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How can I uninstall game-porting-toolkit completely
So, I'm done with GPTK and decided to delete it. The only thing I installed was brew -v install apple/apple/game-porting-toolkit and the external libraries from the ditto command. Now, I tried to remove it, but even after brew remove game-porting-toolkit brew autoremove all of the dependencies installed with brew are still there. The most obvious was game-porting-toolkit-compiler, but even after removing this there are so many libraries that are now orphaned and it's just impossible to manually identify those. Is there a way or is the easiest way to simply uninstall Homebrew completely and reinstall it again?
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0
290
May ’25
Game Center leaderboards not posting scores
My app is live but the leaderboards still aren’t updating. App was built with unreal engine 5 with blueprints. I have the leaderboard stat info entered into the node for write integer to leaderboard and a node for show platform specific leaderboard. The leaderboards are shown as live on app connect. When I run the app, the Game Center login functions and the leaderboard interface launches as expected but it just lists a group of friends to invite. There are no scores listed and it says number of players 0 even though I have scored on two different devices and accounts. I have the Game Center entitlement added in Xcode. Not sure where else to look.
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0
826
Nov ’25
MTL4FXTemporalDenoisedScaler initialization
I’m trying to use MTL4FXTemporalDenoisedScaler, and I’m seeing a crash during initialization even with a very simple sample app. I created a minimal sample here: https://github.com/tatsuya-ogawa/MetalFXInitExample The exception is: NSException: "-[AGXG16XFamilyHeap baseObject]: unrecognized selector sent to instance ..." What I found is: • This works: descriptor.makeTemporalDenoisedScaler(device: device) • This crashes: descriptor.makeTemporalDenoisedScaler(device: device, compiler: metal4Compiler) So the issue seems to happen only with the Metal4FX version. For testing, I’m using an iPhone 15 Pro. According to the Metal Feature Set Tables, MetalFX denoised upscaling should be supported on Apple9 and later, so I believe the device itself should meet the requirements. Reference: https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf Has anyone seen this before, or knows what might be causing it? I’d appreciate any advice. Thanks.
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2
75
2w
macOS SwiftUI app with external 4K camera & sensors for Hospital Avatar: ARKit, MLX, and Thermal feasibility?
We are developing a standalone AI avatar application for hospital reception kiosks using Mac mini (M2/M4). The app runs on SwiftUI + RealityKit, displays on a 75-inch monitor, and utilizes a USB-connected 4K camera and external sensors (LiDAR/mmWave). We have several technical concerns regarding the transition from iPadOS to macOS. Could you please provide insights on the following? ARKit/Vision Framework on macOS with External Camera On iPadOS, ARKit provides robust Face Tracking. On macOS with an external USB 4K camera: Can we achieve real-time face tracking (expression/gaze/depth) with Vision framework or ARKit comparable to iPadOS performance? Are there any specific limitations for accessing the Neural Engine via Vision framework for real-time 4K video analysis on macOS? Accessing External Hardware (LiDAR/Sensors) in Sandbox We plan to connect external LiDAR and mmWave sensors (e.g., Akara) via USB/Bluetooth. Is it feasible to communicate with these custom drivers/devices within the App Sandbox environment? Would DriverKit be required, or can we use standard serial communication APIs? On-Device LLM (MLX) & Thermals We intend to run a local LLM (e.g., Llama 3 using MLX framework) for offline conversation, alongside 3D rendering. With the M2/M4 Mac mini fan design, is there a risk of thermal throttling during 10+ hours of continuous operation (simultaneous CoreML + 3D rendering)? Is the Mac Studio recommended over the Mac mini for this thermal profile? Long-running Speech API Are there any known issues (memory leaks, API limits) when using Spherch framework and AVSpeechSynthesizer continuously for over 10 hours daily? 3D Display Output Are there any macOS constraints for rendering a SwiftUI window in a specific 3D format (e.g., Side-by-Side) and outputting it via HDMI to a 3D digital signage display (fixed refresh rate/resolution)? Thank you for your assistance.
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0
322
Jan ’26
How do I control a SwiftUI TextField with a game controller?
I've coded a text-adventure game in SwiftUI. (My game has no graphics or sound effects.) My app already supports keyboard navigation; I would like to add support for game controllers on iPhone. I can't figure out how to do it. I especially can't see any way to allow controller users to enter text in a TextField. I've read https://developer.apple.com/documentation/gamecontroller/supporting-game-controllers and it's all about button events. There's no reference to SwiftUI at all in that documentation, or any input-method editing at all. The only mention of "keyboard" is about treating the keyboard itself as if it were a game controller providing button events. How do I implement this?
