I just opened up a new default swift project, and no matter what I do, this background color will not change. As you can see, I have it set to the system yellow color but it's still on the default black color it comes with. The internal error warning keeps coming up as you can see in the photo below, and even if I clear the derived data it's still there so it may have something to do with that. It may also be important to mention that I'm running xcode off of an external ssd which I figured out how to do using these instructions. It does say that I may run into issues as the answer is for older versions of xcode, so that could be something, I'm not sure. Thanks in advance!
I don't have 10 reputation yet so here's the photo link
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I built my unity game through Xcode into an iOS device for testing, and the colors look duller and more pastel-like than in the game view in the editor. The exact same thing has also happened on a modern android device. How can I make it so that the colors as seen in the built game better reflect the colors in the editor?
EDIT: I have sent a file to my phone and found out that the phone perceives colors differently than my monitor. I'm sorry if I'm asking for quite a bit here, but... is there any way to make the game look as I intend it to? The fact that I never see exactly how my game will turn out seems kinda... awkward. Thanks.
I'm not sure if you already tried this, but you might want to use Unity Remote for your iOS device, so you can check the color differences in real time instead of having to build it every time.
But other than what the comments said, it sounds like you should try to adjust your monitor's display settings for better color correlation between the built game and the one in the editor.
I'm new to augmented reality, and I'm using vuforia 4.2.3 and unity 5, I followed all the steps trying to make a test run and whenever the camera detects the target the whole screen turn white, I've tried many thing but none of them worked, can someone help me?
I had a problem that sounds similar.
There is a known bug that causes white screen, could be related to that? See here for more info.
What worked for me was to change the VideoBackground.shader code, as described on that thread.
Go to Project>>Qualcomm Augmented reality>>Shaders
Double-click VideoBackground. This opens up Mono.
In the code, change where it says:
"queue"="geometry-11"
to this:
"queue"="Geometry"
Save, rebuild etc.
Worked for me.
I'm seeing a bug in WatchKit where it shows a wrong image when assigned by name programmatically or from the storyboard. Am I doing anything wrong here?
How to reproduce
Add images to the WatchKit app with names image_1.png and image_10.png.
Set the first image to the interface image: image.setImageNamed("image_1")
Expected behaviour
First image image_1.png is shown.
Actual behaviour
Second image image_10.png is shown.
Tested in Xcode
Version 6.2 (6C131e)
Version 6.3 (6D532l)
Demo
https://github.com/evgenyneu/watch-image-glitch-demo
Update
This bug has been submitted to Apple Bug Reporter. Apple confirmed that this is a bug.
You should definitely file a Serious Bug radar. I pulled down your sample project (great work by the way) and ran it. I'm certainly seeing the same behavior on Xcode 6.2 (6C131e).
I also moved the images into the xcassets bundle which didn't have any affect on the issue. The only thing that I noticed is that renaming the image_10 to image_11, image_12 or image_100 did fix the problem. It appears that only image_10 is the culprit.
If you want to show just one image, you can still use startAnimating with a range that starts at your image and has a length of 1 (duration is 0 in this case). It works fine as a workaround until the bug is fixed.
I am using a simple 2D sprite class based on this tutorial to render PNG bitmaps to the screen:
http://www.raywenderlich.com/9743/how-to-create-a-simple-2d-iphone-game-with-opengl-es-2-0-and-glkit-part-1
Everything worked fine on both my iPhone 4S running iOS 6.1 and my iPhone 5S running iOS 7. Since I updated to iOS 7.1, and on my MacBook Air updated to Mavericks and XCode 5.1, sprites no longer appear on the screen (I just get an empty white screen, which is the color I cleared the background to). When I build the app using XCode 5.1 and run on my iPhone 4S again, it still works.
Does anyone know what could be causing this? Has anyone run into this issue? I am having trouble getting to the source of the problem due to my lack of understanding of OpenGL ES among other things. :) My sprite class is exactly the same as the one in the tutorial.
Let me know if more details/code snippets are required.
I'm not even going to look at the sample code since it doesn't sound like it's the same as your current code. (You said 'based on'.) But I'll tell you how to find your problem.
First, clear to something other than white (like red) as a test.
If the screen turns red you at least know that your view and context and open gl in general is working. That knocks out a lot of possible culprits.
Second.. use the debug tools and chances are it will take you right to your problem. You have to run on a tethered device though and not the sim. Run your app...
Click on FPS in the debug navigator. Then click analyze and be patient. It will take a one frame snapshot of whats happening in open gl. It has to do a bunch of stuff to make that happen and it takes about 30 seconds. But then you'll have an interactive thing that shows you the frame and will let you step through processes and see what code is making that happen, and the frame as it draws each element. It's super cool actually. And probably it will show you an error message (in red).
My guess is that it's no longer loading your sprite images. Something probably changed between 6 and 7 or the versions of Xcode or of OSX. In that case the screen is blank because they're not loaded and therefore not being drawn.
EDIT:
I think the analysis will help find your problem. But to offer more possibilities, in my experience when nothing is drawing it's often one of these things:
An overall OpenGL issue - set your clear color to red or blue to test.
Shader didn't compile - always output shader compile errors so you know.
Bad Shader math or logic - use gl_FragColor = vec4(0.0,0.0,1.0,1.0) or some contrasting color to test. Can you see your structures?
Program isn't getting an attribute. Did you remember glEnableVertexAttribArray
Program isn't getting a uniform. Use the Analyze feature above to check the uniform values to make sure they made it to the shader.
(i'll add more if I think of them)
When stuff does
I am dealing with this really really annoying bug in X-Code where it seems to save images to some type of memory that seems impossible to clear.
I have replaced a bunch of images in which I am creating a clock animation however when I try to play the animation it showes all the old images, I have tried cleaning the app and still they continue to show even though I have deleted the images.. So then I tried changing the name of the images along with the code where they were getting called and now I'm getting a bunch more errors, So I'm just woundering if anyone knows how to get around this problem of xcode caching images.
You need to clean the build or delete it from the device/simulator. That usually takes care of it if you're sure the files are named correctly. Also make sure that you're using the correct case in your filenames, that messed me up a few times. :)
In the XCode explorer, right click on the image, use "Show in finder" and make sure they refer to the images you want.
Try using the Clean option from the Product menu in XCode.