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GKMatch rule-based matching. Can't match more than 3 people.
Matchmaking rules https://developer.apple.com/documentation/gamekit/matchmaking-rules?language=objc AppStoreConnectApi rules https://developer.apple.com/documentation/appstoreconnectapi/rules?language=objc ・Environment Unity 6000.2.2f1 XCode 16.1 iOS 26 3 iPhones ・AppStoreConnectApi rules "type": "gameCenterMatchmakingRuleSets", "id": "f6a88caf-85db-42bf-xxxxxxxxxxxxxxxxxxxx", "attributes": { "referenceName": "co.mygame.RuleSets.GvERandom34", "ruleLanguageVersion": 1, "minPlayers": 3, "maxPlayers": 4 }, "type": "gameCenterMatchmakingRules", "id": "6afa68ce-4d2c-496f-xxxxxxxxxxxxxxxxxxxx", "attributes": { "referenceName": "GameVersion", "description": "Check Game Version. GvERandom34", "type": "COMPATIBLE", "expression": "requests[0].properties.gameVersion == requests[1].properties.gameVersion", "weight": null }, "type": "gameCenterMatchmakingQueues", "id": "7fb645ef-4eca-4510-xxxxxxxxxxxxxxxxxxxx", "attributes": { "referenceName": "co.mygame.que.GvERandom34", "classicMatchmakingBundleIds": [] }, ・Objective-C Execution code queueName = "co.mygame.que.GvERandom34" keyStr = "gameVersion " valueStr = "1.0" - (void)MatchQueueParamStr1Start:(NSString*)queueName keyStr:(NSString*)keyStr valueStr:(NSString*)valueStr { if (@available(iOS 17.2, tvOS 17.2, macOS 14.2, visionOS 1.1, *) == NO) { DBGLOG(@"MatchQueueParamStr1Start Not support."); return; } self->_matchMakingFlag = YES; self->_matchFinishFlag = NO; self->_myMatch = nil; GKMatchRequest *req = [[GKMatchRequest alloc] init]; if (@available(iOS 17.2, tvOS 17.2, macOS 14.2, visionOS 1.1, *)) { req.queueName = queueName; req.properties = @{keyStr: valueStr}; } [[GKMatchmaker sharedMatchmaker] findMatchForRequest:req withCompletionHandler: ^(GKMatch *match, NSError *error) { if (error) { [self SetupErrorInfo:error descriptionText:@"findMatchForRequest"]; } else if(match) { self->_myMatch = match; self->_myMatch.delegate = self; } self->_matchMakingFlag = NO; self->_matchFinishFlag = YES; }]; } ・ I'm trying to match with three devices. Matching doesn't work. 5 minutes later times out. What's the problem?
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264
Nov ’25
MPSMatrixRandom SEGFAULTs when ran in an async context
The following minimal snippet SEGFAULTS with SDK 26.0 and 26.1. Won't crash if I remove async from the enclosing function signature - but it's impractical in a real project. import Metal import MetalPerformanceShaders let SEED = UInt64(0x0) typealias T = Float16 /* Why ran in async context? Because global GPU object, and async makeMTLFunction, and async makeMTLComputePipelineState. Nevertheless, can trigger the bug without using global @MainActor let myGPU = MyGPU() */ @main struct CMDLine { static func main() async { let ptr = UnsafeMutablePointer<T>.allocate(capacity: 0) async let future: Void = randomFillOnGPU(ptr, count: 0) print("Main thread is playing around") await future print("Successfully reached the end.") } static func randomFillOnGPU(_ buf: UnsafeMutablePointer<T>, count destbufcount: Int) async { // let (device, queue) = await (myGPU.device, myGPU.commandqueue) let myGPU = MyGPU() let (device, queue) = (myGPU.device, myGPU.commandqueue) // Init MTLBuffer, async let makeFunction, makeComputePipelineState, etc. let tempDataType = MPSDataType.uInt32 let randfiller = MPSMatrixRandomMTGP32(device: device, destinationDataType: tempDataType, seed: Int(bitPattern:UInt(SEED))) print("randomFillOnGPU: successfully created MPSMatrixRandom.") // try await computePipelineState // ^ Crashes before this could return // Or in this minimal case, after randomFillOnGPU() returns // make encoder, set pso, dispatch, commit... } } actor MyGPU { let device : MTLDevice let commandqueue : MTLCommandQueue init() { guard let dev: MTLDevice = MPSGetPreferredDevice(.skipRemovable), let cq = dev.makeCommandQueue(), dev.supportsFamily(.apple6) || dev.supportsFamily(.mac2) else { print("Unable to get Metal Device! Exiting"); exit(EX_UNAVAILABLE) } print("Selected device: \(String(format: "%llX", dev.registryID))") self.device = dev self.commandqueue = cq print("myGPU: initialization complete.") } } See FB20916929. Apparently objc autorelease pool is releasing the wrong address during context switch (across suspension points). I wonder why such obvious case has not been caught before.
