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converting .usdz to .obj results in flattened model
I'm using the Apple RoomPlan sdk to generate a .usdz file, which works fine, and gives me a 3D scan of my room. But when I try to use Model I/O's MDLAsset to convert that output into an .obj file, it comes out as a completely flat model shaped like a rectangle. Here is my Swift code: let destinationURL = destinationFolderURL.appending(path: "Room.usdz") do { try FileManager.default.createDirectory(at: destinationFolderURL, withIntermediateDirectories: true) try finalResults?.export(to: destinationURL, exportOptions: .model) let newUsdz = destinationURL; let asset = MDLAsset(url: newUsdz); let obj = destinationFolderURL.appending(path: "Room.obj") try asset.export(to: obj) } Not sure what's wrong here. According to MDLAsset documentation, .obj is a supported format and exporting from .usdz to the other formats like .stl and .ply works fine and retains the original 3D shape. Some things I've tried: changing "exportOptions" to parametric, mesh, or model. simply changing the file extension of "destinationURL" (throws error)
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936
Sep ’24
Options to have MSAA in Tile-Based Deferred Renderer
Hi folks, I'm working on a Tile based Deferred renderer, similar to this Apple example. I'm wondering how to add MSAA to the renderer, and I see two choices: Copy the single-sampled texture at the end of the GBuffer/Lighting render pass to a multi-sampled texture and resolve from that Make all render targets (GBuffer) multi-sampled and deal with sampling/resolving all intermediate textures as well as the final, combined texture. Which is the proper approach, and are there any examples of how to implement it? Thanks!
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631
Sep ’24
Camera zoom in to 3D point in SceneKit scene
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.
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562
Dec ’24
App review says - Objectionable content to the core gameplay loop for a party game.
Hey All, I would appreciate suggestions on how to resolve this problem as this is my first time publishing app on iOS store. So, I made a party game which simulates a user urinating into ****** and you have shoot some targets in ****** by controlling motion sensor. During testing on test flight no problem was shown but during official rollout, App store review says it's to remove the content which is basically the whole gameplay. I submitted a reply clarifying everything but it seems they have an automated response which was same as previous one. On the other hand, there's a similar game on app store with somewhat same idea. Can someone please guide me how to approach this problem. My game is published on Android without any problem but here.
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389
Jan ’25
Game Center Achievement "Global Players" Always Showing 0% Issue
Hello, I’m the developer of the “ StepSquad” app. Our app uses the Game Center achievement feature, but we’ve been encountering a problem: the “Global Players” metric always shows 0%, even though there are friends who have already achieved these achievements. Initially, I thought it might be because the app was newly launched. However, it’s now been over two months since release, and it’s still showing 0%. If anyone has any insight into this issue, please leave a comment.
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521
Jan ’25
Unexpected Behavior: PointerEvents do not permit simultaneous pencil and multitouch at the same time. Discussing Workarounds
For many years, I've noticed that although in native code I can handle continuous and simultaneous Apple pencil and touch inputs using UIKit, Safari and WKWebView's PointerEvents only seem to allow you to use one input type at a time. i.e. Apple Pencil down blocks touch input until lifted and touch input blocks Apple Pencil input. It's as though requiresexclusivetouchtype has been set in the underlying webkit implementation. There's decades of research (e.g. https://dl.acm.org/doi/10.1145/1866029.1866036 ) and several existing native applications in production showing that multimodal inputs open-up many unique and useful applications and interactions. Even a simple "hold object with finger" + "draw with stylus" controls are the norm. I recently built a native application using multimodal simultaneous inputs, but this is impossible to port to web due to the unexpected behavior of PointerEvents (and touch events, and mouse events; any variant exhibits the same behavior). I've researched and attempted to apply every possible flag, change, and css code to get this working, but I think the behind-the-scenes implementation is what's blocking the simultaneous touch types. This is unexpected and undesired behavior because it's inconsistent with the native behavior. If it's unintended, it's a big priority to fix for creating better user experiences on the iPad. If it's intended, I do not believe that's reasonable (even if it might be more complex and used for more advanced applications). Please expose a way to support simultaneous touch types in iPadOS/iOS in both Safari and WKWebView. At minimum, may we have a discussion on how to support the desired behavior? The simplest solution I can think of is to provide a webkit-platform-specific boolean in Safari and WKWebView called requiresExclusiveTouchType, which is set to False by default to keep the current behavior, and settable to True to get the more flexible behavior I'm expecting.
