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Anchor an Reality scene on an image anchor
Developing a prototype Vision Pro app and would like to render a 3D scene made from Reality Composer Pro on an image anchor in a RealityView. But I have no luck so far to make it work and need some guidance to move on. I got the image file stored in the assets like below: And from below is the source codes: import SwiftUI import RealityKit import RealityKitContent struct AnchorView: View { @State var imageEntity: Entity = { let anchorEntity = AnchorEntity(.image(group: "AR Resources", name: "reanchor")) return anchorEntity }() var body: some View { RealityView { content in do { // Add the initial RealityKit content if let scene = try? await Entity(named: "Scene", in: realityKitContentBundle) { imageEntity.addChild(scene) content.add(imageEntity) } } catch { print("Error occurs when adding reality view content: \(error)") } } } }
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1.3k
Sep ’25
SCNScene.write To USDZ, Node color fades
I use SCNScene.write To file ".usdz", then open the ".usdz" by SCNScene.url , all Nodes color fades. Export and load only once. The fading is not obvious. Return and repeat 4 or 5 times. It is obvious that the color is inconsistent with the original color and has become much lighter.
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291
May ’25
GestureComponent does not support DragGesture
The following code using the new GestureComponent demonstrates inconsistency. The tap gesture prints output, but the drag gesture does not. I already checked this post, which points to this seemingly outdated sample code I assume that example is deprecated in favour of the now built in version of GestureComponent. Nonetheless, there are no compiler warnings or errors, it just fails silently. TapGesture, LongPressGesture, MagnifyGesture, RotateGesture all work, so this feels like an oversight. RealityView { content in let testEntity = ModelEntity(mesh: .generateBox(size: .init(x: 1, y: 1, z: 1))) testEntity.position = SIMD3<Float>(0,0,-1) testEntity.components.set(InputTargetComponent()) testEntity.components.set(CollisionComponent( shapes: [.generateBox(size: .init(x: 1, y: 1, z: 1))] )) let testGesture = TapGesture() .onEnded { value in print("Tapped") } testEntity.components.set(GestureComponent(testGesture)) let dragGesture = DragGesture() .onEnded { value in print("Dragged") } testEntity.components.set(GestureComponent(dragGesture)) content.add(testEntity) }
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432
Jul ’25
GameKit Turn Based Matches Push Notifications
I'm developing a game that supports GameKit turn based matches. What I don't understand is this: Is tapping on the Game Center notification push messages the only way for the GKTurnBasedEventListener to trigger? What if someone misses the push message (swiping it away by accident or something like that) but still wants to join? Is there some inbox somewhere where the pending messages can be seen or fetched? Also it was mentioned in a very old WWDC video (from 2013, I think that's the latest with information about turn based matches) that the notification also includes a badge for the icon. However, I do not understand how to implement that. Is there any documentation for that?
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825
Jan ’26
Unable to play .aivu with VideoPlayerComponent
I’m trying to play an Apple Immersive video in the .aivu format using VideoPlayerComponent using the official documentation found here: https://developer.apple.com/documentation/RealityKit/VideoPlayerComponent Here is a simplified version of the code I'm running in another application: import SwiftUI import RealityKit import AVFoundation struct ImmersiveView: View { var body: some View { RealityView { content in let player = AVPlayer(url: Bundle.main.url(forResource: "Apple_Immersive_Video_Beach", withExtension: "aivu")!) let videoEntity = Entity() var videoPlayerComponent = VideoPlayerComponent(avPlayer: player) videoPlayerComponent.desiredImmersiveViewingMode = .full videoPlayerComponent.desiredViewingMode = .stereo player.play() videoEntity.components.set(videoPlayerComponent) content.add(videoEntity) } } } Full code is here: https://github.com/tomkrikorian/AIVU-VideoPlayerComponentIssueSample But the video does not play in my project even though the file is correct (It can be played in Apple Immersive Video Utility) and I’m getting this error when the app crashes: App VideoPlayer+Component Caption: onComponentDidUpdate Media Type is invalid Domain=SpatialAudioServicesErrorDomain Code=2020631397 "xpc error" UserInfo={NSLocalizedDescription=xpc error} CA_UISoundClient.cpp:436 Got error -4 attempting to SetIntendedSpatialAudioExperience [0x101257490|InputElement #0|Initialize] Number of channels = 0 in AudioChannelLayout does not match number of channels = 2 in stream format. Video I’m using is the official sample that can be found here but tried several different files shot from my clients and the same error are displayed so the issue is definitely not the files but on the RealityKit side of things: https://developer.apple.com/documentation/immersivemediasupport/authoring-apple-immersive-video Steps to reproduce the issue: - Open AIVUPlayerSample project and run. Look at the logs. All code can be found in ImmersiveView.swift Sample file is included in the project Expected results: If I followed the documentation and samples provided, I should see my video played in full immersive mode inside my ImmersiveSpace. Am i doing something wrong in the code? I'm basically following the documentation here. Feedback ticket: FB19971306
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852
Aug ’25
CIBumpDistortion filter not working on my view
I'm trying to apply a CIBumpDistortion Core Image filter to a view that contains a UILabel (my storyLabel). The goal is to create a visual bump/magnifying glass effect over the text. However, despite my attempts, the filter doesn't seem to render at all. The view and the label appear as normal, with no distortion effect. I've tried adjusting the filter parameters and reviewing the view hierarchy, but without success. I also haven't been able to find clear documentation or examples for applying this filter to a UIView's layer. // // TVView.swift // Mistery // // Created by Joje on 31/07/25. // import CoreImage import CoreImage.CIFilterBuiltins import UIKit import AVFoundation final class TVView: UIView { // propriedades animacao texto private var textAnimationTimer: Timer? private var fullTextToAnimate: String = "" private var currentCharIndex: Int = 0 // propriedades video estatica private var player: AVQueuePlayer? private var playerLayer: AVPlayerLayer? private var playerLooper: AVPlayerLooper? var onNextButtonTap: () -> Void = {} // MARK: - Subviews // imagem da TV private(set) lazy var tvImageView: UIImageView = { let imageView = UIImageView() imageView.translatesAutoresizingMaskIntoConstraints = false imageView.image = UIImage(named: "tvFinal") imageView.contentMode = .scaleAspectFit return imageView }() // texto que passa dentro da TV private(set) lazy var storyLabel: UILabel = { let label = UILabel() label.translatesAutoresizingMaskIntoConstraints = false //label.backgroundColor = .gray label.textColor = .red label.font = UIFont(name: "MeltedMonster", size: 30) label.textAlignment = .left label.numberOfLines = 0 label.text = "" return label }() private(set) lazy var nextButton: UIButton = { let button = UIButton(type: .system) button.translatesAutoresizingMaskIntoConstraints = false //button.backgroundColor = .darkGray button.addTarget(self, action: #selector(didPressNextButton), for: .touchUpInside) return button }() // MARK: - Lifecycle override init(frame: CGRect) { super.init(frame: frame) backgroundColor = .black setupVideoPlayer() addSubviews() setupConstraints() } override func layoutSubviews() { super.layoutSubviews() playerLayer?.frame = tvImageView.frame.insetBy(dx: tvImageView.frame.width * 0.05, dy: tvImageView.frame.height * 0.18) setupFisheyeEffect() } private func setupFisheyeEffect() { // cria o filtro guard let filter = CIFilter(name: "CIBumpDistortion") else {return print("erro")} storyLabel.layer.shouldRasterize = true storyLabel.layer.rasterizationScale = UIScreen.main.scale // define os parametros filter.setDefaults() // centro do efeito let center = CIVector(x: storyLabel.bounds.midX, y: storyLabel.bounds.midY) filter.setValue(center, forKey: kCIInputCenterKey) // raio de distorção filter.setValue(storyLabel.bounds.width, forKey: kCIInputRadiusKey) // intensidade de distorção filter.setValue(7, forKey: kCIInputScaleKey) storyLabel.layer.filters = [filter] } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } // MARK: - Button actions @objc private func didPressNextButton() { onNextButtonTap() } @objc private func animateNextCharacter() { guard currentCharIndex < fullTextToAnimate.count else { textAnimationTimer?.invalidate() return } let currentTextIndex = fullTextToAnimate.index(fullTextToAnimate.startIndex, offsetBy: currentCharIndex) let partialText = String(fullTextToAnimate[...currentTextIndex]) storyLabel.text = partialText currentCharIndex += 1 } public func updateStoryText(with text: String) { textAnimationTimer?.invalidate() storyLabel.text = "" fullTextToAnimate = text currentCharIndex = 0 textAnimationTimer = Timer.scheduledTimer(timeInterval: 0.12, target: self, selector: #selector(animateNextCharacter), userInfo: nil, repeats: true) } // MARK: - Setup methods private func setupVideoPlayer() { guard let videoURL = Bundle.main.url(forResource: "static-video", withExtension: "mov") else { print("Erro: Não foi possível encontrar o arquivo de vídeo static-video.mov") return } let playerItem = AVPlayerItem(url: videoURL) player = AVQueuePlayer(playerItem: playerItem) // LINHA COM POSSIVEL ERRO playerLooper = AVPlayerLooper(player: player!, templateItem: playerItem) playerLayer = AVPlayerLayer(player: player) playerLayer?.videoGravity = .resizeAspectFill if let layer = playerLayer { self.layer.addSublayer(layer) } player?.play() } private func addSubviews() { self.addSubview(storyLabel) self.addSubview(tvImageView) self.addSubview(nextButton) } private func setupConstraints() { NSLayoutConstraint.activate([ // TV Image tvImageView.centerXAnchor.constraint(equalTo: centerXAnchor), tvImageView.centerYAnchor.constraint(equalTo: centerYAnchor), tvImageView.widthAnchor.constraint(equalTo: widthAnchor), // TV Text storyLabel.centerXAnchor.constraint(equalTo: tvImageView.centerXAnchor, constant: -50), storyLabel.centerYAnchor.constraint(equalTo: tvImageView.centerYAnchor, constant: -25), storyLabel.widthAnchor.constraint(equalTo: tvImageView.widthAnchor, multiplier: 0.35), storyLabel.heightAnchor.constraint(equalTo: tvImageView.heightAnchor, multiplier: 0.42), //TV Button nextButton.topAnchor.constraint(equalTo: tvImageView.centerYAnchor, constant: -25), nextButton.centerXAnchor.constraint(equalTo: self.centerXAnchor, constant: 190), nextButton.widthAnchor.constraint(equalToConstant: 100), nextButton.heightAnchor.constraint(equalToConstant: 160) ]) } } #Preview{ ViewController() }
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189
Sep ’25
App Freezes on iPadOS 26.x - GPU Metal Errors
I work on a Qt/QML app that uses Esri Maps SDK for Qt and that is deployed to both Windows and iPads. With a recent iPad OS upgrade to 26.1, many iPad users are reporting the application freezing after panning and/or identifying features in the map. It runs fine for our Windows users. I was able to reproduce this and grabbed the following error messages when the freeze happens: IOGPUMetalError: Caused GPU Address Fault Error (0000000b:kIOGPUCommandBufferCallbackErrorPageFault) IOGPUMetalError: Invalid Resource (00000009:kIOGPUCommandBufferCallbackErrorInvalidResource) Environment: Qt 6.5.4 (Qt for iOS) Esri Maps SDK for Qt 200.3 iPadOS 26.1 Because it appears to be a Metal error, I tried using OpenGL (Qt offers a way to easily set hte target graphics api): QQuickWindow::setGraphicsApi(QSGRendererInterface::GraphicsApi::OpenGL) Which worked! No more freezing. But I'm seeing many posts that OpenGL has been deprecated by Apple. I've seen posts that Apple deprecated OpenGL ES. But it seems to still be available with iPadOS 26.1. If so, will this fix (above) just cause problems with a future iPadOS update? Any other suggestions to address this issue? Upgrading our version of Qt + Esri SDK to the latest version is not an option for us. We are in the process to upgrade the full application, but it is a year or two out. So, we just need a fix to buy us some time for now. Appreciate any thoughts/insights....
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548
Dec ’25
Clarifying when Game Center activity events fire relative to authentication
Hello, In our game we enforce an age gate before showing Game Center sign‑in. Only after the user passes the age gate do we call GKLocalPlayer.localPlayer.authenticateHandler. The reason I’m asking is that we want to reliably detect if the game was launched from a Game Center activity in the Games app (iOS 26+). If the user prefers to enter via activities, we don’t want to miss that event during cold start. Our current proposal is: Register a GKLocalPlayerListener early in didFinishLaunchingWithOptions: so the app is ready to catch events. Queue any incoming events in our dispatcher. Only process those events after the user passes the age gate and authentication succeeds. My questions are: Does player:wantsToPlayGameActivity:completionHandler: ever fire before authentication, or only after the local player is authenticated? If it only fires after authentication, is our “register early but gate processing” approach the correct way to ensure we don’t miss activity launches? Is there any recommended pattern to distinguish “activity launch” vs. “normal launch” in this age‑gate scenario? We want to respect Apple’s age gate requirements, but also ensure activity launches are not lost if the user prefers that entry point. Sorry if this is a stupid question — I just want to be sure we’re following the right pattern. Thanks for any clarification or best‑practice guidance!