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134
Feb ’26
How to use CharacterControllerComponent.
I am trying to implement a ChacterControllerComponent using the following URL. https://developer.apple.com/documentation/realitykit/charactercontrollercomponent I have written sample code, but PhysicsSimulationEvents.WillSimulate is not executed and nothing happens. import SwiftUI import RealityKit import RealityKitContent struct ImmersiveView: View { let gravity: SIMD3<Float> = [0, -50, 0] let jumpSpeed: Float = 10 enum PlayerInput { case none, jump } @State private var testCharacter: Entity = Entity() @State private var myPlayerInput = PlayerInput.none 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) testCharacter = immersiveContentEntity.findEntity(named: "Capsule")! testCharacter.components.set(CharacterControllerComponent()) let _ = content.subscribe(to: PhysicsSimulationEvents.WillSimulate.self, on: testCharacter) { event in print("subscribe run") let deltaTime: Float = Float(event.deltaTime) var velocity: SIMD3<Float> = .zero var isOnGround: Bool = false // RealityKit automatically adds `CharacterControllerStateComponent` after moving the character for the first time. if let ccState = testCharacter.components[CharacterControllerStateComponent.self] { velocity = ccState.velocity isOnGround = ccState.isOnGround } if !isOnGround { // Gravity is a force, so you need to accumulate it for each frame. velocity += gravity * deltaTime } else if myPlayerInput == .jump { // Set the character's velocity directly to launch it in the air when the player jumps. velocity.y = jumpSpeed } testCharacter.moveCharacter(by: velocity * deltaTime, deltaTime: deltaTime, relativeTo: nil) { event in print("playerEntity collided with \(event.hitEntity.name)") } } } } } } The scene is loaded from RCP. It is simple, just a capsule on a pedestal. Do I need a separate code to run testCharacter from this state?
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179
May ’25
Can a compute pipeline be as efficient as a render pipeline for rasterization?
I'm new to graphics and game design and I just wanted to know if a compute pipeline could be as efficient as a render pipeline for rasterization and an explanation on how and why. Also is it possible to manually perform rasterization with a render pipeline as in manipulate individual pixel data in a metal texture yourself but do it with a render pipeline?
0
0
176
3w
VisionOS Spatial Accessory inputs help
The “explore spatial accessory input on visionOS” presentation from WDC25 interests me. I bought both the MUSE Logitech stylus and the PS VR2 sense controllers to try out with the sculpting app presented by the author, engineer Amanda Han. Unfortunately the app itself was not included. Could the app be made available for downloading as well as the Xcode project? I appreciate any assistance the author and your team could provide. Thank you.
0
0
306
Nov ’25
iOS 26.1 beta: third-party Broadcast Extension sessions doesnt work after 3 s, then picker frozen
It's a Broadcast Extension issue: on iOS 26.1 beta the extension never launches—after you tap “Start Broadcast” in the system picker the countdown disappears after 3 s and no broadcast starts, so every live-streaming app(and all other non-system apps that use Broadcast Extension) fails to go live (only the native Photos screen recording still works). Is this a known regression or is a new entitlement required?
0
4
246
Oct ’25
MacOS Catalina 10.15.7 CoreGraphic.framework not find symbol
I recently needed to develop an application to obtain the window list, which requires Screen Recording permissions. Apple's official documentation mentions using the two functions CGPreflightScreenCaptureAccess and CGRequestScreenCaptureAccess to request permissions. These functions are stated to be available since version 10.15. However, when I used these two functions on a device running macOS 10.15.7, I encountered the errors shown in the attached screenshot. I used the nm tool to inspect the symbols in the CoreGraphics.framework and found that these two functions were not present. Could you help me understand why this is happening?
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0
101
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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0
390
Dec ’25
RealityView AR - anchored to the screen not the floor
This started out as a plea for help, but in preparing this post I discovered the root cause. I'm posting it as a lesson learned in hopes it will help someone. I've spent a good chunk of March trying to get AR-mode working again in my unreleased game. I had it working with SceneKit and ARView 5 years ago, but since 2024 I've been converting the game to use RealityKit and RealityView on iOS, macOS, visionOS, and tvOS. I've been having no joy getting AR mode to work on iOS. I get the pass-through device video but the game content isn't anchored to the floor but rather anchored to the screen. I made a simple project with just a simple shape in the middle of a RealityView and an overlay with a SwiftUI toggle to go in and out of AR-mode. At first, my simple project worked, and I couldn't figure out what was different in the logic. Both projects used the same logic: func transitionToXR(_ content: inout RealityViewCameraContent) { content.remove(gameBoard.rootEntity) content.add(xrAnchor) content.camera = .spatialTracking Self.anchorStateChangedSubscription = content.subscribe(to: SceneEvents.AnchoredStateChanged.self) { event in if event.anchor == xrAnchor, event.isAnchored { xrAnchor.addChild(gameBoard.rootEntity) } } } Then I made an alternate version of my view, and reproduced the same "anchored to the screen not the floor" issue. I compared the code side-by-side and finally saw the difference! The one that didn't work, like my game, had a property 'cameraEntity' which is initialized with PerspectiveCamera(), position and look-at configured, then added as a child of the root entity. So, the simple fix was to remove 'cameraEntity' from the root entity before adding it to the detected AnchorEntity when going into AR-mode. Then when leaving AR-mode, I add back 'cameraEntity' as a child of the root entity and configure it again. So the lesson learned is: make sure there isn't a PerspectiveCamera in the tree of Entities added to an AnchorEntity with a .spatialTracking content camera. Apple: let me know if you think this is a bug or if I was being dumb. If a bug, I can use Feedback Assistant to report this. If I was being dumb, it wouldn't be the first time. :-)
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0
78
1w
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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0
134
May ’25
ARView [.showStatistics] doesn't work on Xcode Canvas
Hi, I can't see RealityKit statistics on Xcode Canvas using: arView.debugOptions = [.showStatistics] The statistics only show on a physical device, not Xcode live canvas with #Preview. Testing in Xcode 26.0.1 (17A400) on Tahoe 26.0.1 (25A362). Use case: I'm using RealityKit as a non-AR 3D engine. Xcode Canvas is useful for live iterations. Is this expected behavior? How can I see FPS on Xcode canvas? SKView for example shows all debug options on both Xcode Canvas and physical devices.
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0
472
Oct ’25
Turn-Based Game and Invitations
I have two devices (iPod, iPhone), each using a different Apple ID. I have an existing game to which I'm adding TBM. When the iPod invites the iPhone, it sends an iMessage invite to the iPhone; when I click on that message, I get "Retrieving", then Game Center in Settings is opened, not my App (same version installed on both devices). I start my App on the iPhone and that match is not shown in the Matchmaker View Controller. When I send an invite from the iPhone to the iPod and I click on the iMessage invite, the app starts but the match isn't listed in the MatchMaker ViewController on the iPod (but is on the iPhone). In addition, when I click on the info circle on the iPhone, it who's the two players and "App Store" under the Game Center name. However, When I do the same on the iPod, it has a "Play your turn" there. Any ideas?
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710
Nov ’25
How to attach SwiftUI Views to entities on non-visionOS platforms?
What is the recommended way to attach SwiftUI views to RealityKit entities on macOS, iOS, etc? All the APIs seem to be visionOS only: https://developer.apple.com/documentation/realitykit/realityviewattachments https://developer.apple.com/documentation/realitykit/viewattachmentcomponent https://developer.apple.com/documentation/realitykit/presentationcomponent https://developer.apple.com/documentation/realitykit/imagepresentationcomponent My only idea is to do it "manually" with a ZStack and RealityView somehow? I submitted this as a feedback since it seemed like an oversight: FB18034856.
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2
147
Jun ’25
Unity game stutters/lags during rendering on newer iPhone models.
In a Unity game, if the assetBundle.Unloadinterface is called very frequently during normal gameplay, it can cause the game application's screen to freeze, although the background music continues to play normally. This issue only occurs on iPhone 16 and iPhone 17 models, with no problems on lower-version phones. How can this problem be resolved?
Replies
0
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0
Views
314
Activity
Nov ’25
Combine 2 animations in RealityKit
Hello I would like to know how to combine 2 animations with RealityKit (one animation for the arms and one for the legs for example) I saw this apple demo that seems to explain it but I don't understand at all how to do it... Thanks
Replies
0
Boosts
0
Views
495
Activity
Jul ’25
How can I uninstall game-porting-toolkit completely
So, I'm done with GPTK and decided to delete it. The only thing I installed was brew -v install apple/apple/game-porting-toolkit and the external libraries from the ditto command. Now, I tried to remove it, but even after brew remove game-porting-toolkit brew autoremove all of the dependencies installed with brew are still there. The most obvious was game-porting-toolkit-compiler, but even after removing this there are so many libraries that are now orphaned and it's just impossible to manually identify those. Is there a way or is the easiest way to simply uninstall Homebrew completely and reinstall it again?
Replies
0
Boosts
0
Views
290
Activity
May ’25
Game Center leaderboards not posting scores
My app is live but the leaderboards still aren’t updating. App was built with unreal engine 5 with blueprints. I have the leaderboard stat info entered into the node for write integer to leaderboard and a node for show platform specific leaderboard. The leaderboards are shown as live on app connect. When I run the app, the Game Center login functions and the leaderboard interface launches as expected but it just lists a group of friends to invite. There are no scores listed and it says number of players 0 even though I have scored on two different devices and accounts. I have the Game Center entitlement added in Xcode. Not sure where else to look.
Replies
0
Boosts
0
Views
826
Activity
Nov ’25
MTL4FXTemporalDenoisedScaler initialization
I’m trying to use MTL4FXTemporalDenoisedScaler, and I’m seeing a crash during initialization even with a very simple sample app. I created a minimal sample here: https://github.com/tatsuya-ogawa/MetalFXInitExample The exception is: NSException: "-[AGXG16XFamilyHeap baseObject]: unrecognized selector sent to instance ..." What I found is: • This works: descriptor.makeTemporalDenoisedScaler(device: device) • This crashes: descriptor.makeTemporalDenoisedScaler(device: device, compiler: metal4Compiler) So the issue seems to happen only with the Metal4FX version. For testing, I’m using an iPhone 15 Pro. According to the Metal Feature Set Tables, MetalFX denoised upscaling should be supported on Apple9 and later, so I believe the device itself should meet the requirements. Reference: https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf Has anyone seen this before, or knows what might be causing it? I’d appreciate any advice. Thanks.
Replies
0
Boosts
2
Views
75
Activity
2w
macOS SwiftUI app with external 4K camera & sensors for Hospital Avatar: ARKit, MLX, and Thermal feasibility?
We are developing a standalone AI avatar application for hospital reception kiosks using Mac mini (M2/M4). The app runs on SwiftUI + RealityKit, displays on a 75-inch monitor, and utilizes a USB-connected 4K camera and external sensors (LiDAR/mmWave). We have several technical concerns regarding the transition from iPadOS to macOS. Could you please provide insights on the following? ARKit/Vision Framework on macOS with External Camera On iPadOS, ARKit provides robust Face Tracking. On macOS with an external USB 4K camera: Can we achieve real-time face tracking (expression/gaze/depth) with Vision framework or ARKit comparable to iPadOS performance? Are there any specific limitations for accessing the Neural Engine via Vision framework for real-time 4K video analysis on macOS? Accessing External Hardware (LiDAR/Sensors) in Sandbox We plan to connect external LiDAR and mmWave sensors (e.g., Akara) via USB/Bluetooth. Is it feasible to communicate with these custom drivers/devices within the App Sandbox environment? Would DriverKit be required, or can we use standard serial communication APIs? On-Device LLM (MLX) & Thermals We intend to run a local LLM (e.g., Llama 3 using MLX framework) for offline conversation, alongside 3D rendering. With the M2/M4 Mac mini fan design, is there a risk of thermal throttling during 10+ hours of continuous operation (simultaneous CoreML + 3D rendering)? Is the Mac Studio recommended over the Mac mini for this thermal profile? Long-running Speech API Are there any known issues (memory leaks, API limits) when using Spherch framework and AVSpeechSynthesizer continuously for over 10 hours daily? 3D Display Output Are there any macOS constraints for rendering a SwiftUI window in a specific 3D format (e.g., Side-by-Side) and outputting it via HDMI to a 3D digital signage display (fixed refresh rate/resolution)? Thank you for your assistance.
Replies
0
Boosts
0
Views
322
Activity
Jan ’26
How do I control a SwiftUI TextField with a game controller?
I've coded a text-adventure game in SwiftUI. (My game has no graphics or sound effects.) My app already supports keyboard navigation; I would like to add support for game controllers on iPhone. I can't figure out how to do it. I especially can't see any way to allow controller users to enter text in a TextField. I've read https://developer.apple.com/documentation/gamecontroller/supporting-game-controllers and it's all about button events. There's no reference to SwiftUI at all in that documentation, or any input-method editing at all. The only mention of "keyboard" is about treating the keyboard itself as if it were a game controller providing button events. How do I implement this?
