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Hi,
I'm rewriting my game from SceneKit to RealityKit, and I'm having trouble implementing the following scenario:
I tap on the iPhone screen to select an Entity that I want to drag.
If an Entity was tapped, it should then be possible to drag it left, right, etc.
SceneKit solution:
func CGPointToSCNVector3(_ view: SCNView, depth: Float, point: CGPoint) -> SCNVector3 {
let projectedOrigin = view.projectPoint(SCNVector3Make(0, 0, Float(depth)))
let locationWithz = SCNVector3Make(Float(point.x), Float(point.y), Float(projectedOrigin.z))
return view.unprojectPoint(locationWithz)
}
and then I was calling:
SCNView().hitTest(location, options: [SCNHitTestOption.firstFoundOnly:true])
the code was called inside of the UIPanGestureRecognizer in my UIViewController.
Could I reuse that code or should I go with the SwiftUI approach - something like that:
var body: some View {
RealityView {
....
} .gesture(TapGesture().onEnded {
})
?
I already have this code:
@State private var location: CGPoint?
.onTapGesture { location in
self.location = location
}
I'm trying to identify the entity that was tapped within the RealityView like that:
RealityView { content in
let box: ModelEntity = createBox() // for now there is only one box, however there will be many boxes
content.add(box)
let anchor = AnchorEntity(world: [0, 0, 0])
content.add(anchor)
_ = content.subscribe(to: SceneEvents.Update.self) { event in
//TODO: find tapped entity, so that it could be dragged inside of the DragGesture()
}
Any help would be appreciated.
I also noticed that if I create a TapGesture like that:
TapGesture(count: 1)
.targetedToAnyEntity()
and add it to my view using .gesture() then it is not triggered.
We set the CVDisplayLink on macOS to 0 or 120, and get the following. This then clamps maximum refresh to 60Hz on the 120Hz ProMotion display on a MBP M2 Max laptop. How is this not fixed in 4 macOS releases?
CoreVideo: currentVBLDelta returned 200000 for display 1 -- ignoring unreasonable value
CoreVideo: [0x7fe2fb816020] Bad CurrentVBLDelta for display 1 is zero. defaulting to 60Hz.
Hi,
When using a High Definition Display, is there a way to render at exactly the target resolution on the physical screen?
My understanding is that the default behavior is to render to a backing store with a resolution (in pixels) which can be twice the size of the logical resolution (in points). Then we let the OS handle the down-scaling to the actual target resolution on the screen. This is all nice for non-graphics intensive apps, but it means that my game will render at a higher resolution than needed, which seems like an obvious loss of performance.
My expectation is that, for graphics intensive application such as games, we should be able to query and render to the final resolution on the display. Can it / should it be done?
Thank you for your help :)
FYI I did find a document which explains how to setup your CAMetalLayer to render at a custom resolution. I suspect that this may be what I have to do?
I'm trying to pass a buffer of float2 items from CPU to GPU.
In the kernel, I can provide a parameter for the buffer:
device const float2* values
for example.
How do I specify float2 as the type for the MTL::Buffer?
I managed to get the code to work by "cheating" by defining a simple class that has the same data members as a float2, but there is probably a better way.
class Coord_f { public: float x{0.0f}; float y{0.0f}; };
then using code to allocate like this:
NS::TransferPtr(device->newBuffer(n_elements * sizeof(Coord_f), MTL::ResourceStorageModeManaged))
The headers for metal-cpp do not appear to define vector objects like float2, but I'm doubtless missing something.
Thanks.
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!
Topic:
Graphics & Games
SubTopic:
RealityKit
I have an oval UIBezierPath with a moving SKSpriteNode,
I stop its motion and record the stopped position. I then restart this motion and want it to restart where it initially stopped.
Works great if motion is not stopped. Movement is great around entire oval Path.
Also works great as long as this stop-restart sequence occurs along the top half of the oval UIBezierPath. However, I have problems along the bottom half of this Path -- it stops okay, but the restart position is not where it previously stopped.