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536
2w
iOS Metal system delayed one Vsync period to really display the frame on the screen
View Layout Add the following views in a view controller: Label View A, with a subview of the same size: MTKView A View B, with a subview of the same size: MTKView B Refresh Rates of Each View The label view refreshes at 60fps (driven by CADisplayLink). MTKView A and B refresh at 15fps. MTKView Implementation Details The corresponding CAMetalLayer's maximumDrawableCount is set to 2, changed to double buffering. The scheduling mechanism is modified; drawing is not driven by the internal loop but is done manually. The draw call is triggered immediately upon receiving a frame. self.metalView.enableSetNeedsDisplay = NO; self.metalView.paused = YES; A new high-priority queue is created for drawing, instead of handling it on the main queue. MTKView Latency Tracking The GPU completion time T1 is observed through the addCompletedHandler callback of the CommandBuffer. The presentation time T2 of the frame is observed through the addPresentedHandler callback of the currentDrawable in MTKView. Testing shows that T2 - T1 > 16.6ms (the Vsync period at 60Hz). This means that after the GPU rendering in MTLView is finished, the frame is not actually displayed at the next Vsync instruction but only at the Vsync instruction after that. I believe there is an extra 16.6ms of latency here, which I want to eliminate by adjusting the rendering mechanism. Observation from Instruments From Instruments, the Surface presentation aligns with the above test results. After the Metal encoder finishes, the Surface in Display switches only after the next-next Vsync instruction. See the image in the link for details. Questions According to a beginner's understanding, after MTKView's GPU rendering is finished, the next Vsync instruction should officially display (make it visible). However, this is not what is observed. Does the subview MTKView need to wait for another Vsync cycle to be drawn to the actual display buffer? The label updates its text at 60fps, so the entire interface should be displayed at 60fps. Is the content of MTKView not synchronized when the display happens? Explanation of the Reasoning Behind Some MTKView Code Details Changing from the default triple buffering to double buffering helps reduce the latency introduced by rendering. Not using MTKView's own scheduling mechanism but using manual triggering of the draw method is because MTKView's own scheduling mechanism is driven by CADisplayLink. Therefore, if a frame falls within a Vsync window, it needs to wait for the next Vsync window to trigger the draw operation, which introduces waiting latency.
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589
Dec ’25
Request: Allow Game Mode to be enabled locally for non-game App Store categories
Hi Apple team, Game Mode was introduced in iOS 18. To activate Game Mode, an app must include specific key-value pairs in its *.plist and be categorized as a "Game" on the App Store. My app (https://apps.apple.com/us/app/voidlink/id6747717070) works primarily as a self-hosted game streaming (PC->iPhone/iPad) client. Game Mode provides clear benefits in terms of latency and frame rate stability, but it can currently only be activated when running via Xcode or TestFlight. I am an individual iOS developer based in China, where an additional government license is required for apps to be listed under the "Game" category on the App Store. Obtaining such a license is very difficult for independent developers, so my app has been categorized under "Utilities" instead.(If move the app to game category, it will disappear from Chinese App Store immediately) Expectation / Suggestion: Please consider making Game Mode available as a local, user-controllable option on iOS18/26+, such as through a system “App Pool” where users can choose which apps to enable Game Mode for, regardless of App Store category. This would greatly benefit use cases like streaming clients, benchmarking tools, and remote play utilities, without requiring developers to reclassify their apps as “Games” on App Store.
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767
Nov ’25
MetalFx
Recently, I adopted MetalFX for Upscale feature. However, I have encountered a persistent build failure for the iOS Simulator with the error message, 'MetalFX is not available when building for iOS Simulator.' To address this, I modified the MetalFX.framework status to 'Optional' within Build Phases > Link Binary With Libraries, adding the linker option (-weak_framework). Despite this adjustment, the build process continues to fail. Furthermore, I observed that the MetalFX sample application provided by Apple, specifically the one found at https://developer.apple.com/documentation/metalfx/applying-temporal-antialiasing-and-upscaling-using-metalfx, also fails to build for the iOS Simulator target. Has anyone encountered this issue?
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891
Mar ’25
You cannot debug in simulator
I can't create any breakpoint in my Xcode after I upgraded to macOS 15.4 macOS: Version 15.4 (24E248) visionOS Simulator: 2.3 Xcode: Version 16.2 (16C5032a) My app works well without any breakpoints. But if I create any breakpoint it shows me this: Couldn't find the Objective-C runtime library in loaded images. Message from debugger: The LLDB RPC server has crashed. You may need to manually terminate your process. The crash log is located in ~/Library/Logs/DiagnosticReports and has a prefix 'lldb-rpc-server'. Please file a bug and attach the most recent crash log.
