Hello Victor, thank you for all your input! Is there any way to disable the SwiftUI window (prevent it from opening)? Tried searching and couldn’t find anything.
Hello Victor, thank you for your Work!
I am also wondering if we could completely disable swift window or its mandatory for something.
Also do you have an idea why deferred rendering stopped working in 5.5+ ? I’ve been trying to make it work with Desktop Metal Renderer and was able to get rid of big artifacts by using r.Mobile.XRMSAAMode=0, but it still glitches when i move my head fast - black sqares appear on the edges of viewport. And depth of course is broken with some “heat” artifact. Is there any chances that this would be fixed in 5.6? Maybe there is a workaround?
Oh, and could you suggest, which cvar or other way to make rendering resolution higher? I’ve tried setting xr.SecondaryScreenPercentage but it does not seem to affect quality. Im completely lost on this.
I will pay someone to set this up on my mac. I have tried everything for weeks and have had no success. The best I got was UISwift dialogue to show up then freeze. Please reach out if you can get this set up. We can get you to remote in.
This is the tutorial I’ve used and I got it to work. Make sure you’re using at least unreal 5.5 (from epic store, no need to build it), and you’re using iOS mobile rendering (the desktop is buggy ATM).
Search for plist in the settings and paste the following code.
<key>NSHandsTrackingUsageDescription</key><string>Hand Usage</string><key>NSMicrophoneUsageDescription</key><string>Mic Needed</string><key>NSWorldSensingUsageDescription</key><string>World Sensing</string>
Hand tracking requires implementation and I don’t know how to do it.
Reply here if you still have issues.
Thanks @neodoru I will give this a shot, I think I tried all this last week but I will try again with your workflow, I have an M2 Ultra with Sonoma 14.7.2 I will report Back