How to detect when visionOS app is looked at? Are there dedicated visionOS specific lifecycle events?
In iOS we can use scenePhase to detect when the app is foregrounded and use that as an opportunity to refresh data.
How to detect when visionOS app is looked at? Are dedicated vision specific lifecycle events?
In iOS we can use scenePhase to detect when the app is foregrounded and use that as an opportunity to refresh data.
Entity returned from EntityWrapper.makeEntity(context:) was already parented to another entity
Has anyone seen this error before? I have a scrollable list of entities, some of them are duplicates initialized with the same URL (i.e. ModelEntity(contentsOf: url)
).
Entity returned from EntityWrapper.makeEntity(context:) was already parented to another entity
Has anyone seen this error before? I have a scrollable list of entities, some of them are duplicates initialized with the same URL (i.e. ModelEntity(contentsOf: url)
).
Entity returned from EntityWrapper.makeEntity(context:) was already parented to another entity
Has anyone seen this error before? I have a scrollable list of entities, some of them are duplicates initialized with the same URL (i.e. ModelEntity(contentsOf: url)
).
Entity returned from EntityWrapper.makeEntity(context:) was already parented to another entity
Has anyone seen this error before? I have a scrollable list of entities, some of them are duplicates initialized with the same URL (i.e. ModelEntity(contentsOf: url)
).
Problem with Relaunching App After Dismissing vision pro
So I am programming an app that performs image tracking and then displays a view. The problem is that when I dismiss the app and relaunch it, it shows the view instead of restarting the detection process. How can I make the app restart the detection process upon relaunching? how can i add parameters that make sure that the app always start with a specific view first and then get to the second view
how can i turn a mesh transparent
I want to create a ring that allows me to see through it from the middle. Essentially, I want a simple ring that is hollow in the center, but I’m having trouble achieving this. Even using UI.clear doesn’t work. Here is my function
Pass binding into immersive space
I want to pass a binding into an immersive space. The following doesn’t work because Binding
doesn’t conform to Decodable
.
Set entity position with an anchor entity after DragGesture
I’m a bit stuck on placing an anchor entity within an immersive space on another wall with drag gestures.
What I want: