Immersive Experience with RealityKit example to create it. The issue exists in this app for iOS26, while iOS18.* has consistent values between first and subsequent captured frames. Note: The yaw value seems to differ more if we start session in portrait but take photo in landscape. Example result for 3 captured frames: Frame captured with yaw: 1.4855177402496338 Frame captured with yaw: -0.08803760260343552 Frame captured with yaw: -0.08179682493209839 Example code: class CustomARView: ARView, ARSessionDelegate { required init(frame: CGRect) { super.init(frame: frame) } required init?(coder decoder: NSCoder) { fatalError("init(coder:) has not been implemented")} func setup() { let singleTap = UITapGestureRecognizer(target: self, action: #selector(handleTap)) addGestureRecognizer(singleTap) } @objc func handleTap(_ gestureRecognizer: UIGestureRecognizer) { Task { do { let frame = try await session.captureHighResolutionFrame() print("Frame captured with yaw: \(Double(frame.camera.eulerAngles.y))") } catch { } } } } struct CustomARViewUIViewRepresentable: UIViewRepresentable { func makeUIView(context: Context) -> some UIView { let arView = CustomARView(frame: .zero) arView.setup() return arView } func updateUIView(_ uiView: UIViewType, context: Context) { } } struct ContentView: View { var body: some View { CustomARViewUIViewRepresentable() .frame(maxWidth: .infinity, maxHeight: .infinity) .ignoresSafeArea() } }
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710
Sep ’25
PDFKit Page Rerender
I'm experiencing an issue with PDFKit where page.removeAnnotation(annotation) successfully removes the annotation from the page's data structure, but the PDFView no longer updates automatically to reflect the change visually. Issue Details: The annotation is removed (verified by checking page.annotations.count) The PDFView display doesn't refresh to show the removal This code was working correctly before and suddenly stopped working No code changes were made on my end
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897
Dec ’25
Metal useResource vs. MTLFence
Hello, I'm tracking down a bug where useResource doesn't seem to apply proper synchronization when a resource is produced by the render pass then consumed by the compute pass, but when I use MTLFence between the to signal and wait between the render/compute encoders, the artifact goes away. The resource is created with MTLHazardTrackingModeTracked and useResource is called on the compute encoder after the render pass. Metal API Validation doesn't report any warnings/errors. Am I misunderstanding the difference between the two APIs? I dug through the Metal documentation and it looks like useResource should handle synchronization given the resource has MTLHazardTrackingModeTracked but on the other hand, MTLFence should be used to ensure proper synchronization between command encoders. Can someone can clarify the difference between the two APIs and when to use them.
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Jul ’25
انشاء تطبيق جديد
اريد انشاء لعبه في ابل ستور و تكون اول صفحه تكون شروط و الاحكام و خيار بدا اللعبه200 فئات من السعوديه من مسلسل من العب من بنات و بس وقطر و الإمارات وانمي ومسلسلات تركيه و السياحه و الدول وشركات عالميه و شركات كترونيه
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4w
Unable to find intelgpu_kbl_gt2r0 slice or a compatible one in binary archive
Unable to find intelgpu_kbl_gt2r0 slice or a compatible one in binary archive 'file:///System/Library/PrivateFrameworks/IconRendering.framework/Resources/binary.metallib' available slices: applegpu_g13g, applegpu_g13s, applegpu_g13d, applegpu_g14g, applegpu_g14s, applegpu_g14d, applegpu_g15g, applegpu_g15s, applegpu_g15d, applegpu_g16g, applegpu_g16s, applegpu_g17g, applegpu_g15g, applegpu_g15s, applegpu_g15d, applegpu_g16s Is it related to performance of applications in macOS 26.2 on Intel Macs?
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3
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306
Activity
Feb ’26
SCNScene.write To USDZ, Node color fades
I use SCNScene.write To file ".usdz", then open the ".usdz" by SCNScene.url , all Nodes color fades. Export and load only once. The fading is not obvious. Return and repeat 4 or 5 times. It is obvious that the color is inconsistent with the original color and has become much lighter.
Replies
3
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0
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313
Activity
May ’25
RealityKit Instancing Meshes
What is the current [most recent] best practice to instancing Meshes in RealityKit? I see both MeshInstanceComponent and MeshInstanceCollection. My intent is to bind a transform to a Circle Agent (GameplayKit Agent), and feed that result to Instancing.
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3
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0
Views
925
Activity
Oct ’25
SceneKit is now deprecated - when it will be removed?
