gheatley
gheatley
@AFathi Any chance a fix for this is in the works?
@AFathi Ok, I'm hoping this is what you need to put this bug away once & for all.. After doing some investigating with an iPad Pro 12.9" using the latest...
If you _do_ add the the ability to record the SKOverlay I’d like the option to be able to _disable_ this feature. As currently I have an SKOverlay and I...
Sometimes the LivePhoto works ok, sometimes it doesn't. The problem is originating here in Generate+LivePhoto: ``` PHLivePhoto.request(withResourceFileURLs: [keyLiveFrames, keyLiveFrame], placeholderImage: UIImage(cgImage: cgImg), targetSize: .zero, contentMode: .aspectFit) { photo, settings in...
pretty much as mandated: ``` func viewDidLoad() { //ARVideoKit arVideoKitRecorder = RecordAR(ARSceneKit: ARView) // Set the recorder's delegate arVideoKitRecorder?.delegate = self // Set the renderer's delegate arVideoKitRecorder?.renderAR = self //...
Looks like it's mentioning audio there at the top of the stack. Maybe if Mic recording is disabled? I am using 3D positional audio in the scene.. if that would...
NB: After further playing, GIFs crash too exactly the same. However, Photos & LivePhotos work fine.
Ok. I've found what's causing it: **Audio played on SceneKit Nodes**. I can't be sure if it's strictly nodes employing positional audio or just any nodes playing audio at all...
That reduces the crash rate to about just 50% of the time. However there is no audio at all (nor the mic audio) in the finished recordings.
@AFathi Any luck?