Hi, I’m creating a game and I’m just wondering if I can integrate GCVirtualController in my SwiftUI app.
Delve into the world of graphics and game development. Discuss creating stunning visuals, optimizing game mechanics, and share resources for game developers.
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
Dobrý den, koupil jsem si IPhone 13 a na displeji přesně uprostřed tlačítka hlasitosti (+) je tečka. Vypadá to jako kdyby to byla nějaká funkce či co, ale na nic jsem nepřišel. Nevím jestli je to vada nebo ne.
Topic:
Graphics & Games
SubTopic:
General
Hello,
I've been tinkering with PortalComponent on visionOS a bit but noticed that the content of the WorldComponent is always clipped to the mesh geometry of whatever entities have the PortalComponent applied. Now I'm wondering if there is any way or trick to allow contents of the portal to peek out – similar to the Encounter Dinosaurs experience on Vision Pro (I assume it also uses PortalComponent?).
I saw that PortalComponent has a clippingPlane property (https://developer.apple.com/documentation/realitykit/portalcomponent/clippingplane-swift.property). But so far I haven't been able to achieve a perceptible visual difference with it.
If possible I would like to avoid hacky tricks using duplicate meshes or similar to achieve this.
Thanks for any hints!
I am working on adding synchronized physical properties to EntityEquipment in TableTopKit, allowing seamless coordination during GroupActivities sessions between players.
Treating EntityEquipment's state to DieState is not a way, because it doesn't support custom collision shapes.
I have also tried adding PhysicsBodyComponent and CollisionComponent to EntityEquipment's Entity. However, the main issue is that the position of EntityEquipment itself does not synchronize with the Entity's physics body, resulting in two separate instances of one object.
struct PlayerPawn: EntityEquipment {
let id: ID
let entity: Entity
var initialState: BaseEquipmentState
init(id: ID, entity: Entity) {
self.id = id
let massProperties = PhysicsMassProperties(mass: 1.0)
let material = PhysicsMaterialResource.generate(friction: 0.5, restitution: 0.5)
let shape = ShapeResource.generateBox(size: [0.4, 0.2, 0.2])
let physicsBody = PhysicsBodyComponent(massProperties: massProperties, material: material, mode: .dynamic)
let collisionComponent = CollisionComponent(shapes: [shape])
entity.components.set(physicsBody)
entity.components.set(collisionComponent)
self.entity = entity
initialState = .init(parentID: .tableID, pose: .init(position: .init(), rotation: .zero), entity: self.entity)
}
}
I’d appreciate any guidance on the recommended approach to adding synchronized physical properties to EntityEquipment.
1.Open the DingTalk macOS application, start a meeting, and initiate screen sharing.
2.The DingTalk app calls the [SCShareableContent getShareableContentWithCompletionHandler:] API.
3.The API takes over 40+ seconds to return a response.
Hi, when I run my app, in console say:
NSBundle file:///System/Library/PrivateFrameworks/MetalTools.framework/ principal class is nil because all fallbacks have failed
Topic:
Graphics & Games
SubTopic:
Metal
I'm making the following call:
[[GKGameCenterViewController alloc] initWithLeaderboardID:leaderboardID playerScope:(GKLeaderboardPlayerScopeGlobal) timeScope:(GKLeaderboardTimeScopeAllTime)];
When I present that VC, I get the correct leaderboard (for my passed leaderboardID), but it appears in "Friends" view, not "Global". Global works fine when I tap on it, but I'd like to display that list by default. Seems like a pretty straightforward request supported by the API. Does initWithLeaderboardID not respect that? I'm curious if others have this problem. Thanks!
Topic:
Graphics & Games
SubTopic:
GameKit
Hi,
A user sent us a crash report that indicates an error occurring just after loading the default Metal library of our app.
Application Specific Information:
Crashing on exception: *** -[__NSArrayM objectAtIndex:]: index 0 beyond bounds for empty array
The report pointed me to these (simplified) lines of codes in the library setup:
_vertexFunctions = [[NSMutableArray alloc] init];
_fragmentFunctions = [[NSMutableArray alloc] init];
id<MTLLibrary> library = [device newDefaultLibrary];
2 vertex shaders and 5 fragment shaders are then loaded and stored in these two arrays using this method:
-(BOOL) addShaderNamed:(NSString *)name library:(id<MTLLibrary>)library isFragment:(BOOL)isFragment {
id shader = [library newFunctionWithName:name];
if (!shader) {
ALOG(@"Error : Unable to find the shader named : “%@”", name);
return NO;
}
[(isFragment ? _fragmentFunctions : _vertexFunctions) addObject:shader];
return YES;
}
As you can see, the arrays are not filled if the method fails... however, a few lines later, they are used without checking if they are really filled, and that causes the crash...