Now that SceneKit has been marked as soft deprecated, is there a planned date or timeframe when it will be completely removed from iOS? I’m concerned about how long my existing SceneKit-based game will continue to work, especially as an indie developer without the resources for a quick rewrite to RealityKit.
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3
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0
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534
Activity
Aug ’25
Xcode 26 – "Manage Game Progress" not showing achievements/leaderboards on macOS
Hello, When testing GameKit "Manage Game Progress" in Xcode 26: On iOS devices, achievements, leaderboards, and party code data display and work correctly. On macOS devices, none of these data appear in "Manage Game Progress." Is this a known issue with macOS GameKit, or is there a limitation compared to iOS? If it is not a bug, is there any additional configuration needed to make achievements and leaderboards visible on macOS? I also included the GameKit bundle in my macOS app and enabled Enable Debug Mode in GameKit Configuration in the scheme options. Thank you.
Replies
3
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0
Views
732
Activity
Sep ’25
Unable to play .aivu with VideoPlayerComponent
I’m trying to play an Apple Immersive video in the .aivu format using VideoPlayerComponent using the official documentation found here: https://developer.apple.com/documentation/RealityKit/VideoPlayerComponent Here is a simplified version of the code I'm running in another application: import SwiftUI import RealityKit import AVFoundation struct ImmersiveView: View { var body: some View { RealityView { content in let player = AVPlayer(url: Bundle.main.url(forResource: "Apple_Immersive_Video_Beach", withExtension: "aivu")!) let videoEntity = Entity() var videoPlayerComponent = VideoPlayerComponent(avPlayer: player) videoPlayerComponent.desiredImmersiveViewingMode = .full videoPlayerComponent.desiredViewingMode = .stereo player.play() videoEntity.components.set(videoPlayerComponent) content.add(videoEntity) } } } Full code is here: https://github.com/tomkrikorian/AIVU-VideoPlayerComponentIssueSample But the video does not play in my project even though the file is correct (It can be played in Apple Immersive Video Utility) and I’m getting this error when the app crashes: App VideoPlayer+Component Caption: onComponentDidUpdate Media Type is invalid Domain=SpatialAudioServicesErrorDomain Code=2020631397 "xpc error" UserInfo={NSLocalizedDescription=xpc error} CA_UISoundClient.cpp:436 Got error -4 attempting to SetIntendedSpatialAudioExperience [0x101257490|InputElement #0|Initialize] Number of channels = 0 in AudioChannelLayout does not match number of channels = 2 in stream format. Video I’m using is the official sample that can be found here but tried several different files shot from my clients and the same error are displayed so the issue is definitely not the files but on the RealityKit side of things: https://developer.apple.com/documentation/immersivemediasupport/authoring-apple-immersive-video Steps to reproduce the issue: - Open AIVUPlayerSample project and run. Look at the logs. All code can be found in ImmersiveView.swift Sample file is included in the project Expected results: If I followed the documentation and samples provided, I should see my video played in full immersive mode inside my ImmersiveSpace. Am i doing something wrong in the code? I'm basically following the documentation here. Feedback ticket: FB19971306
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3
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864
Activity
Aug ’25
RealityKit Debugger unavailable
Hi team, I'm looking for the RealityKit debugger in Xcode 26 beta 3. I'm running a RealityKit app on my iPad running iPadOS 26 b3, but the debugger option is not there in Xcode.
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3
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1
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655
Activity
Oct ’25
iOS Metal system delayed one Vsync period to really display the frame on the screen
View Layout Add the following views in a view controller: Label View A, with a subview of the same size: MTKView A View B, with a subview of the same size: MTKView B Refresh Rates of Each View The label view refreshes at 60fps (driven by CADisplayLink). MTKView A and B refresh at 15fps. MTKView Implementation Details The corresponding CAMetalLayer's maximumDrawableCount is set to 2, changed to double buffering. The scheduling mechanism is modified; drawing is not driven by the internal loop but is done manually. The draw call is triggered immediately upon receiving a frame. self.metalView.enableSetNeedsDisplay = NO; self.metalView.paused = YES; A new high-priority queue is created for drawing, instead of handling it on the main queue. MTKView Latency Tracking The GPU completion time T1 is observed through the addCompletedHandler callback of the CommandBuffer. The presentation time T2 of the frame is observed through the addPresentedHandler callback of the currentDrawable in MTKView. Testing shows that T2 - T1 > 16.6ms (the Vsync period at 60Hz). This means that after the GPU rendering in MTLView is finished, the frame is not actually displayed at the next Vsync instruction but only at the Vsync instruction after that. I believe there is an extra 16.6ms of latency here, which I want to eliminate by adjusting the rendering mechanism. Observation from Instruments From Instruments, the Surface presentation aligns with the above test results. After the Metal encoder finishes, the Surface in Display switches only after the next-next Vsync instruction. See the image in the link for details. Questions According to a beginner's understanding, after MTKView's GPU rendering is finished, the next Vsync instruction should officially display (make it visible). However, this is not what is observed. Does the subview MTKView need to wait for another Vsync cycle to be drawn to the actual display buffer? The label updates its text at 60fps, so the entire interface should be displayed at 60fps. Is the content of MTKView not synchronized when the display happens? Explanation of the Reasoning Behind Some MTKView Code Details Changing from the default triple buffering to double buffering helps reduce the latency introduced by rendering. Not using MTKView's own scheduling mechanism but using manual triggering of the draw method is because MTKView's own scheduling mechanism is driven by CADisplayLink. Therefore, if a frame falls within a Vsync window, it needs to wait for the next Vsync window to trigger the draw operation, which introduces waiting latency.