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124
Nov ’25
Achievement Banners Not always Showing
When running on my iPhone SE3 under IOS 18.4.1, achievement banners show as expected. The same code running on my iPad Air2 under IOS 15.8.4, achievement banners do not show, but they are accepted (as shown in the GameCenterViewController). The banners also don't show when running the simulator under iPhone 16 Pro Max under IOS 18.2 or simulator under iPhone SE3 under IOS 18.3. I haven't tried others. [Note that I clear the achievements each run during test so that I can duplicate this]
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103
May ’25
We are getting a blank image after capturing and compressing the picture.
We used below method to resize image while compress the image, Below method is correct or need to do the correction in method or "CGBitmapContextCreate" -(UIImage *)resizeImage:(UIImage *)anImage width:(int)width height:(int)height { CGImageRef imageRef = [anImage CGImage]; CGImageAlphaInfo alphaInfo = CGImageGetAlphaInfo(imageRef); if (alphaInfo == kCGImageAlphaNone) alphaInfo = kCGImageAlphaNoneSkipLast; CGContextRef bitmap = CGBitmapContextCreate(NULL, width, height, CGImageGetBitsPerComponent(imageRef), 4 * width, CGImageGetColorSpace(imageRef), alphaInfo); CGContextDrawImage(bitmap, CGRectMake(0, 0, width, height), imageRef); CGImageRef ref = CGBitmapContextCreateImage(bitmap); UIImage *result = [UIImage imageWithCGImage:ref]; CGContextRelease(bitmap); CGImageRelease(ref); return result; }
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368
Dec ’25
请问Game Center的数据保存逻辑
我们想在游戏类 App 内接入 Game Center。用户可以在游戏内创建多个角色,若用户在游戏内创建了2个角色:角色1、角色2,请问: 当用户将角色1与 Game Center 绑定后,数据将上报至 Game Center。此时玩家想要将角色1与 Game Center 解除绑定,解绑后,再将角色2与 Game Center 绑定。那么这时角色1的数据是留存在 Game Center 中,还是将被移除?
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305
Oct ’25
why GLDContextRec::flushContextInternal() leads to abort
The flushContextInternal function in glr_sync.mm:262 called abort internally. What caused this? Was it due to high device temperature or some other reason? Date/Time: 2024-08-29 09:20:09.3102 +0800 Launch Time: 2024-08-29 08:53:11.3878 +0800 OS Version: iPhone OS 16.7.10 (20H350) Release Type: User Baseband Version: 8.50.04 Report Version: 104 Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x0000000000000000, 0x0000000000000000 Triggered by Thread: 0 Thread 0 name: Thread 0 Crashed: 0 libsystem_kernel.dylib 0x00000001ed053198 __pthread_kill + 8 (:-1) 1 libsystem_pthread.dylib 0x00000001fc5e25f8 pthread_kill + 208 (pthread.c:1670) 2 libsystem_c.dylib 0x00000001b869c4b8 abort + 124 (abort.c:118) 3 AppleMetalGLRenderer 0x00000002349f574c GLDContextRec::flushContextInternal() + 700 (glr_sync.mm:262) 4 DiSpecialDriver 0x000000010824b07c Di::RHI::onRenderFrameEnd() + 184 (RHIDevice.cpp:118) 5 DiSpecialDriver 0x00000001081b85f8 Di::Client::drawFrame() + 120 (Client.cpp:155) 2024-08-27_14-44-10.8104_+0800-07d9de9207ce4c73289507e608e5de4320d02ccf.crash
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137
Mar ’25
Morphing Animation Not Playing in an Xcode VisionOS App
I have a 3D model with morphing animation that works correctly in Blender. I exported this model as a USDZ file and tried to display it in an Xcode-developed visionOS app, but the morphing animation does not play. What I Have Tried: Morphing animation works correctly in Blender. After exporting to USDZ, the morphing animation does not play in the Xcode app. Linear motion animations (such as object movement) work fine. Behavior in Reality Converter: GLB files do not display. USDZ files load, but morphing animations do not play. What I Want to Know: Is there a way to play morphing animations in an Xcode-developed app? Does RealityKit support morphing animations? Can morphing animations be played in an Xcode-developed app? If RealityKit does not support morphing animations, what alternative methods can be used to play them? I am looking for a way to use the existing animations without recreating them. Additional Information: I have both the Blender file (where animations work) and the USDZ file (where animations do not play). I am developing a visionOS app using Xcode. Any advice or solutions would be greatly appreciated. Thank you in advance!
