Arkit: Editing a Scene file (.scn) - xcode

I have Arkit sample code that I've compiled and it works great. I'd like to know if there's any way I can edit one of the included .scn files to inscribe text on the object. Perhaps within Xcode or another tool?

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Scene Limit Exceeds: Triangles

Recently try to develop using decentraland sdk. I have downloaded some assets from sketchfab and copy those files into my decentraland project.
However, when I click start the project using dcl start. After rendering, I saw a warning message on the browser rendering page. How can I fix that?
Scene Limit Exceeds: Triangles(1918731/10000)
Thank you very much.
This is due to the Entity importing from the .glb file have too many "faces". By open the .glb file in blender, you can modify the .glb file and decreasing the amount of "faces" (eg. make a low-poly version for it).

How do I import .obj or other models files into p5.js

So What I want is an .OBJ file in my plane Sim that is the main simulator(The plane), I make a small cube to test if it will work, and when I try to insert the file. It does not give me an option to load it.
I first tried this when looking at TheCodingTrain's tutorial, in the tutorial, when adding a new file, there was a Dropbox where he could insert the file he wanted, but I use the standard p5.js web editor format and it does not give me the option or Dropbox, and when I type the name of the file, It tells me that It does not except the .OBJ file type.
It's difficult to understand your question since you don't link to the CodingTrain tutorial in question and the references to "Dropbox" (a totally separate service that you could use to host files, but not necessarily load them in a p5.js sketch) are very confusing.
However, uploading files and loading 3d models in the p5js web editor is quite straightforward:
Expand the "Sketch files" panel
Click the down arrow menu in the top right of the "Sketch files" panel
Select the "Upload file" option
Either Drag and Drop your .obj file or click to open the file browser and select it.
Here's an example
Ok, now I know why this was not happening, it seems that I was not logged in when I am uploading my files, I always log in only to save my projects before my classes end.

The document "xxx.dae" could not be saved

EDIT: As of Xcode 11.1 everything is working.
I'm adding a 3D model originally downloaded from Sketchfab, to my ARKit application. The model does show up in my scene, though it has no material applied. No matter what I do, the file in my Xcode project is un-savable.
The original file from Sketchfab comes down in .obj format. After unzipping, I import it in Blender, update the origin and export it as a .dae. The file's owner and group changes in each step of the process and I am taking steps to ensure it is my user and group who has ownership of the file.
The current file permissions on my .dae file are "-rwxrwxrwx#" I am unsure how much more permission I can give. The # means extended file permissions which is common for Xcode project files.
It would be amazing if I could apply my textures, normals and get on with my project.
close all xcode.take dae file to separate folder.Open dae file in xcode you can save without problem.

Three.js Example code, from StackOverflow, not working

I copied and pasted the Three.js code given here into an HTML file and downloaded the three.js package from the website, and configured the <script> tag to point to the location of the file three.min.js.
Nonetheless, when I open the HTML file, it displays a blank white screen.
What am I missing?
well I tryed the exact same thing and I'm seeing the wireframe cube rotating on screen. A few things to try.
1) drop the three.min.js right in the root folder and copy/paste the example code again without any alterations.
2) did you get the three.min.js from the zip package under the build directory? Or did you navigate the git repo and copy/paste it? If copy/paste was used be sure to click the "Raw" button to get the code without the wrapper HTML.
3) try the latest Firefox or Chrome browsers first. If it works there but not in say Safari, there are a few steps you need to take to enable WebGL in Safari first.
4) your video card may be blacklisted due to driver incompatibilities.
If none of these help, then post up the code, where you got the Three.js package, what browser and video card your using and I'll see what else I can do to help :)
I had the same problem. Windows hides the file extensions by default. I change it in folder options and it worked.

Interface Builder doesn't show some of my resource images

I have almost 20 images in PNG format added to my current project on Xcode (under the proper group, Resources). Unfortunately, library window's Media tab doesn't show some of them. And if I create an UIImageView and set one of these invisible images from code, nothing shows up. I also tried from IB with adding a UIImageView and set its source image.
Is this problem a image format related issue or is there a tiny detail I'm missing.
What log says:
Could not load the "07_clock_icon.png" image referenced from a nib in the bundle
The solution to this is a bit silly, but it definitely works:
Close XCode and the Interface Builder. Now, instead of opening XCode then opening the project, navigate to the project in Finder and double click on the project. When you open your xib file the blue file not found images will flash up, then be replaced with the correct images and the dropdown will show all your images in the Inspector.
Heyy! I figured it out. It's a refreshing bug. So just copy and replace those images that did not load into your project folder, and then hold Shift Command K (to clean your project). After Clean Up it should work perfectly! Enjoy!
If you dragged the images from the Finder into the Resources folder in XCode the images should show up in IB as well. At least it does so in my setup.
Maybe the images are 8-bit PNG images. I believe Cocoa requires them to be 24-bit because of the alpha transparency. PNG 8-bit doesn't support the alpha channel, as it's more like a GIF image.
But from the error you posted It seems IB couldn't find the resource at all. Which is understandable if it doesn't load the resources from XCode in its library.
Assuming you selected the option to let XCode copy the files into your project and neither XCode nor the Finder complain when you make the copy... I wonder if there might be some file corruption? Maybe try recreating them or opening and resaving them from another graphics application (or even Preview.app).
btw- 8-bit PNGs have worked fine for me.
Same problem was encountered by me. The problem is with the image. The image has been some how corrupted.Try to open the image in photoshop and you will see it doesn't open with photoshop.
I solved the problem by changing the image format to PNG-24 and everything works fine for me.
Hope this will solve your issue.
Regards,
Rupesh R Menon

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