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3
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603
Activity
Dec ’25
You cannot debug in simulator
I can't create any breakpoint in my Xcode after I upgraded to macOS 15.4 macOS: Version 15.4 (24E248) visionOS Simulator: 2.3 Xcode: Version 16.2 (16C5032a) My app works well without any breakpoints. But if I create any breakpoint it shows me this: Couldn't find the Objective-C runtime library in loaded images. Message from debugger: The LLDB RPC server has crashed. You may need to manually terminate your process. The crash log is located in ~/Library/Logs/DiagnosticReports and has a prefix 'lldb-rpc-server'. Please file a bug and attach the most recent crash log.
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3
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5
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518
Activity
Apr ’25
Scenekit view and scenekit editor color difference
Hello there, I'm having trouble matching what I see in the scenekit editor and the output of the resulting scene in a scnview. For a glitter effect I have set a high value on the diffuse intensity which looks fine in the editor but when running the game the colors are much darker. To see if the intensity value is merely capped I have set the same multiplier on the hat below - but it is blown out which looks to me like there is some grading going on I have tried to switch on hdr rendering but that didn't make a difference. I tried disabling linear rendering and that simply made everything darker still - which I expect. Does someone have an idea what else this could be? What rendering is the scenekit editor using and how can I match it? Interestingly when I take a screenshot of the editor window for this post, the image is also blown out... what is going on? :) Thanks so much for any pointers, Seb
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3
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258
Activity
Apr ’25
Anchor an Reality scene on an image anchor
Developing a prototype Vision Pro app and would like to render a 3D scene made from Reality Composer Pro on an image anchor in a RealityView. But I have no luck so far to make it work and need some guidance to move on. I got the image file stored in the assets like below: And from below is the source codes: import SwiftUI import RealityKit import RealityKitContent struct AnchorView: View { @State var imageEntity: Entity = { let anchorEntity = AnchorEntity(.image(group: "AR Resources", name: "reanchor")) return anchorEntity }() var body: some View { RealityView { content in do { // Add the initial RealityKit content if let scene = try? await Entity(named: "Scene", in: realityKitContentBundle) { imageEntity.addChild(scene) content.add(imageEntity) } } catch { print("Error occurs when adding reality view content: \(error)") } } } }
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3
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1.3k
Activity
Sep ’25
GestureComponent does not support DragGesture
The following code using the new GestureComponent demonstrates inconsistency. The tap gesture prints output, but the drag gesture does not. I already checked this post, which points to this seemingly outdated sample code I assume that example is deprecated in favour of the now built in version of GestureComponent. Nonetheless, there are no compiler warnings or errors, it just fails silently. TapGesture, LongPressGesture, MagnifyGesture, RotateGesture all work, so this feels like an oversight. RealityView { content in let testEntity = ModelEntity(mesh: .generateBox(size: .init(x: 1, y: 1, z: 1))) testEntity.position = SIMD3<Float>(0,0,-1) testEntity.components.set(InputTargetComponent()) testEntity.components.set(CollisionComponent( shapes: [.generateBox(size: .init(x: 1, y: 1, z: 1))] )) let testGesture = TapGesture() .onEnded { value in print("Tapped") } testEntity.components.set(GestureComponent(testGesture)) let dragGesture = DragGesture() .onEnded { value in print("Dragged") } testEntity.components.set(GestureComponent(dragGesture)) content.add(testEntity) }
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436
Activity
Jul ’25
Is there any future for screensavers on macOS?