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524
Feb ’25
Building Game Porting Toolkit on Sequoia
Like many folks here, I've recently attempted to build Apple's Game Porting Toolkit on my machine and ran into compiler errors, but instead of going the usual route of downloading the prebuilt package (kindly provided by GCenX), I decided to see if I could force it to build (since it was obviously buildable at some point). Down below is the list of things I had to do to make it work. Disclaimer: There are several dirty hacks I had to attempt to force the system to do what I needed. Use at your own risk. Don't forget to run all brew commands from a Rosetta prompt: arch -x86_64 zsh Install openssl This one is easy. Just run brew tap rbenv/tap brew install rbenv/tap/openssl@1.1 Install Command Line Tools 15.1 This specific version is required since newer versions come with the linker that is not compatible with the custom compiler (game-porting-toolkit-compiler) that GPTK is using. However, by default 15.1 tools won't install on Sequoia since the installer complains that macOS version is too new. Obviously, Apple has their reasons to not allow this, but all we need is a compiler which should be mostly indifferent to the OS version. To trick the installer, we need to change OS requirement of the installer package. You can do it in four easy steps: Copy Command Line Tools.pkg from the mounted Command_Line_Tools_for_Xcode_15.1.dmg to some other directory. Expand the installer package: pkgutil --expand "Command Line Tools.pkg" CLT You might be prompted to install Command Line Tools when you call pkgutil, just install any version. Go to the newly created CLT folder and edit the Distribution file (it may appear as executable but it's just an xml). You would want to change allowed-os-versions to something greater than 15. Removing this section altogether might also work. When done, re-wrap the package: pkgutil --flatten CLT "Command Line Tools 2.pkg" Congratulations, now you should be able to install 15.1 tools on your OS! If you had to install newer Command Line Tools for pkgutil, delete them before installing 15.1: sudo rm -rf /Library/Developer/CommandLineTools Next step is to make Homebrew accept the outdated 15.1 tools, as by default it'll complain that they're outdated or corrupted. To shut it up, open /usr/local/Homebrew/Library/Homebrew/extend/os/Mac/diagnostic.rb and remove references to check_if_supported_sdk_available from a couple of fatal build check collections. Note - by default, Homebrew will auto-update on any invocation, which will overwrite any changes you've made to its internals. To disable this behavior, before running any brew commands in the terminal, run export HOMEBREW_NO_AUTO_UPDATE=1 After these manipulations, Homebrew might still complain about outdated Command Line Tools, but it won't be a fatal error anymore. Finally, we need to downgrade MinGW to 11.0.1, since the latest version spits out compiler errors when compiling Wine. Unfortunately, Homebrew does a bad job tracking versions of MinGW, so there is no automatic way to do it. Instead, you have to manually download and install old MinGW 11.0.1 formula from the Homebrew git repository. I used the commit from Sep 16, 2023: https://github.com/Homebrew/homebrew-core/blob/b95f4f9491394af667943bd92b081046ba3406f2/Formula/m/mingw-w64.rb Download the file above, save it in your current working directory, and then run brew install ./mingw-w64.rb If you had a newer version of MinGW already installed from the previous build attempts, you can unlink it before installing the one above: brew unlink mingw-w64 With Command Line Tools 15.1 and MinGW 11.0.1 you should now be able to build GPTK without errors: brew -v install apple/apple/game-porting-toolkit In the end, steps above worked for me, although more things could break in the future. I'm leaving the instructions here just to show that it's still possible to build GPTK manually instead of relying on third parties, but with all the hoops I had to jump through I can't really recommend it.
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742
Mar ’25
RealityKit - Full 3D experience
I have a question I guess more for the Apple team. But why are there no totally 3D experiences for the Vision Pro lineup? I know they have given us tools to implement unity 3D games into iPhone and I guess you can also build it in RealityKit. But why at this moment are 3D games limited to just iPad and iPhone and can't you bring that into Vision Pro? Just to explain. When I say a totally 3D game, I mean games like Gorn. I mean the Vision Pro is definitely powerful enough, but it just feels limited to tabletop games and AR games. Is this something Apple is thinking about implementing?