But this coding error doesn't explain why no shader of a certain type (or both types) have been added to the array, meaning: why -newFunctionWithName: returned nil for all given names (since the implied array appears completely empty)?
Clue
This error has only be detected once by a user running the app on macOS 10.13 with a NVIDIA Web Driver instead of the default macOS graphic driver. Moreover, it wasn't possible to reproduce the problem on the same OS using the native macOS driver.
So my question is: is it some known conflicts between NVIDIA drivers and the use of Metal libraries? Or does this case would require some specific options in the Metal implementation?
Any help appreciated, thanks!
Hello, I am using MTKView to display: camera preview & video playback. I am testing on iPhone 16. App crashes at a random moment whenever MTKView is rendering CIImage.
MetalView:
public enum MetalActionType {
case image(CIImage)
case buffer(CVPixelBuffer)
}
public struct MetalView: UIViewRepresentable {
let mtkView = MTKView()
public let actionPublisher: any Publisher<MetalActionType, Never>
public func makeCoordinator() -> Coordinator {
Coordinator(self)
}
public func makeUIView(context: UIViewRepresentableContext<MetalView>) -> MTKView {
guard let metalDevice = MTLCreateSystemDefaultDevice() else {
return mtkView
}
mtkView.device = metalDevice
mtkView.framebufferOnly = false
mtkView.clearColor = MTLClearColor(red: 0, green: 0, blue: 0, alpha: 0)
mtkView.drawableSize = mtkView.frame.size
mtkView.delegate = context.coordinator
mtkView.isPaused = true
mtkView.enableSetNeedsDisplay = true
mtkView.preferredFramesPerSecond = 60
context.coordinator.ciContext = CIContext(
mtlDevice: metalDevice, options: [.priorityRequestLow: true, .highQualityDownsample: false])
context.coordinator.metalCommandQueue = metalDevice.makeCommandQueue()
context.coordinator.actionSubscriber = actionPublisher.sink { type in
switch type {
case .buffer(let pixelBuffer):
context.coordinator.updateCIImage(pixelBuffer)
break
case .image(let image):
context.coordinator.updateCIImage(image)
break
}
}
return mtkView
}
public func updateUIView(_ nsView: MTKView, context: UIViewRepresentableContext<MetalView>) {
}
public class Coordinator: NSObject, MTKViewDelegate {
var parent: MetalView
var metalCommandQueue: MTLCommandQueue!
var ciContext: CIContext!
private var image: CIImage? {
didSet {
Task { @MainActor in
self.parent.mtkView.setNeedsDisplay() //<--- call Draw method
}
}
}
var actionSubscriber: (any Combine.Cancellable)?
private let operationQueue = OperationQueue()
init(_ parent: MetalView) {
self.parent = parent
operationQueue.qualityOfService = .background
super.init()
}
public func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {
}
public func draw(in view: MTKView) {
guard let drawable = view.currentDrawable, let ciImage = image,
let commandBuffer = metalCommandQueue.makeCommandBuffer(), let ci = ciContext
else {
return
}
//making sure nothing is nil, now we can add the current frame to the operationQueue for processing
operationQueue.addOperation(
MetalOperation(
drawable: drawable, drawableSize: view.drawableSize, ciImage: ciImage,
commandBuffer: commandBuffer, pixelFormat: view.colorPixelFormat, ciContext: ci))
}
//consumed by Subscriber
func updateCIImage(_ img: CIImage) {
image = img
}
//consumed by Subscriber
func updateCIImage(_ buffer: CVPixelBuffer) {
image = CIImage(cvPixelBuffer: buffer)
}
}
}
now the MetalOperation class:
private class MetalOperation: Operation, @unchecked Sendable {
let drawable: CAMetalDrawable
let drawableSize: CGSize
let ciImage: CIImage
let commandBuffer: MTLCommandBuffer
let pixelFormat: MTLPixelFormat
let ciContext: CIContext
init(
drawable: CAMetalDrawable, drawableSize: CGSize, ciImage: CIImage,
commandBuffer: MTLCommandBuffer, pixelFormat: MTLPixelFormat, ciContext: CIContext
) {
self.drawable = drawable
self.drawableSize = drawableSize
self.ciImage = ciImage
self.commandBuffer = commandBuffer
self.pixelFormat = pixelFormat
self.ciContext = ciContext
}
override func main() {
let width = Int(drawableSize.width)
let height = Int(drawableSize.height)
let ciWidth = Int(ciImage.extent.width) //<-- Thread 22: EXC_BAD_ACCESS (code=1, address=0x5e71f5490) A bad access to memory terminated the process.