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600
Jan ’25
Equipment collision issue in TabletopKit
Hey! I'm facing an issue with Equipment collision when adding and moving TabletopKit equipment with different pose rotations. Let me share a very simple TabletopKit setup as an example: Table struct Table: Tabletop { var shape: TabletopShape = .rectangular(width: 1, height: 1, thickness: 0.01) var id: EquipmentIdentifier = .tableID } Board struct Board: Equipment { let id: EquipmentIdentifier = .boardID var initialState: BaseEquipmentState { .init( parentID: .tableID, seatControl: .restricted([]), pose: .init(position: .init(), rotation: .zero), boundingBox: .init(center: .zero, size: .init(1.0, 0, 1.0)) ) } } Equipment struct Object: EntityEquipment { var id: ID var size: SIMD2<Float> var position: SIMD2<Double> var rotation: Float var entity: Entity var initialState: BaseEquipmentState init(id: Int, size: SIMD2<Float>, position: SIMD2<Double>, rotation: Float) { self.id = EquipmentIdentifier(id) self.size = size self.position = position self.rotation = rotation self.entity = objectEntity self.initialState = .init( parentID: .boardID, seatControl: .any, pose: .init( position: .init(x: position.x, z: position.y), rotation: .degrees(Double(rotation)) ), entity: entity ) } } Setup class GameSetup { var setup: TableSetup init(root: Entity) { setup = TableSetup(tabletop: Table()) setup.add(equipment: Board()) setup.add(seat: PlayerSeat()) let object1 = Object( id: 2, size: .init(x: 0.1, y: 0.1), position: .init(x: 0.1, y: -0.1), rotation: 0 ) let object2 = Object( id: 3, size: .init(x: 0.2, y: 0.1), position: .init(x: -0.1, y: -0.1), rotation: 90 ) setup.add(equipment: object1) setup.add(equipment: object2) } } ‎ The issue When I add two equipment entities with different rotation poses, the collisions between them behave oddly. If one is 90º and the other 0º, for example, the former will intersect with the latter as if its bounding box was not rotated as you can see below: But if both equipment have the example rotation (e.g. 0 or 90º), though, then there's no collision issue at all, which seems to indicate their bounding box were correctly rotated: ‎‎ I'd really appreciate some help understanding if this is a bug or if I'm just missing something. Thanks in advance!
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796
Feb ’25
The Unity application crashes due to KERN_PROTECTION_FAILURE and GC_clear_stack_inneb why?
Crash dump: `Crashed Thread: 0 tid_103 Dispatch queue: com.apple.main-thread Exception Type: EXC_BAD_ACCESS (SIGILL) Exception Codes: KERN_PROTECTION_FAILURE at 0x000000016d3bfea0 Exception Codes: 0x0000000000000002, 0x000000016d3bfea0 Termination Reason: Namespace SIGNAL, Code 4 Illegal instruction: 4 Terminating Process: Unity [7873] VM Region Info: 0x16d3bfea0 is in 0x169bbc000-0x16d3c0000; bytes after start: 58736288 bytes before end: 351 REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION DETAIL mapped file 169b00000-169ba8000 [ 672K] rw-/rwx SM=PRV Object_id=4d22156e GAP OF 0x14000 BYTES ---&gt; STACK GUARD 169bbc000-16d3c0000 [ 56.0M] ---/rwx SM=NUL stack guard for thread 0 Stack 16d3c0000-16dbbc000 [ 8176K] rw-/rwx SM=SHM thread 0 Thread 0 Crashed:: tid_103 Dispatch queue: com.apple.main-thread 0 libsystem_platform.dylib 0x1932ee7ac _platform_memset + 108 1 libmonobdwgc-2.0.dylib 0x33977abdc GC_clear_stack_inner + 60 2 libmonobdwgc-2.0.dylib 0x33977abf8 GC_clear_stack_inner + 88 3 libmonobdwgc-2.0.dylib 0x33977abf8 GC_clear_stack_inner + 88 4 libmonobdwgc-2.0.dylib 0x33977abf8 GC_clear_stack_inner + 88 5 libmonobdwgc-2.0.dylib 0x33977abf8 GC_clear_stack_inner + 88 6 libmonobdwgc-2.0.dylib 0x33977abf8 GC_clear_stack_inner + 88 7 libmonobdwgc-2.0.dylib 0x33977abf8 GC_clear_stack_inner + 88 8 libmonobdwgc-2.0.dylib 0x33977abf8 GC_clear_stack_inner + 88 9 libmonobdwgc-2.0.dylib 0x33977abf8 GC_clear_stack_inner + 88 10 libmonobdwgc-2.0.dylib 0x33977abf8 GC_clear_stack_inner + 88 11 libmonobdwgc-2.0.dylib 0x33977abf8 GC_clear_stack_inner + 88 12 libmonobdwgc-2.0.dylib 0x33976b518 GC_clear_stack + 76 13 libmonobdwgc-2.0.dylib 0x33973c074 mono_gc_alloc_obj + 112 14 libmonobdwgc-2.0.dylib 0x3396e0db4 mono_object_new_specific_checked + 72 15 libmonobdwgc-2.0.dylib 0x3396e116c ves_icall_object_new_specific + 28`
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371
Feb ’25
UE 5.4 Game Instantly Crash on iOS devices on Testflight
Hi, I'm working on a game for the past few years using first Unreal Engine 4, and now Unreal Engine 5.4.4. I'm experiencingan unusual crash on startup on some devices . The crash is so fast that I'm barely able to see the launching screen sometimes because the app closes itself before that. I got a EXC_CRASH (SIGABRT) so I know that it's a null pointer reference, but I can't quite wrap my head about the cause, I think that's something messed up in the packaging of the app, but here is where I'm blocked, I'm not that accustomed with apple devices. If someone has some advise to give, please, any help will be very valuable. Many thanks. Log : Crash Log on Ipad
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460
Feb ’25
Game is rejected due to Safety - Objectionable Content
Hello everyone, i created a game that is related to doctor operation simulator. In this game, user perform different operations on different organs like face, elbow, foot etc. Game is live on play store and here is the link: https://play.google.com/store/apps/details?id=com.nexthope.doctor.hospital.surgery.games&hl=en_US&gl=US But it was rejected by app store review team. Similar games are already there on app store. Please help me on this issue.
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159
Mar ’25
Support for clock() shader instruction in MSL similar to VK_KHR_shader_clock instructions
Hi, seems MSL is missing support for a clock() shader instruction available in other graphics APIs like Vulkan or OpenGL for example.. useful for counting cost in number of clock cycles of some code insider shader with much finer granularity than launching a micro kernel with same instructions and measuring cycles cost from CPU.. also useful for MoltenVK to support that extensions.. thanks..
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93
Apr ’25
vsync, drawable present, instrument gui
hi When analyzing our game using Instruments, I've always been confused about the two items "Drawable Present" and "Drawable Presented" in the GPU column. The timing of Drawable Present seems to be when the CPU layer calls commandbuffer:present, rather than when the actual encoding is completed on the GPU. Also, what does drawable presented specifically mean? In our case, when a CPU stall occurs, it appears that the vsync interval changes in the next frame, and a surface that has already been calculated is not displayed. Why is this happening?
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94
May ’25
Any recommended content-aware compression strategy for .ktx textures in Reality Composer Pro?
In my Reality Composer Pro workflow for Vision Pro development, I’m using xcrun realitytool image to pre-compress textures into .ktx format, typically using ASTC block compression. These textures are used for cubemaps and environment assets. I’ve noticed that regardless of the image content—whether it’s a highly detailed photo or a completely black image—once compressed with the same ASTC block size (e.g., ASTC_8x8), the resulting .ktx file size is nearly identical. There appears to be no content-aware logic that adapts the compression ratio to the actual texture complexity. In contrast, Unreal Engine behaves differently: even when all cubemap faces are imported at the same resolution as DDS textures, the engine performs content-aware compression during packaging: Low-complexity images are compressed more aggressively The final packaged file size varies based on content complexity Since Reality Composer Pro requires textures to be pre-compressed as .ktx, there’s no opportunity for runtime optimization or per-image compression adjustment. Just wondering: is there any recommended way to implement content-aware compression for .ktx textures in Reality Composer Pro? Or any best practices to optimize .ktx sizes based on image complexity? Thanks!
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78
May ’25
ARDepthData.confidenceMap only returns low confidence on certain devices
A few users have recently reported no longer being able to capture point clouds using our app, specifically on iPhone 15 Pro devices. We recently found an in-house device that exhibits this behavior and found that the confidenceMap contains only low confidence values, regardless of the environment being captured. Our app uses a higher confidence threshold; setting the threshold to a lower value produces noisy results as expected, so that is a non-viable option. Other LiDAR based apps have been tested with this device and the results are the same. No points, or noisy point clouds in apps that allow a lower confidence threshold setting. On devices that exhibit this behavior the "Displaying a point cloud using scene depth" Apple sample app can be used to visualize the issue. First reports of this new behavior occurred as early as iOS 18.4. Looking for recommendations on which team(s) at Apple to reach out to with these findings since the behavior manifests on only a small sample of devices.
