Multiple ARSCNView

Overlaying the SCNScene over the SKScene with an occupacy Ig 0.6 should allow the user to be able to both see the SKScene with the actual game and the SceneKit view, wich displays a plane when the ARKIT plane detection finds a clear and flat surface, wich will trigger the event.


ZStack(alignment: .leading)

SCNView()


But you need to remember that the objects in the scene may have to be opaque as well, while this is more important for the overlaying scnscene, as it will work as the ambient display. It may also be a good idea to make the single objects more visible by adjusting and rising the alpha value of the node. As well I would recommend to use multiple classes for the views to reduce the risk of mixing the technologies.


As well it would be required to turn down the light of the underground, as it then would allow to use opucacy to really see something. It may also be a great idea if I would be able to restrict the click on o Keck by disabling one.


Disabling can be done either by actually making the object untouchable, wich is possible over properties or you do it with code. With code it’s recommended to actually disable all interactions, as if we only disable UI EventsX it would be possible that the copying interaction windows with the decisions of pasting.... apears wich we don’t want, as we only want that the view in the background is unavailable. Maybe a tunnel is required. I could container it out of a real view element.


notification: NSNotification!) {

    if let info = notification.userInfo as? Dictionary<String,AnyObject>,

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Me with my book | Chance of Elysion | There is only one step at a time, so Cooper manages to find some relief knowing that there is only one intruder. Still, the unknown whereabouts of O`Brien keep him at the edge, making him lean some more out of his hi

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