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magicien avatar magicien commented on May 24, 2024

Thank you for reporting!
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.
spider

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kirandb avatar kirandb commented on May 24, 2024

I tested on version 11.3 & 10.* in iphone 6s & iphone x both are crashing

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kirandb avatar kirandb commented on May 24, 2024

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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magicien avatar magicien commented on May 24, 2024

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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kirandb avatar kirandb commented on May 24, 2024

knight_multi_anim__bind.zip

Hi ya any update on this .. this is failing for any models with animations even on iOS 10

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kirandb avatar kirandb commented on May 24, 2024

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kaiyuanheshang avatar kaiyuanheshang commented on May 24, 2024

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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