My method to create this oval UIBezierePath is as follows:
func createTrainPath() {
trainRect = CGRect(x: tracksPosX - tracksWidth/2,
y: tracksPosY - tracksHeight/2,
width: tracksWidth,
height: tracksHeight)
// these methods come from @DonMag
trainPoints = generatePoints(inRect: trainRect,
withNumberOfPoints: nbrPathPoints)
trainPath = generatePathFromPoints(trainPoints!,
startingAtIDX: savedTrainIndex)
} // createTrainPath
My method to stop this motion is as follows:
func stopFollowTrainPath() {
guard (myTrain != nil) else { return }
myTrain.isPaused = true
savedTrainPosition = myTrain.position
// also from @DonMag
savedTrainIndex = closestIndexInPath(
trainPath,
toPoint: savedTrainPosition) ?? 0
} // stopFollowTrainPath
Finally, I call this to re-start this motion:
func startFollowTrainPath() {
var trainAction = SKAction.follow(trainPath.cgPath,
asOffset: false,
orientToPath: true,
speed: thisSpeed)
trainAction = SKAction.repeatForever(trainAction)
myTrain.run(trainAction, withKey: runTrainKey)
myTrain.isPaused = false
} // startFollowTrainPath
Again, great if motion is not stopped. Movement is great around entire oval Path.
Again, no problem for stopping and then restarting along top half of oval .. the ohoh occurs along bottom half.
Is there something I need to do within GameScene's update method that I am missing? For example, do I need to reconstruct my UIBezierPath? every time my node moves between the top half and the bottom half and therein account for the fact that the node is traveling in the opposite direction from the top half?
Topic:
Graphics & Games
SubTopic:
SpriteKit
Hello, Apple!
This post is a bug report for Metal driver in MacOS Sequoia.
I'm working on opensource game engine and one of my users reported a bug, on "MacOS Sequoia" + "AMD Radeon RX 6900 XT". Engine crashes, when liking a compute pipeline, with following NSError:
"Compiler encountered an internal error: I"
Offended shader (depth aware blur): https://shader-playground.timjones.io/27565de40391f62f078c891077ba758c
On my end, compiling same shader on M1 (Sonoma) or with offline compiler doesn't reproduce the issue.
Post with bug-report on github: https://github.com/Try/OpenGothic/issues/712
Looking forward for your help and driver fix ;)
Topic:
Graphics & Games
SubTopic:
Metal
How to create a beautiful fire animation using Swift?
Which API is better to use?
I facing to many lags in pubgmobile when i m playing its not running properly
Hi all,
I've encountered a potential issue with how the winding order of geometry is handled when their transformations involve negative scaling.
I created a simple test asset, a single triangle, to demonstrate this. The triangle's vertices are defined in a counter-clockwise ("right-handed") winding order, and its transform has a negative scale on the X-axis. According to the OpenUSD specification, this negative determinant in the transformation matrix should effectively reverse the winding order of the geometry:
However, any given gprim's local-to-world transformation can flip its effective orientation, when it contains an odd number of negative scales. This condition can be reliably detected using the (Jacobian) determinant of the local-to-world transform: if the determinant is less than zero, then the gprim's orientation has been flipped, and therefore one must apply the opposite handedness rule when computing its surface normals (or just flip the computed normals) for the purposes of hidden surface detection and lighting calculations.
When I view the asset in tools like Blender or Preview on macOS, it behaves as expected. The triangle's effective orientation is flipped to CW.
However, when the same asset is viewed in Reality Composer Pro or with QuickLook on iOS, its effective orientation remains CCW. In other words, the triangle faces the opposite direction.
My questions for the community and Apple are:
Is this behavior in RealityKit a known issue?
If this is a known issue, is there official guidance for DCC tools on how to export USDZ assets to ensure they appear correctly in the Apple ecosystem?
Any insights or recommendations would be greatly appreciated.
Hey all — I’ve been building out my first set of Game Center Achievements for a game I’m working on, and I’ve run into something odd with the image quality.
The specs say to upload icons at 512x512 or 1024x1024@2x. I’ve been uploading 1024x1024 PNGs (without explicitly naming them “@2x” since there’s only one upload slot), assuming that Game Center would just handle the scaling automatically — kind of like how a lot of things are getting more streamlined across platforms lately.
But in testing, the icons are showing up a bit blurry, especially in the Game Center interface. It’s not horrible, but it’s definitely softer than I expected — more like low-res than Retina.
All my test devices (outside the Simulator) are running iOS 26, so I’m also wondering if this might be a beta-related display bug?
Has anyone else run into this? Curious if I’m missing a best practice here, or if I really do need to ensure I’m uploading it with the @2x suffix, or maybe something else entirely?
Thanks!
Hey, i have created a game in unity with the apple core and apple gamekit plugins present. I setup 5 leaderboards on the app store connect. I made a unity build and did the whole testflight build loop to test everything. When i open my gamecenter panel via the button i see my leaderboards but they show as MISSING TITLE which is weird because i have for sure set them up correctly they have a leaderboard reference name and leaderboard id as well. When debugging i can see that when i call my submit score function it gets submitted with no error but then i also dont see the score appear anywhere .
Keep in mind the leaderboards are not live and are being tested on testflight first
I am using Unreal Engine 5.6 on a MacBook Pro with an M3 chip and macOS 15.5. I’ve installed Xcode and accepted the license, but Unreal is not detecting the latest Metal Shader Standard (Metal v3.0). The maximum version Unreal sees is Metal v2.4, even though the hardware and OS should support Metal 3.0. I’ve also run sudo xcode-select -s /Applications/Xcode.app and accepted the license via Terminal. Is there anything in Xcode settings, SDK availability, or system permissions that could be preventing access to Metal 3.0 features?"
I'm building a proof of concept application leveraging the PlaneDetectionProvider to generate UI and interactive elements on a horizontal plane the user is looking at. I'm able to create a cube at the centroid of the plane and change it's location via position. However, I can't seem to rotate the cube programmatically and from this forum post in September I'm not sure if the modelEntity.move functionality is still bugged or the documentation is not up to date.
if let planeCentroid = planeEntity.centroid {
// Create a cube at the centroid
let cubeMesh = MeshResource.generateBox(size: 0.1) // Create a cube with side length of 0.1 meters
let cubeMaterial = SimpleMaterial(color: .blue, isMetallic: false)
let cubeEntity = ModelEntity(mesh: cubeMesh, materials: [cubeMaterial])
cubeEntity.position = planeCentroid
cubeEntity.position.y += 0.3048
planeEntity.addChild(cubeEntity)
let rotationY = simd_quatf(angle: Float(45.0 * .pi/180.0), axis: SIMD3(x: 0, y: 1, z: 0))
let cubeTransform = Transform(rotation: rotationY)
cubeEntity.move(to: cubeTransform, relativeTo: planeEntity, duration: 5, timingFunction: .linear)
Ideally, I'd like to have the cube start/stop rotation when the user pinches on the plane mesh but I'd be happy just to see it rotate!
Hi,
What's the best way to handle drastic changes in scene charateristics with the new MTLFXTemporalDenoisedScaler?
Let's say a visible object of the scene radically changes its material properties. I can modify the albedo and roughness textures consequently. But I suspect the history will be corrupted. Blending visual information between the new frame and the previous ones might be a nonsense.
I guess the problem should be the same when objects appear or disappear instantly.
Is the upsacler manage these events for us (by lowering blending), or should we use the reactive or the denoise strength mask or something like that to handle them?
So I'm trying to use SpriteKit to make the background of my game. The walls have alpha 1.0, and the safe area alpha 0 and fully transparent. (e.g. a big black square with a smaller transparent square in the middle of it). Yet sprite kit always assume the entire image is either fully opaque or fully transparent. That defies its purpose isn't it? Is there a way to make this work?
Hello!
I'm developing a GPU (shader) language, where I aim to target multiple backends with a common frontend. I wanted to avoid having to round trip through Metal, and go straight to IR just like I have with SPIRV, in order to have a fast and efficient compilation process.
I've been looking for a reference page where I can read about Metals IR, and as far as I'm aware, it exists, but I can't seem to find it anywhere.
Furthermore, if such a reference is available, is there also a toolkit where I can run validation on the output IR, and perhaps even run optimizations, much like spv-tools for SPIRV?
Any help would be appreciated!
Thanks,
Gustav
Hi I have attempted to find a fix for my issue via documentation online and one phone support ( not code level support ) call to no end. I could continue to try various things but would like to see if someone else has encountered this issue and a fix for it.
Background: My Game app is live on App Store and has 1 classic leaderboard . I am now getting ready to submit an update to the app and it also entails adding a new recurring leaderboard. I added the leaderboard in App Store. I however have NOT uploaded my new build yet. I have also not added my leaderboards ( currently live and not live ) to any set.
When I try to submit scores using
GKLeaderboard.submitScore(_:context:player:leaderboardIDs:completionHandler:) to the new non-live leaderboard it works ( gives me no error )
When I try to load the scores from the new non-live leaderboard
GKLeaderboard.loadLeaderboards(IDs:completionHandler:)
loadEntries(for:timeScope:range:completionHandler:)
it fails. Error: "leaderboardID not found"
I could try ( and will )
uploading the new build to AppStore connect and associating the new leaderboard to it before testing again.
try associating each leaderboard to a set
Is there anything else that I should be aware of ?
Thanks in advance
Hi there,
With a couple of other developers we have been busy with migrating our SpriteKit games and frameworks to Swift 6.
There is one issue we are unable to resolve, and this involves the interaction between SpriteKit and GameplayKit.
There is a very small demo repo created that clearly demonstrates the issue. It can be found here:
https://github.com/AchrafKassioui/GameplayKitExplorer/blob/main/GameplayKitExplorer/Basic.swift
The relevant code also pasted here:
import SwiftUI
import SpriteKit
struct BasicView: View {
var body: some View {
SpriteView(scene: BasicScene())
.ignoresSafeArea()
}
}
#Preview {
BasicView()
}
class BasicScene: SKScene {
override func didMove(to view: SKView) {
size = view.bounds.size
anchorPoint = CGPoint(x: 0.5, y: 0.5)
backgroundColor = .gray
view.isMultipleTouchEnabled = true
let entity = BasicEntity(color: .systemYellow, size: CGSize(width: 100, height: 100))
if let renderComponent = entity.component(ofType: BasicRenderComponent.self) {
addChild(renderComponent.sprite)
}
}
}
@MainActor
class BasicEntity: GKEntity {
init(color: SKColor, size: CGSize) {
super.init()
let renderComponent = BasicRenderComponent(color: color, size: size)
addComponent(renderComponent)
let animationComponent = BasicAnimationComponent()
addComponent(animationComponent)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
@MainActor
class BasicRenderComponent: GKComponent {
let sprite: SKSpriteNode
init(color: SKColor, size: CGSize) {
self.sprite = SKSpriteNode(texture: nil, color: color, size: size)
super.init()
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
class BasicAnimationComponent: GKComponent {
let action1 = SKAction.scale(to: 1.3, duration: 0.07)
let action2 = SKAction.scale(to: 1, duration: 0.15)
override init() {
super.init()
}
override func didAddToEntity() {
if let renderComponent = entity?.component(ofType: BasicRenderComponent.self) {
renderComponent.sprite.run(SKAction.repeatForever(SKAction.sequence([action1, action2])))
}
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
As SKNode is designed to run on the MainActor, the BasicRenderComponent is attributed with MainActor as well. This is needed as this GKComponent is dedicated to encapsulate the node that is rendered to the scene.
There is also a BasicAnimationComponent, this GKComponent is responsible for animating the rendered node.
Obviously, this is just an example, but when using GameplayKit in combination with SpriteKit it is very common that a GKComponent instance manipulates an SKNode referenced from another GKComponent instance, often done via open func update(deltaTime seconds: TimeInterval) or as in this example, inside didAddToEntity.
Now, the problem is that in the above example (but the same goes foupdate(deltaTime seconds: TimeInterval) the methoddidAddToEntity is not isolated to the MainActor, as GKComponent is not either.
This leads to the error Call to main actor-isolated instance method 'run' in a synchronous nonisolated context, as indeed the compiler can not infer that didAddToEntity is isolated to the MainActor.
Marking BasicAnimationComponent as @MainActor does not help, as this isolation is not propogated back to the superclass inherited methods.
In fact, we tried a plethora of other options, but none resolved this issue.
How should we proceed with this? As of now, this is really holding us back migrating to Swift 6. Hope someone is able to help out here!