I haven't been looking at screensavers for a long time because of Apple's lack of will (or resources?) to provide a public version of the private modern SDK used by Apple for a very long time now. I'm now looking at the Screen Saver pane in System Settings (the What-If version of System Preferences in an alternate universe where all screens are in portrait mode). In macOS Sequoia, it seems like 3rd party screensavers are not welcome considering that they are relegated to the "Other" section at the bottom of the list and you have to click Show All to start seeing 3rd party screen savers. I also had a quick look at macOS Tahoe Beta 3 and it looks like that all the real screensavers are gone (3rd party and the ones from Apple: Hello, Message, Flurry, etc.) or at least it requires to be a Nobel Prize to find them (and the Search field is not useful). I tried to install a 3rd party screen saver on macOS Tahoe Beta 3, it doesn't show up in the list. To summarize: No public access to modern APIs AFAIK. UI that is hostile to 3rd party screen savers on macOS Sequoia. Apparently only screensavers that are slideshows or movies curated by Apple in macOS Tahoe b3. Hence the question: Is there any future for screen savers on macOS? Because if there's none, I won't waste my time trying to update some old screen savers.
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575
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Aug ’25
Bug Report - Incorrect trackingAreaIdentifier in visionOS 26 Hover Effect Sample Code
Description: In the official visionOS 26 Hover Effect sample code project , I encountered an issue where the event.trackingAreaIdentifier returned by onSpatialEvent does not reset as expected. Steps to Reproduce: Select an object with trackingAreaID = 6 in the sample app. Look at a blank space (outside any tracking area) and perform a pinch gesture . Expected Behavior: The event.trackingAreaIdentifier should return 0 when interacting with a non-tracking area. Actual Behavior: The event.trackingAreaIdentifier still returns 6, even after restarting the app or killing the process. This persists regardless of where the pinch gesture is performed
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296
Activity
Jul ’25
Core Text incremental redraw glitch: overlapping glyphs during editing
During editing in Pages (or Word) I am getting these glitches (see attachment). Started after the last update to Mac OS 26.3 (beta) Also removed 2 recent instalments (Blackhole audio driver and kDrive/Infomaniak, but trouble is still there. 27" iMac 2020 (Intel) i7 3,8 Ghz AMD Radeon Pro 5500 XT 8 GB 24 GB RAM macOS Tahoe 26.3 (=beta) Tried restart in safe mode, checked fonts. Talked to aissistent to get a solution, but no ...) Thx for any advice, Pieter (not a developer so please kee pit simple 🙏🏻)
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543
Activity
Feb ’26
CAMetalLayer nextDrawable crash
Hi , My application meet below crash backtrace at very low repro rate from the public users, i do not see it relate to a specific iOS version or iPhone model. The last code line from my application is calling CAMetalLayer nextDrawable API. I did some basic studying, suppose it may relate to the wrong CAMetaLayer configuration, like frame property w or h <= 0.0 bounds property w or h <= 0.0 drawableSize w or h <= 0.0 or w or h > max value (like 16384) Not sure my above thinking is right or not? Will the UIView which my CAMetaLayer attached will cause such nextDrawable crash or not ? Thanks a lot Main Thread - Crashed libsystem_kernel.dylib __pthread_kill libsystem_c.dylib abort libsystem_c.dylib __assert_rtn Metal MTLReportFailure.cold.1 Metal MTLReportFailure Metal _MTLMessageContextEnd Metal -[MTLTextureDescriptorInternal validateWithDevice:] AGXMetalA13 0x245b1a000 + 4522096 QuartzCore allocate_drawable_texture(id<MTLDevice>, __IOSurface*, unsigned int, unsigned int, MTLPixelFormat, unsigned long long, CAMetalLayerRotation, bool, NSString*, unsigned long) QuartzCore get_unused_drawable(_CAMetalLayerPrivate*, CAMetalLayerRotation, bool, bool) QuartzCore CAMetalLayerPrivateNextDrawableLocked(CAMetalLayer*, CAMetalDrawable**, unsigned long*) QuartzCore -[CAMetalLayer nextDrawable] SpaceApp -[MetalRender renderFrame:] MetalRenderer.mm:167 SpaceApp -[FrameBuffer acceptFrame:] VideoRender.mm:173 QuartzCore CA::Display::DisplayLinkItem::dispatch_(CA::SignPost::Interval<(CA::SignPost::CAEventCode)835322056>&) QuartzCore CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) QuartzCore CA::Display::DisplayLink::dispatch_deferred_display_links(unsigned int) UIKitCore _UIUpdateSequenceRun UIKitCore schedulerStepScheduledMainSection UIKitCore runloopSourceCallback CoreFoundation __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ CoreFoundation __CFRunLoopDoSource0 CoreFoundation __CFRunLoopDoSources0 CoreFoundation __CFRunLoopRun CoreFoundation CFRunLoopRunSpecific GraphicsServices GSEventRunModal UIKitCore -[UIApplication _run] UIKitCore UIApplicationMain
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377
Activity
Jul ’25
RealityKit captureHighResolutionFrame from session is broken on iOS26?