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196
Jun ’25
Can Game Mode be activated when a child (Java) process's window is fullscreened?
Imagine a native macOS app that acts as a "launcher" for a Java game.** For example, the "launcher" app might use the Swift Process API or a similar method to run the java command line tool (lets assume the user has installed Java themselves) to run the game. I have seen How to Enable Game Mode. If the native launcher app's Info.plist has the following keys set: LSApplicationCategoryType set to public.app-category.games LSSupportsGameMode set to true (for macOS 26+) GCSupportsGameMode set to true The launcher itself can cause Game Mode to activate if the launcher is fullscreened. However, if the launcher opens a Java process that opens a window, then the Java window is fullscreened, Game Mode doesn't seem to activate. In this case activating Game Mode for the launcher itself is unnecessary, but you'd expect Game Mode to activate when the actual game in the Java window is fullscreened. Is there a way to get Game Mode to activate in the latter case? ** The concrete case I'm thinking of is a third-party Minecraft Java Edition launcher, but the issue can also be demonstrated in a sample project (FB13786152). It seems like the official Minecraft launcher is able to do this, though it's not clear how. (Is its bundle identifier hardcoded in the OS to allow for this? Changing a sample app's bundle identifier to be the same as the official Minecraft launcher gets the behavior I want, but obviously this is not a practical solution.)
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144
Jun ’25
My experience With IOS 26 Beta
Hello Apple Developers i am here write down my experience with the IOS 26 Beta first off i would like to say that i kind of do/don't like the new iquid glass UI/UIX Designs in some parrts of the ios like in m ust 3rd Party Apps like Uber Lyrith MJ Access Link Moblie app DoorDash VLC And Apple Music App just to name of few since i have installed the beta i have ran into a few bugs i have alread sent to the feeback app via iphone but i'm going to write them here as will i'm not looking for troubleshoots or tech support i'm just shareing my experience with the apple community and the Apple Development/Enginer Team to fine tone for release Time please note that i am a user with Vision impairment so please by respect to me due to my writteing issues and grammer and spelling so here i go my first bug that i ran into on the first day was when i was listening to some music trakcs in the apple muisc app when scrolling down or up fast the app will froze for mill secend then contiune as noraml my second bug that i ran into dureing music play was with my Crossfade settings not working on some tracks im not sure if this is due to BMP alignment or AI algorithm integration with in the software itseif but for me this takes me out of the listening experince that i have when i enjoy listening to music My suggestion Move the AutoMix and Crossfade Settings in to the Apple Music its seif and give the user more controll over how long or how short they want the crossfade or autmix to happen dureing the ending of each tracked play also for the cross fade option is set at 12 increase this to 30 secs or more if possiable or add an BPM options for the Automix to mix in the next track via BMP for simple of my rock track is at 148 BMP the next track should be pop or kpop or rap synceing up with that same BMP speed or similar at 148 BMP my next suggestion for the Apple Music App Shameless track mode (this mode to can be Incorporated) in to the Automix Featrue this redue some music tracks that ends abruptly some MP3 tracks added outside of the Apple Music App seems to broke dureing playback My 3rd bug that i ran in to with the Glass UI for controll Center like i stated before i am Vision impaired with the clear Glass over lapping the current UI for me this hard for me to tell what icons i am looking atside from the Voolum and Brightness Bars i am asking please make this more dark theme and make the icons brigher or add name undernearth the icons or Flip the Dark them or dan the current UI over lapping the Controlor center or add White colors with Black Arrows/icons for all Apple App that has this Glass UI in side of cause this is driving me nuts My 4th Bug that i ran into was with the lock screen/restart/reboot ohh girl where do i began with this one let's with the notifications i don't know who through it was a good idea to have a Clear Bright UI over lapping the Notifications this is very annoying via imessage Texting cause my custom wallpaper Blends in with a white background and this is Worst My suggestion for this is very simple darkering the background on the lock screen abit more so the text is more reader or increase the Notification bars (this is for users like myseif that use Dark mode) My 5th Bug involves my Back ups/Restore/Corrupated < is seif explanatory when i tryed to downgrand back to Version 18.5/18.6 nothing happened so please fix this or make it a bit more easyer for users to be able to back up/Retore their Devices now i has to wait until (Tomttow morning Friday) to factory reset my phone my conclusion since Beta Users and Developers and Engiers are Still testing please take look at my suggestion and try to bring not all but some of them in to public Release Thank You! Update i would like to Downgrad from IOS 26 Developer Beta back to IOS 18.5
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128
Jun ’25