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549
Oct ’25
How to use MTKTextureLoader to load png data
I am trying to load some PNG data with MTKTextureLoader newTextureWithData,but the result shows wrong at the alpha area. Here is the code. I have an image URL, after it downloads successfully, I try to use the data or UIImagePNGRepresentation (image), they all show wrong. UIImage *tempImg = [UIImage imageWithData:data]; CGImageRef cgRef = tempImg.CGImage; MTKTextureLoader *loader = [[MTKTextureLoader alloc] initWithDevice:device]; id<MTLTexture> temp1 = [loader newTextureWithData:data options:@{MTKTextureLoaderOptionSRGB: @(NO), MTKTextureLoaderOptionTextureUsage: @(MTLTextureUsageShaderRead), MTKTextureLoaderOptionTextureCPUCacheMode: @(MTLCPUCacheModeWriteCombined)} error:nil]; NSData *tempData = UIImagePNGRepresentation(tempImg); id<MTLTexture> temp2 = [loader newTextureWithData:tempData options:@{MTKTextureLoaderOptionSRGB: @(NO), MTKTextureLoaderOptionTextureUsage: @(MTLTextureUsageShaderRead), MTKTextureLoaderOptionTextureCPUCacheMode: @(MTLCPUCacheModeWriteCombined)} error:nil]; id<MTLTexture> temp3 = [loader newTextureWithCGImage:cgRef options:@{MTKTextureLoaderOptionSRGB: @(NO), MTKTextureLoaderOptionTextureUsage: @(MTLTextureUsageShaderRead), MTKTextureLoaderOptionTextureCPUCacheMode: @(MTLCPUCacheModeWriteCombined)} error:nil]; }] resume];
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667
May ’25
Bone deformation
I have been tasked with creating content for the Apple Vision Pro. Just the 3D content and animation, not the programming end of things. I can't seem to get any kind of mesh deformation animation to import into Reality Composer Pro. By that I mean bones/skin, or even point cache. I work on PC, and my main software is 3DS Max, but I'm borrowing an iMac for this job, and was instructed to use RCP on it for testing before handing things off to the programmer. My files open and play fine in other USD programs, like Omniverse, or USD View, just not Reality Composer Pro. I've seen the dinosaur demo in AVP, so I know mesh deformation is possible. If there are other essential tools that might make this possible, I have not been made aware of them. I am experimenting with bouncing things off of Blender, in case that exports better, but not really having luck there either -though my results are different. Thanks.
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123
Sep ’25
How to add and remove child entities to a rigged entity in RealityKit?
I am currently using RealityKit (perspective camera) to render a character in my swiftUI app. The character has customization such as clothing items and hair and all objects are properly weighted to the rig. The way the model is setup in Blender is like so: Groups of objects that will be swapped (ex: Shoes -> Shoes objects) and an armature. I then export it to usdc with all objects active. This is the resulting hierarchy: Before exporting for the animation (armature modifier applied), I simply had to store the Model entities and swap them in but now when I export with the Armature Modifier applied, so that animations get exported, the ModelComponent gets flattened to the armature and swapping entities and applying new materials to them is no longer as simple. Here's a demo blend file and usdc export with a setup like mine, having an animated bone to swing a cube and sphere, to be swapped so that only one is visible https://www.dropbox.com/scl/fo/be2q6qcztc83z7c4gj1w0/AMapxWc_ip2KZ8oTOYDUMv8?rlkey=rcdaggcxq06dyen09mw5mqmem&st=bnc0d7j0&dl=0 This is how I'm loading the entity and removing a part, with the demo files import SwiftUI import RealityKit struct SwapDemoView: View { var body: some View { RealityView { content in let camera = PerspectiveCamera() camera.transform.translation = SIMD3(x: 0, y: 0.1, z: 3) guard let root = try? await Entity(named: "simpleSwapDemo") else { fatalError("simpleSwapDemo.usdc is not present") } print(root) // Get initial hierarchy guard let cube = root.findEntity(named: "Cube") else { fatalError("Entity cube doesn't exist") } cube.removeFromParent() // <-- Cube is still visible after removal print(root) // Get hierarchy to confirm removal of cube let resource = root.availableAnimations[0] root.playAnimation(resource.repeat()) content.add(root) content.add(camera) } .background(.white) } } And this is what the entity hierarchy looks like in RealityKit before cube removal ▿ 'root' : Entity, children: 1 ⟐ SynchronizationComponent ⟐ AnimationLibraryComponent ⟐ Transform ▿ 'Armature' : ModelEntity, children: 2 ⟐ SynchronizationComponent ⟐ ModelComponent ⟐ SkeletalPosesComponent ⟐ AnimationLibraryComponent ⟐ Transform ▿ 'Armature' : Entity ⟐ SynchronizationComponent ⟐ Transform ▿ 'Primitives' : Entity, children: 2 ⟐ SynchronizationComponent ⟐ Transform ▿ 'Sphere' : Entity, children: 1 ⟐ SynchronizationComponent ⟐ Transform ▿ 'Sphere' : Entity ⟐ SynchronizationComponent ⟐ Transform ▿ 'Cube' : Entity, children: 1 ⟐ SynchronizationComponent ⟐ Transform ▿ 'Cube' : Entity ⟐ SynchronizationComponent ⟐ Transform And here's the hierarchy after removal ▿ 'root' : Entity, children: 1 ⟐ SynchronizationComponent ⟐ AnimationLibraryComponent ⟐ Transform ▿ 'Armature' : ModelEntity, children: 2 ⟐ SynchronizationComponent ⟐ ModelComponent ⟐ SkeletalPosesComponent ⟐ AnimationLibraryComponent ⟐ Transform ▿ 'Armature' : Entity ⟐ SynchronizationComponent ⟐ Transform ▿ 'Primitives' : Entity, children: 1 ⟐ SynchronizationComponent ⟐ Transform ▿ 'Sphere' : Entity, children: 1 ⟐ SynchronizationComponent ⟐ Transform ▿ 'Sphere' : Entity ⟐ SynchronizationComponent ⟐ Transform And this is the result: What's the best practice here? Should animation be exported separately and then applied to the skeleton? If so, how is that achieved? I'm not really sure how to proceed here.