A bit of background on what our app is doing: We have a RealityKit ARView session running. During this period we place objects in RealityKit. At some point user can "take photo" and we use session.captureHighResolutionFrame to capture a frame. We then use captured frame and frame.camera.projectPoint to project my objects back to 2D Issue we found is that on devices that have iOS26, first photo user takes and the first frame received from session.captureHighResolutionFrame gives incorrect CGPoint for frame.camera.projectPoint. If user takes the second photo with the same camera phostion, second frame received from session.captureHighResolutionFrame gives correct CGPoint for frame.camera.projectPoint I notices some difference between first and subsequent frames that i believe is corresponding with the issue. Yaw value of camera (frame.camera.eulerAngles.y) on first frame is not correct ( inconsistent with any subsequent frame) I also created a small example app and i followed Building an Immersive Experience with RealityKit example to create it. The issue exists in this app for iOS26, while iOS18.* has consistent values between first and subsequent captured frames. Note: The yaw value seems to differ more if we start session in portrait but take photo in landscape. Example result for 3 captured frames: Frame captured with yaw: 1.4855177402496338 Frame captured with yaw: -0.08803760260343552 Frame captured with yaw: -0.08179682493209839 Example code: class CustomARView: ARView, ARSessionDelegate { required init(frame: CGRect) { super.init(frame: frame) } required init?(coder decoder: NSCoder) { fatalError("init(coder:) has not been implemented")} func setup() { let singleTap = UITapGestureRecognizer(target: self, action: #selector(handleTap)) addGestureRecognizer(singleTap) } @objc func handleTap(_ gestureRecognizer: UIGestureRecognizer) { Task { do { let frame = try await session.captureHighResolutionFrame() print("Frame captured with yaw: \(Double(frame.camera.eulerAngles.y))") } catch { } } } } struct CustomARViewUIViewRepresentable: UIViewRepresentable { func makeUIView(context: Context) -> some UIView { let arView = CustomARView(frame: .zero) arView.setup() return arView } func updateUIView(_ uiView: UIViewType, context: Context) { } } struct ContentView: View { var body: some View { CustomARViewUIViewRepresentable() .frame(maxWidth: .infinity, maxHeight: .infinity) .ignoresSafeArea() } }
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3
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1
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710
Activity
Sep ’25
PDFKit Page Rerender
I'm experiencing an issue with PDFKit where page.removeAnnotation(annotation) successfully removes the annotation from the page's data structure, but the PDFView no longer updates automatically to reflect the change visually. Issue Details: The annotation is removed (verified by checking page.annotations.count) The PDFView display doesn't refresh to show the removal This code was working correctly before and suddenly stopped working No code changes were made on my end
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3
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897
Activity
Dec ’25
Metal useResource vs. MTLFence
Hello, I'm tracking down a bug where useResource doesn't seem to apply proper synchronization when a resource is produced by the render pass then consumed by the compute pass, but when I use MTLFence between the to signal and wait between the render/compute encoders, the artifact goes away. The resource is created with MTLHazardTrackingModeTracked and useResource is called on the compute encoder after the render pass. Metal API Validation doesn't report any warnings/errors. Am I misunderstanding the difference between the two APIs? I dug through the Metal documentation and it looks like useResource should handle synchronization given the resource has MTLHazardTrackingModeTracked but on the other hand, MTLFence should be used to ensure proper synchronization between command encoders. Can someone can clarify the difference between the two APIs and when to use them.
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165
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Jul ’25
انشاء تطبيق جديد
اريد انشاء لعبه في ابل ستور و تكون اول صفحه تكون شروط و الاحكام و خيار بدا اللعبه200 فئات من السعوديه من مسلسل من العب من بنات و بس وقطر و الإمارات وانمي ومسلسلات تركيه و السياحه و الدول وشركات عالميه و شركات كترونيه
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337
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4w