Dynamically load Collada files in SceneKit at runtime

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So we go with SceneKit.

Create a new Xcode project, choose the Game template. Choose for SceneKit as Game Technology.

So how can we fixed this? I looked at the build logs what exactly happens to the scnassets folder to figure out what kind of magic is happening. It seems Apple calls a script named copySceneKitAssets, this script calls eventually scntool to optimize the included .dae files.

Alright with this knowledge I extracted these two scripts out of their directory (/Applications/Xcode/Contents/Developer/usr/bin) and placed them somewhere on my system.

So every time my client creates a new 3D model that should be available for sale via IAP, he should do the following.

Run the script
Zip the result
Put it on the server
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