Post not yet marked as solved
73
Views
Is there a way to improve the picture quality of the ARKit camera feed beyond the phones screen resolution?
ideally I would like to be able to take on app photos with the same quality as the iPhone camera app, and videos in 4K+HDR (mixed with my AR content).
thanks for any pointers
Post not yet marked as solved
166
Views
When I embed an image -say a PNG- in a reality composer (RC) project on macOS, the image goes missing when opening the project on mobile or when sending it to someone else. (The same happens the other way around: embedding an image on mobile and then opening the project on macOS).The image shows up as a grey plane in the scene.However, in the inspector there acutally IS a thumbnail visible of the image, and it can even be selected as if it still is imported in the project. But, as sais, it doesn't work and shows up grey in the scene view.Please fix this bug, we need this to use RC effectively.Used:2019 MacBook Pro 15" with macOS 11.15.4 with Xcode 11.5iPhone Xs with iOS 13.5.1 and RealityComposer 1.4
Post not yet marked as solved
723
Views
I downloaded XCode 11.2 today from the Apple App Store. When I tried to upload my app to app store connect, it get the message that 11.2 is deprecated!Why isn't APple's own App Store up to date? Where do I get 11.2.1?
Post not yet marked as solved
1.9k
Views
HiReplaykit seems to not work on iOS11 apps build with Unity3D. Unity argues that they use Apple's native implementation, which brings me here. So is it correct that Replaykit is not stable on iOS11?My implementation is basically:public void recordVideo(){
if (!ReplayKit.APIAvailable)
{
Debug.Log ("No ReplayKit found");
}
if (!isOn) {
isOn = true;
ShownPreviewScreen = false;
ReplayKit.StartRecording();
LedLight.SetActive (true);
} else {
Debug.Log ("Stop recording");
ReplayKit.StopRecording();
LedLight.SetActive (false);
isOn = false;
ReplayKit.Preview ();
}
}
Post not yet marked as solved
459
Views
It seems Testflight sends unneccessary notifications and e-mails to my testers. Every time i change something in iTunesConnect, they get a notification about an update for a build they already might be testing. This is annoying and leads to people stepping out of the beta testing program! 😕 Not ok!Even when I release my app in the app store, testers get a notification about a testflight build that is not even the same as the build being released in the app store, nor the build they are testing! This is nonsense, imho..
Post not yet marked as solved
321
Views
I have been developing an app on my own organization, which is in the App Store on that account.Recently I left another organization. Was on the same appleid, but not related to my app.Now I get errors about that other organization when trying to deliver a build to the app store. This seems very strange to me. Using Applicaiton Loader, I did not get this error and I can upload my app. However, this requires extra steps. What's wrong with XCode here?
Post not yet marked as solved
472
Views
I would like to have an ARKit based app available in the AppStore from the first day of the iOS11 launch.Is it possible to build an app with XCode beta, upload it with the Application Loader to the Appstore and get it reviewed, so that it is available when iOS11 launches?
Post not yet marked as solved
600
Views
I am trying to upload a iOS11 app to iTunesConnect (Testflight) but can't succeed any longer. Is this not possible anymore?tried:XCode 9 beta 4: WHen uploading I get the error that I need to use a public release of XCode. I haven't had this error before.XCode 8: Cannot compile due to use of ARKit.