let ciHeight = Int(ciImage.extent.height)
let destination = CIRenderDestination(
width: width, height: height, pixelFormat: pixelFormat, commandBuffer: commandBuffer,
mtlTextureProvider: { [self] () -> MTLTexture in
return drawable.texture
})
let transform = CGAffineTransform(
scaleX: CGFloat(width) / CGFloat(ciWidth), y: CGFloat(height) / CGFloat(ciHeight))
do {
try ciContext.startTask(toClear: destination)
try ciContext.startTask(toRender: ciImage.transformed(by: transform), to: destination)
} catch {
}
commandBuffer.present(drawable)
commandBuffer.commit()
commandBuffer.waitUntilCompleted()
}
}
Now I am no Metal expert, but I believe it's a very simple execution that shouldn't cause memory leak especially after we have already checked for whether CIImage is nil or not. I have also tried running this code without OperationQueue and also tried with @autoreleasepool but none of them has solved this problem.
Am I missing something?
Hi, I trying to use Metal cpp, but I have compile error:
ISO C++ requires the name after '::' to be found in the same scope as the name before '::'
metal-cpp/Foundation/NSSharedPtr.hpp(162):
template <class _Class>
_NS_INLINE NS::SharedPtr<_Class>::~SharedPtr()
{
if (m_pObject)
{
m_pObject->release();
}
}
Use of old-style cast
metal-cpp/Foundation/NSObject.hpp(149):
template <class _Dst>
_NS_INLINE _Dst NS::Object::bridgingCast(const void* pObj)
{
#ifdef __OBJC__
return (__bridge _Dst)pObj;
#else
return (_Dst)pObj;
#endif // __OBJC__
}
XCode Project was generated using CMake:
target_compile_features(${MODULE_NAME} PRIVATE cxx_std_20)
target_compile_options(${MODULE_NAME}
PRIVATE
"-Wgnu-anonymous-struct"
"-Wold-style-cast"
"-Wdtor-name"
"-Wpedantic"
"-Wno-gnu"
)
May be need to set some CMake flags for C++ compiler ?
Hi,
is there a way in visionOS to anchor an entity to the POV via RealityKit?
I need an entity which is always fixed to the 'camera'.
I'm aware that this is discouraged from a design perspective as it can be visually distracting. In my case though I want to use it to attach a fixed collider entity, so that the camera can collide with objects in the scene.
Edit:
ARView on iOS has a lot of very useful helper properties and functions like cameraTransform (https://developer.apple.com/documentation/realitykit/arview/cameratransform)
How would I get this information on visionOS? RealityViews content does not seem offer anything comparable.
An example use case would be that I would like to add an entity to the scene at my users eye-level, basically depending on their height.
I found https://developer.apple.com/documentation/realitykit/realityrenderer which has an activeCamera property but so far it's unclear to me in which context RealityRenderer is used and how I could access it.
Appreciate any hints, thanks!
Hello everyone,
Since last night, the Object Capture feature in my app has stopped working. Whenever I try to use it, a blank screen is displayed instead of the expected functionality.
I’ve also tested several other apps that rely on Object Capture, and they are experiencing the same issue. This makes me think it might not be a problem specific to my device or app.
I’ve already tried restarting my device and ensuring all apps are up to date, but the issue persists.
Does anyone have more information about this issue? If so, is there any update on when it might be resolved?
Thank you in advance for your help!
Best regards
Hi, I have a full screen iOS game. In the Simulator, preferredScreenEdgesDeferringSystemGestures works well to prevent a drag down from the top of the full-screen play area from immediately opening the Notification Center. (You got a tab, and had to swipe down on it.) But at least on my device, when testing, unlike in Simulator, Notification Center opens immediately when I swipe down from the top. Any suggestions?
Topic:
Graphics & Games
SubTopic:
General
I am developing a turn based game using GameKit. The happy path (pretty much as always) is fine; invite, accept, play, have winners/losers and match ends. Yay! But I am working on making sure I handle situations where invited friends decline to participate.
I've been through the docs, and don't see how the GKTurnBasedMatch is updated to reflect the tap of the decline button in the Game Center Invite notification. When I reload the match from Game Center on the host device the status for the invitee who declined is still .invited.
I also tested by setting all players that are not the host in the nextParticipants of the endTurn(...) to start the invites and the next invitee was not given a push notification to accept or decline the invite.
I feel like there should be a way to determine when an invitee has declined an invite (via participant in the match.participants via status OR a delegation method somewhere that is called when the Decline or Accept buttons on that notification are tapped.)
I'm missing something, please help me find it!
Thank you!
I would like to implement zoom functionality in my SceneKit game: when the user performs the pinch gesture on a point on the screen, the scene zooms in to make that point larger.