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140
May ’25
RealityKit - How to change camera target in response of a touch event?
Hello, I’m porting my UIKit/SceneKit app to SwiftUI/RealityKit and I’m wondering how to change the camera target programmatically. I created a simple scene in Reality Composer Pro with two spheres. My goal is straightforward: when the user taps a sphere, the camera should look at it as the main target. Following Apple’s videos, I implemented the .gesture modifier and it is printing the tapped sphere correctly, but updating my targetEntity state doesn’t change anything, so the camera won't update its target. Is there a way to access the scene content at that level? Or what else should I do? Here’s my current code implementation: Thanks!
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275
Sep ’25
Custom EntityAction - different behaviour VisionOS 2.6 vs 26
I implemented an EntityAction to change the baseColor tint - and had it working on VisionOS 2.x. import RealityKit import UIKit typealias Float4 = SIMD4<Float> extension UIColor { var float4: Float4 { if cgColor.numberOfComponents == 4, let c = cgColor.components { Float4(Float(c[0]), Float(c[1]), Float(c[2]), Float(c[3])) } else { Float4() } } } struct ColourAction: EntityAction { // MARK: - PUBLIC PROPERTIES let startColour: Float4 let targetColour: Float4 // MARK: - PUBLIC COMPUTED PROPERTIES var animatedValueType: (any AnimatableData.Type)? { Float4.self } // MARK: - INITIATION init(startColour: UIColor, targetColour: UIColor) { self.startColour = startColour.float4 self.targetColour = targetColour.float4 } // MARK: - PUBLIC STATIC FUNCTIONS @MainActor static func registerEntityAction() { ColourAction.subscribe(to: .updated) { event in guard let animationState = event.animationState else { return } let interpolatedColour = event.action.startColour.mixedWith(event.action.targetColour, by: Float(animationState.normalizedTime)) animationState.storeAnimatedValue(interpolatedColour) } } } extension Entity { // MARK: - PUBLIC FUNCTIONS func changeColourTo(_ targetColour: UIColor, duration: Double) { guard let modelComponent = components[ModelComponent.self], let material = modelComponent.materials.first as? PhysicallyBasedMaterial else { return } let colourAction = ColourAction(startColour: material.baseColor.tint, targetColour: targetColour) if let colourAnimation = try? AnimationResource.makeActionAnimation(for: colourAction, duration: duration, bindTarget: .material(0).baseColorTint) { playAnimation(colourAnimation) } } } This doesn't work in VisionOS 26. My current fix is to directly set the material base colour - but this feels like the wrong approach: @MainActor static func registerEntityAction() { ColourAction.subscribe(to: .updated) { event in guard let animationState = event.animationState, let entity = event.targetEntity, let modelComponent = entity.components[ModelComponent.self], var material = modelComponent.materials.first as? PhysicallyBasedMaterial else { return } let interpolatedColour = event.action.startColour.mixedWith(event.action.targetColour, by: Float(animationState.normalizedTime)) material.baseColor.tint = UIColor(interpolatedColour) entity.components[ModelComponent.self]?.materials[0] = material animationState.storeAnimatedValue(interpolatedColour) } } So before I raise this as a bug, was I doing anything wrong in the former version and got lucky? Is there a better approach?
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129
Sep ’25
Improving person segmentation and occlusion quality in RealityKit
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) } } } } } }
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112
May ’25