Replies
0
Boosts
0
Views
134
Activity
Feb ’26
immersive scene blinking on nearby experience on app
after launching a nearby exoerience on quick look or inside our app, all the user in the group watch sometimes teh model blinking abd becoming transparet... ... just one user hasnt the issue, either the one who launched shareplay or the user who force align the immersive space in front weird
Replies
0
Boosts
0
Views
132
Activity
Sep ’25
How to use CharacterControllerComponent.
I am trying to implement a ChacterControllerComponent using the following URL. https://developer.apple.com/documentation/realitykit/charactercontrollercomponent I have written sample code, but PhysicsSimulationEvents.WillSimulate is not executed and nothing happens. import SwiftUI import RealityKit import RealityKitContent struct ImmersiveView: View { let gravity: SIMD3<Float> = [0, -50, 0] let jumpSpeed: Float = 10 enum PlayerInput { case none, jump } @State private var testCharacter: Entity = Entity() @State private var myPlayerInput = PlayerInput.none 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) testCharacter = immersiveContentEntity.findEntity(named: "Capsule")! testCharacter.components.set(CharacterControllerComponent()) let _ = content.subscribe(to: PhysicsSimulationEvents.WillSimulate.self, on: testCharacter) { event in print("subscribe run") let deltaTime: Float = Float(event.deltaTime) var velocity: SIMD3<Float> = .zero var isOnGround: Bool = false // RealityKit automatically adds `CharacterControllerStateComponent` after moving the character for the first time. if let ccState = testCharacter.components[CharacterControllerStateComponent.self] { velocity = ccState.velocity isOnGround = ccState.isOnGround } if !isOnGround { // Gravity is a force, so you need to accumulate it for each frame. velocity += gravity * deltaTime } else if myPlayerInput == .jump { // Set the character's velocity directly to launch it in the air when the player jumps. velocity.y = jumpSpeed } testCharacter.moveCharacter(by: velocity * deltaTime, deltaTime: deltaTime, relativeTo: nil) { event in print("playerEntity collided with \(event.hitEntity.name)") } } } } } } The scene is loaded from RCP. It is simple, just a capsule on a pedestal. Do I need a separate code to run testCharacter from this state?
Replies
0
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0
Views
179
Activity
May ’25
Can a compute pipeline be as efficient as a render pipeline for rasterization?
I'm new to graphics and game design and I just wanted to know if a compute pipeline could be as efficient as a render pipeline for rasterization and an explanation on how and why. Also is it possible to manually perform rasterization with a render pipeline as in manipulate individual pixel data in a metal texture yourself but do it with a render pipeline?
Replies
0
Boosts
0
Views
176
Activity
3w
VisionOS Spatial Accessory inputs help
The “explore spatial accessory input on visionOS” presentation from WDC25 interests me. I bought both the MUSE Logitech stylus and the PS VR2 sense controllers to try out with the sculpting app presented by the author, engineer Amanda Han. Unfortunately the app itself was not included. Could the app be made available for downloading as well as the Xcode project? I appreciate any assistance the author and your team could provide. Thank you.
Replies
0
Boosts
0
Views
306
Activity
Nov ’25
iOS 26.1 beta: third-party Broadcast Extension sessions doesnt work after 3 s, then picker frozen
It's a Broadcast Extension issue: on iOS 26.1 beta the extension never launches—after you tap “Start Broadcast” in the system picker the countdown disappears after 3 s and no broadcast starts, so every live-streaming app(and all other non-system apps that use Broadcast Extension) fails to go live (only the native Photos screen recording still works). Is this a known regression or is a new entitlement required?
Replies
0
Boosts
4
Views
246
Activity
Oct ’25
MacOS Catalina 10.15.7 CoreGraphic.framework not find symbol
I recently needed to develop an application to obtain the window list, which requires Screen Recording permissions. Apple's official documentation mentions using the two functions CGPreflightScreenCaptureAccess and CGRequestScreenCaptureAccess to request permissions. These functions are stated to be available since version 10.15. However, when I used these two functions on a device running macOS 10.15.7, I encountered the errors shown in the attached screenshot. I used the nm tool to inspect the symbols in the CoreGraphics.framework and found that these two functions were not present. Could you help me understand why this is happening?
Replies
0
Boosts
0
Views
101
Activity
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; }
Replies
0
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0
Views
390
Activity
Dec ’25
RealityView AR - anchored to the screen not the floor
This started out as a plea for help, but in preparing this post I discovered the root cause. I'm posting it as a lesson learned in hopes it will help someone. I've spent a good chunk of March trying to get AR-mode working again in my unreleased game. I had it working with SceneKit and ARView 5 years ago, but since 2024 I've been converting the game to use RealityKit and RealityView on iOS, macOS, visionOS, and tvOS. I've been having no joy getting AR mode to work on iOS. I get the pass-through device video but the game content isn't anchored to the floor but rather anchored to the screen. I made a simple project with just a simple shape in the middle of a RealityView and an overlay with a SwiftUI toggle to go in and out of AR-mode. At first, my simple project worked, and I couldn't figure out what was different in the logic. Both projects used the same logic: func transitionToXR(_ content: inout RealityViewCameraContent) { content.remove(gameBoard.rootEntity) content.add(xrAnchor) content.camera = .spatialTracking Self.anchorStateChangedSubscription = content.subscribe(to: SceneEvents.AnchoredStateChanged.self) { event in if event.anchor == xrAnchor, event.isAnchored { xrAnchor.addChild(gameBoard.rootEntity) } } } Then I made an alternate version of my view, and reproduced the same "anchored to the screen not the floor" issue. I compared the code side-by-side and finally saw the difference! The one that didn't work, like my game, had a property 'cameraEntity' which is initialized with PerspectiveCamera(), position and look-at configured, then added as a child of the root entity. So, the simple fix was to remove 'cameraEntity' from the root entity before adding it to the detected AnchorEntity when going into AR-mode. Then when leaving AR-mode, I add back 'cameraEntity' as a child of the root entity and configure it again. So the lesson learned is: make sure there isn't a PerspectiveCamera in the tree of Entities added to an AnchorEntity with a .spatialTracking content camera. Apple: let me know if you think this is a bug or if I was being dumb. If a bug, I can use Feedback Assistant to report this. If I was being dumb, it wouldn't be the first time. :-)
Replies
0
Boosts
0
Views
78
Activity
1w
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]
Replies
0
Boosts
0
Views
134
Activity
May ’25
ARView [.showStatistics] doesn't work on Xcode Canvas
Hi, I can't see RealityKit statistics on Xcode Canvas using: arView.debugOptions = [.showStatistics] The statistics only show on a physical device, not Xcode live canvas with #Preview. Testing in Xcode 26.0.1 (17A400) on Tahoe 26.0.1 (25A362). Use case: I'm using RealityKit as a non-AR 3D engine. Xcode Canvas is useful for live iterations. Is this expected behavior? How can I see FPS on Xcode canvas? SKView for example shows all debug options on both Xcode Canvas and physical devices.
Replies
0
Boosts
0
Views
472
Activity
Oct ’25
Cinematic Camera API with ARKit / RealityKit
Hello Apple team, I'm working on an iOS AR app using SwiftUI and RealityKit, and I was wondering if the Cinematic API can be used with a RealityKit scene. I’d like to achieve a shallow depth of field while keeping the 3D asset in focus, and vice versa. Thanks!
Replies
0
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0
Views
240
Activity
Oct ’25
Turn-Based Game and Invitations
I have two devices (iPod, iPhone), each using a different Apple ID. I have an existing game to which I'm adding TBM. When the iPod invites the iPhone, it sends an iMessage invite to the iPhone; when I click on that message, I get "Retrieving", then Game Center in Settings is opened, not my App (same version installed on both devices). I start my App on the iPhone and that match is not shown in the Matchmaker View Controller. When I send an invite from the iPhone to the iPod and I click on the iMessage invite, the app starts but the match isn't listed in the MatchMaker ViewController on the iPod (but is on the iPhone). In addition, when I click on the info circle on the iPhone, it who's the two players and "App Store" under the Game Center name. However, When I do the same on the iPod, it has a "Play your turn" there. Any ideas?
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710
Activity
Nov ’25
How to attach SwiftUI Views to entities on non-visionOS platforms?
What is the recommended way to attach SwiftUI views to RealityKit entities on macOS, iOS, etc? All the APIs seem to be visionOS only: https://developer.apple.com/documentation/realitykit/realityviewattachments https://developer.apple.com/documentation/realitykit/viewattachmentcomponent https://developer.apple.com/documentation/realitykit/presentationcomponent https://developer.apple.com/documentation/realitykit/imagepresentationcomponent My only idea is to do it "manually" with a ZStack and RealityView somehow? I submitted this as a feedback since it seemed like an oversight: FB18034856.
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0
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2
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147
Activity
Jun ’25