Until now I simply changed SCNCamera.focalLength, but this simply zooms in to the center of what is currently visible on screen. Is it somehow possible to implement the zoom functionality described above by perhaps interactively rotating the camera at the same time towards the pinched point? Is there a formula for this? I would like to avoid suddenly rotating the camera to face the pinched point when the pinch gesture begins and then zoom in while the pinch is in progress.
I am trying to create an empty metadata, and set the HDRGainMapHeadroom at xxx. However the final returned mutableMetadata doesn't contain the HDRGainMap:HDRGainMapVersion or HDRGainMap:HDRGainMapHeadroom. But iio:hasXMP exist.
why? Is that the reason that the namespace HDRGainMap is private?
func createHDRGainMapMetadata(version: Int, headroom: Double) -> CGImageMetadata? {
// Create a mutable metadata object
let mutableMetadata = CGImageMetadataCreateMutable()
// Define the namespace for HDRGainMap
let namespace = "HDRGainMap"
let xmpKeyPath = "iio:hasXMP"
let xmpValue = String(true)
// Set the HDRGainMapVersion item
let versionKeyPath = "\(namespace):HDRGainMapVersion"
let versionValue = String(version)
// Set the version value
let xmpSetResult = CGImageMetadataSetValueWithPath(mutableMetadata, nil, xmpKeyPath as CFString, xmpValue as CFString)
if xmpSetResult == false {
print("Failed to set xmp")
}
// Set the version value
let versionSetResult = CGImageMetadataSetValueWithPath(mutableMetadata, nil, versionKeyPath as CFString, versionValue as CFString)
if versionSetResult == false {
print("Failed to set HDRGainMapVersion")
}
// Set the HDRGainMapHeadroom item
let headroomKeyPath = "\(namespace):HDRGainMapHeadroom"
let headroomValue = String(headroom)
// Set the headroom value
let headroomSetResult = CGImageMetadataSetValueWithPath(mutableMetadata, nil, headroomKeyPath as CFString, headroomValue as CFString)
if headroomSetResult == false {
print("Failed to set HDRGainMapHeadroom")
}
return mutableMetadata
}
I am making a SpriteKit game and I am trying to change the cursor image from the default pointer to a png image that I have imported into the project, but it’s not really working. when I run the project I can see the cursor image change for a brief second and then return to the default image. Here is my code:
print(NSCursor.current)
if let image = NSImage(named: customImage) {
print("The image exists")
cursor = NSCursor(image: image, hotSpot: .zero)
cursor.push()
print(cursor)
}
print(NSCursor.current)
The above code is all contained in the didMove(:) function in GameScene. From the print statements I can see that the memory address of the NSCursor.current changes to that of cursor. HOWEVER, in the mouseMoved(:) call back function I print out the mouse location and the current cursor. I can see from these print stamens that the cursor memory address has again changed and no longer matches the custom cursor address… so I am not sure what is going on…
Also, fyi the cursor is a global property within game scene so it should persist. Also, image is not nil. This is verified by the print statements I see
Thanks
I am unable to get VisionOS 2.0 (simulator) to receive the GCControllerDidConnect notification and thus am unable to setup support for a gamepad. However, it works in VisionOS 1.2.
For VisionOS 2.0 I've tried adding:
.handlesGameControllerEvents(matching: .gamepad) attribute to the view
Supports Controller User Interaction to Info.plist
Supported game controller types -> Extended Gamepad to Info.plist
...but the notification still doesn't fire. It does when the code is run from VisionOS 1.2 simulator, both of which have the Send Game Controller To Device option enabled.
Here is the example code. It's based on the Xcode project template. The only files updated were ImmersiveView.swift and Info.plist, as detailed above:
import SwiftUI
import GameController
import RealityKit
import RealityKitContent
struct ImmersiveView: View {
var body: some View {
RealityView { content in
// Add the initial RealityKit content
if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) {
content.add(immersiveContentEntity)
}
NotificationCenter.default.addObserver(
forName: NSNotification.Name.GCControllerDidConnect,
object: nil, queue: nil) { _ in
print("Handling GCControllerDidConnect notification")
}
}
.modify {
if #available(visionOS 2.0, *) {
$0.handlesGameControllerEvents(matching: .gamepad)
} else {
$0
}
}
}
}
extension View {
func modify<T: View>(@ViewBuilder _ modifier: (Self) -> T) -> some View {
return modifier(self)
}
}
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?
Project: I have some data wich could be transformed by shader, result may be kept in rgb channels of image. Great.
But now to mix dozens of those results? Not one by one, image after image, but all at once. Something like „complicated average” color of particular pixel from all delivered images.
Is it possible?