Xcode 13 - USDZ available animation didn't work - swift

After I update the Xcode to 13 the animation that comes with the USDZ is not played anymore in the Reality Composer / RealityKit even though it's working fine on older Xcode 12 and 11
the problem: 'Nothing happen when play any USDZ anitmation even when run it on real device'
Any one face this problem cause didn't find a solution and update to fix it yet

Related

IOS 13 Sprite Kit Issues

I recently made a game using sprite kit xcode 10.2 which was working fine unless ios 13 update, I tested the game in xcode 11 simulators with ios 13 the fps of the game starts to get reduce to 30-35fps. Also, sometimes physics body on sprite nodes is not working properly. sometimes collision is detected on sprite nodes and sometimes it is being detected in middle of the sprite node which was not the case in ios 12 everything was working fine until ios 13 update.

iOS 13 Beta - Camera Capture Saving Photos in Wrong Orientation

With iOS 13 Beta, when a photo is captured, photos are saved in the wrong orientation. They seem to be rotated 90 degrees counter-clockwise.
We use all the native API methods and everything worked properly before iOS 13. Before each capture capture, we run:
self.photoOutput.connection(with: AVMediaType.video)!.videoOrientation = self.stillImageOrientation
This happens if I run an iOS 12 targeted build or iOS 13 Beta targeted build.
UPDATE
This seems to be a HEIF format saving issue.
This seems to be fixed on Beta 5.
Update to beta 4 and the problem goes away

Atlas images wrong size on iPad iOS 9

Since upgrading to iOS 9 I have this strange issue with image atlases in my SpriteKit game.
In my game I have a StartScene, a MenuScene and a GameScene.
In all 3 scenes I am using atlases for my enemies so I can animate them. All worked fine on all devices but since upgrading iOS 9 it causes me issues on iPads.
On my iPad when I launch the game the enemies in StartScene are about 3 times as big as they should be. Whats strange is that when I move to menuScene or gameScene the enemies are normal size.
When I tell my game to launch straight into MenuScene I have the same problem, enemies are way to big until I change to another scene.
This happened as soon as I run my game on iOS 9 and even after I upgraded to swift 2 and Xcode 7 I am still having this issue.
Anyone seeing this too, I have no clue what could cause this and how to fix it. Is this just a terrible iOS 9 bug?
Thanks for any help.
I saw there's a new option in the Xcode assets. If you click on the plus sign and select Sprite Kit Asset, you may fix the problem.
This was purely an iOS 9 bug and I believe was fixed. The initial code for my game was not doing any SKScene scaling, I did it all manually for every device, which was a terrible idea. Since asking this question I have change the way my scenes are scaled (AspectFill) so I am not 100% sure if this bug is still occurring.

Xcode 6 beta: Spritekit editor loses sprite

Been trying out the new spritekit editor in Xcode 6 beta and getting this error - I know it's beta software but I just wanted to check with others to see if anyone else is having this problem or whether I'm just going crazy...
Spritekit editor keeps losing sprites - even the demo spaceship one
Steps to Reproduce:
1. Start new xcode project using spritekit game template
2. Goto sprite kit editor and drag out spaceship onto scene
3. Click Simulate, stop - then spaceship sprite disappears from the scene and is replaced with a cross (see video showing this bug)
http://d.pr/v/XX3t
Expected Results:
Spaceship should stay
Actual Results:
Spaceship and many settings disappeared
Version:
Xcode version 6.0 (6A215l)
OS X 10.9.3 Build 13D65
Anyone else getting this problem or have a workaround?
I've been having problems with the SpriteKit scene editor in Xcode v6.0.1. After I added a node to a scene I wasn't able to select it. I tried Xcode 6.1 GM and the scene editor works a lot better. The sprite selection bug is gone and the scene refreshes in realtime as you edit it. I think your bug will be fixed too in this version.
I filed this as a bug with Apple and they acknowledged this. It appears to have been fixed now as of XCode Version 6.1.1

Swift and Spritekit won't run on device running iOS 7.1

I'm getting a really weird warning when I try to run my Swift project on my device, using Xcode 6.
The device is running iOS 7.1, and my mac is running Mavericks.
I have written a little game in Swift and SpriteKit, and it works in Simulator, but when I try to run it on my device, I get a warning, and my device only shows a black background.
I get the same result when trying to run a fresh SpriteKit project. But if I run a fresh Single Page Application using Swift, it runs normally.
This is the warning I get:
Any suggestions?
I also got this crash and, comparing to the 7.1.1 SDK SpriteKit game template, it appears to be related to loading the scene from an .sks file.
I changed it to use a different initializer like this:
let scene = GameScene(size: skView.bounds.size)
After that, the template project is not crashing anymore on my iPad mini with iOS 7.1.1. However, the plane sprites don't get rendered. You can see the node count (on the bottom right corner) go up with each tap, but the sprites aren't visible. The "Hello, World!" label shows fine, though...
Same behaviour here: default generated SpriteKit game was crashing. Now with the XCode 6 final, it all seems to work just fine, but try to add a particle emitter, and you back to XCode crashing hell. XCode keeps crashing on any particle emitter file saved as .sks file. I found that this is a known bug in XCode 6, that seems to be fixed only in 6.1 beta. See: Can't open particle SKS files
I was getting this problem too, with me it was crashing on the self.addChild(myLabel) on the default scene that loads (the one with Chalkduster "Hello, World!" and spaceships spinning on touch, I think it's called GameScene by default).
Comment out the self.addChild(myLabel) in GameScene and see if that stops the crashes. As a temporary solution I just made the viewDidLoad method load up another scene straight away and the new scene acts as you'd expect. It seems like it's something on Apples end of things, xCode6 is only in beta after all.
Try again with the latest Xcode 6 beta 4. There are still some bugs, but the basic SpriteKit template is now working fine.