Comments (7)
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Are you using iPhone? If so, could you tell me the iOS version and which model you're using?
I guess it's the known issue of SceneKit, and I added the workaround for some versions of iOS, but I might need to expand the target versions.
It seems working fine on my MacBook.
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I tested on version 11.3 & 10.* in iphone 6s & iphone x both are crashing
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dae for the same model works on both using scenekit , so I am not sure whats missing in conversion to gltf
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I don't think the gltf file has a problem. SceneKit for iOS has some problems to handle data arrays.
I'm going to check it with iOS 11.3 & iPhoneX.
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Hi ya any update on this .. this is failing for any models with animations even on iOS 10
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You can specify rendering api to solve this issue. like:
SCNView.init(frame: CGRect.zero, options: [SCNView.Option.preferredRenderingAPI.rawValue : SCNRenderingAPI.openGLES2])
Unfortunately, it does not work for ARKit. ARKit forces use Metal instead
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Related Issues (20)
- Can this be ported to RealityKit? HOT 1
- Custom vertex property
- Adding local UV maps
- Loading options are ignored
- Support for Lines, Point and other primitive Types
- Does this work for .glb files? HOT 2
- KHR_draco_mesh_compression
- run sample code and getting empty blank screen HOT 2
- Animations for GLB in iOS
- Add shadow to AR object
- shader compile error on Xcode 13
- Joints_2 and Weights_2
- The model is stretched when Load the glb with animations HOT 1
- Glb Morph target?
- Not working if Access .gltf file via url HOT 1
- Samples error when i load .glb with shape key animation
- Glb with animations is not working HOT 1
- How to trigger a specific animation in glb HOT 3
- My model shows a white texture
- Texture quality. How to get better ?
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