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498
Apr ’25
Xcode Playground - The LLDB RPC server has crashed.
I am trying to learn Metal development on my MacBook Pro M1 Pro (Sequoia 15.3.1) on Xcode Playground, but when I write these two lines of code: import Metal let device = MTLCreateSystemDefaultDevice()! I get the error The LLDB RPC server has crashed. Any ideas as to what I can do to solve this? I have rebooted the machine and reinstalled Xcode...
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531
Mar ’25
What good is NSBitmapFormatAlphaNonpremultiplied?
If I create a bitmap image and then try to get ready to draw into it, like so: NSBitmapImageRep* newRep = [[NSBitmapImageRep alloc] initWithBitmapDataPlanes: nullptr pixelsWide: 128 pixelsHigh: 128 bitsPerSample: 8 samplesPerPixel: 4 hasAlpha: YES isPlanar: NO colorSpaceName: NSDeviceRGBColorSpace bitmapFormat: NSBitmapFormatAlphaNonpremultiplied | NSBitmapFormatThirtyTwoBitBigEndian bytesPerRow: 4 * 128 bitsPerPixel: 32]; [NSGraphicsContext setCurrentContext: [NSGraphicsContext graphicsContextWithBitmapImageRep: newRep]]; then the log shows this error: CGBitmapContextCreate: unsupported parameter combination: RGB 8 bits/component, integer 512 bytes/row kCGImageAlphaLast kCGImageByteOrderDefault kCGImagePixelFormatPacked Valid parameters for RGB color space model are: 16 bits per pixel, 5 bits per component, kCGImageAlphaNoneSkipFirst 32 bits per pixel, 8 bits per component, kCGImageAlphaNoneSkipFirst 32 bits per pixel, 8 bits per component, kCGImageAlphaNoneSkipLast 32 bits per pixel, 8 bits per component, kCGImageAlphaPremultipliedFirst 32 bits per pixel, 8 bits per component, kCGImageAlphaPremultipliedLast 32 bits per pixel, 10 bits per component, kCGImageAlphaNone|kCGImagePixelFormatRGBCIF10|kCGImageByteOrder16Little 64 bits per pixel, 16 bits per component, kCGImageAlphaPremultipliedLast 64 bits per pixel, 16 bits per component, kCGImageAlphaNoneSkipLast 64 bits per pixel, 16 bits per component, kCGImageAlphaPremultipliedLast|kCGBitmapFloatComponents|kCGImageByteOrder16Little 64 bits per pixel, 16 bits per component, kCGImageAlphaNoneSkipLast|kCGBitmapFloatComponents|kCGImageByteOrder16Little 128 bits per pixel, 32 bits per component, kCGImageAlphaPremultipliedLast|kCGBitmapFloatComponents 128 bits per pixel, 32 bits per component, kCGImageAlphaNoneSkipLast|kCGBitmapFloatComponents See Quartz 2D Programming Guide (available online) for more information. If I don't use NSBitmapFormatAlphaNonpremultiplied as part of the format, I don't get the error message. My question is, why does the constant NSBitmapFormatAlphaNonpremultiplied exist if you can't use it like this? If you're wondering why I wanted to do this: I want to extract the RGBA pixel data from an image, which might have non-premultiplied alpha. And elsewhere online, I saw advice that if you want to look at the pixels of an image, draw it into a bitmap whose format you know and look at those pixels. And I don't want the process of drawing to premultiply my alpha.
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171
Jun ’25
Scenekit view and scenekit editor color difference
Hello there, I'm having trouble matching what I see in the scenekit editor and the output of the resulting scene in a scnview. For a glitter effect I have set a high value on the diffuse intensity which looks fine in the editor but when running the game the colors are much darker. To see if the intensity value is merely capped I have set the same multiplier on the hat below - but it is blown out which looks to me like there is some grading going on I have tried to switch on hdr rendering but that didn't make a difference. I tried disabling linear rendering and that simply made everything darker still - which I expect. Does someone have an idea what else this could be? What rendering is the scenekit editor using and how can I match it? Interestingly when I take a screenshot of the editor window for this post, the image is also blown out... what is going on? :) Thanks so much for any pointers, Seb
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235
Apr ’25