Create apps that allow players to interact with each other using GameKit.

GameKit Documentation

Posts under GameKit subtopic

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Reset GameCenter scores
Is it possible to remove/reset GmeCenter scores for my game app? I'd like to remove all scores so new users can start to compete. Is this possible? The games are educationally based and I'fd like to reset score for a new class.
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749
Aug ’23
Unity Game Crashes After GameCenter Login Attempt
We have Apple Unity Plugins imported to our project. We only include Apple.Core and Apple.GameKit. We have tried to import Empty 3D URP Sample Project and project worked on iOS but when we try to build for our project we got this error. On Empty Project, we just import the Apple Plugins, nothing about authentication or login to Apple Game Center. But in our main project, we login to Apple Game Center. We disabled the GameCenter Login code and game opens perfectly. No errors. The main problem is app crashes when we attempt to login to Apple Game Center. Do you have any suggestions for this? Unity: 2022.3.1f1 LTS (Current Latest LTS) OS: macOS Ventura 13.4 (Latest Stable) XCode: 14.3.1 (Latest Stable) Apple Plugins: Apple.Core 1.0.3 - Apple.GameKit 1.0.4 (Latest)
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2.1k
Aug ’23
Controller Input Not Working in HappyBeam Sample
I'm working on an Immersive game that requires Controller input. The Happy Beam sample is supposed to support hand tracking and controller input. I have tested the controller input with a PS5 Dual Sense controller and all I can do is move around the scene while the game plays. But cannot interact with anything in the scene. Can anyone confirm this and or suggest how I can use a controller in an immersive space? I cannot find a single working example.
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983
Aug ’23
Not imported Metal but getting these errors!
Device : iPhone 13 Pro, iOS 17 Beta 5. Xcode : Both 14.3.1 and 15 Beta 5 My app is crashing for no reason after a touch gesture on my device, but it's working fine on a simulator. I have used GameKit but not imported Metal or SpriteKit. I'm getting these errors. CleverJacks[791:45451] Metal API Validation Enabled -[MTLDebugRenderCommandEncoder setRenderPipelineState:]:1615: failed assertion `Set Render Pipeline State Validation For color attachment 2, the render pipeline's pixelFormat (MTLPixelFormatRGBA16Float) does not match the framebuffer's pixelFormat (MTLPixelFormatR16Float). the pipelineState's per sample imageBlock usage(14) is greater than the encoder's perSample imageBlock usage(8)
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904
Aug ’23
Unity Apple plugin Issue
We are upgrading our ObjC-based iOS multiplayer game to Unity, so we plan to use the Unity Apple plugins. Specifically, we want to use Apple.Core and Apple.Gamekit packages. Cloned the project from https://github.com/apple/unityplugins Built the package using Unity 2020.3.33f1 In the Unity Editor, used Windows > Package Manager and added both packages from the tarball. No errors; all looks good. 5, Built & Run the project and installed the game on an iPhone 13 device. 6. Once the game starts, we see the following errors, and the game quits. Errors: '/private/preboot/Cryptexes/OS/usr/lib/swift/AppleCoreNative.framework/AppleCoreNative' (no such file), '/private/var/containers/Bundle/Application/0CF8E689-36C1-4AA6-9CF6-1E078EC1A3FB/Game.app/Frameworks/AppleCoreNative.framework/AppleCoreNative' (no such file), '/private/var/containers/Bundle/Application/0CF8E689-36C1-4AA6-9CF6-1E078EC1A3FB/Game.app/Frameworks/UnityFramework.framework/Frameworks/AppleCoreNative.framework/AppleCoreNative' (no such file), '/private/var/containers/Bundle/Application/0CF8E689-36C1-4AA6-9CF6-1E078EC1A3FB/Game.app/Frameworks/AppleCoreNative.framework/AppleCoreNative' (no such file), '/System/Library/Frameworks/AppleCoreNative.framework/AppleCoreNative' (no such file, not in dyld cache) Anyone, please help us to resolve the above issue?
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1.4k
Aug ’23
Is GKLocalPlayer's gamePlayerID different from the gamePlayerID other players in the GKMatch can access/see?
I'm trying to make a real-time peer-to-peer multiplayer game with GameKit/Game Center. I'm trying to store a dictionary of player IDs and scores ([String:Int]) to keep track of and share player scores during a game. Essentially, I want to be able to increment the score of a player locally, then send the updated scores dictionary to all the other players. However, the GKLocalPlayer.local.gamePlayerID seems to be in a completely different format than any other connected GKPlayer, so when I try to access the GKMatch.players with the gamePlayerID, it isn't found (and yes, I'm aware that GKMatch.players doesn't contain the local player). The GKPlayer has an 18-digit long integer, whereas the GKLocalPlayer has A:_ and then a long hexadecimal number (I think it's 37 digits in decimal). Can someone explain this difference or point to some resources that explain how I can implement this functionality correctly? Here's a simplified example of what I'm doing: var scores: [String:Int] // dictionary of [gamePlayerID:Score] scores[myMatch.players.first.gamePlayerID] = 3 scores[GKLocalPlayer.local.gamePlayerID] = 5 sendScores(scores) // sends data to all players using myMatch.sendData() /* When the receiving players decode and try to access scores[gamePlayerIDOfSendingPlayer], it isn't found because it's different from that player's gamePlayerID in the receiving player's GKMatch.players array */
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687
Aug ’23
GameCenter causes hiccup when showing access point
Hello, In our Unity game, we've started experiencing application hiccup as a result of calling [[GKAccessPoint shared] setActive:YES]. The call itself does not take much time, but it seems to trigger something that causes a significant app stall causing running animations and transitions to feel laggy. This is new behaviour for us in iOS 16.1, as it did not cause any hiccups on 16.0 or earlier as far as we've noticed. We've tested the same build on 16.0 and 16.1, and it's working smooth on 16.0. The hiccup is present both when logged in and not logged into GameCenter. Did something change in 16.1 that requires us to use this API in a different way, or is it a (known) bug in iOS? My searches have not resulted in any similar reports. Best, -Trond
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1.6k
Jul ’23
GameKit Unity Sample works in Editor but not Player
I've build the Apple Unity plugins and added them to my Unity project. I've also loaded up the Apple.GameKit 1.0.4 GameKit Demo Scene. When I run this scene in the Unity editor, I get the prompt to select my Game Center account, and the username appears in the Editor Game window UI. From here, the other on-screen buttons work as well, I can pull up the Game Center Achievements window or the Realtime Matchmaking UI. If I build this project for macOS, and run the resulting app on the Mac, it isn't working. On the game UI, the "Local Player Name" text never updates to show the username of my GameCenter account. None of the on screen buttons work, nothing happens when clicked. If I build from unity for macOS with debug on, I can attach a debugger while running the app. If I do this, and add breakpoints, it seems that the application hits the first line from the Start() function of GameKitSample.cs : _localPlayer = await GKLocalPlayer.Authenticate(); But execution never seems to get past this point. It also doesn't seem to throw any exception. It just gets stuck here and I can't use any Game Kit features in the sample scene. What is missing? The same code seems to interact with Game Center just fine while running from the Unity Editor.
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1k
Jul ’23
SceneKit Xcode 15 Beta3
Previously art work used and porting a complex 3D mechanical Clock I am running into constant build errors using my previous art work .scn files I had some success converting my .usdz original to .scn file some convert but most just being in the art folder of the build environment cause this crash and are no longer compatible I use the same art work of gears and parts in UNITY build environment without any build issues most of my clocks have up to 35 different interacting parts These are replicas of classical clock mechanism Is any one else having problems with similar .scn files [?]
1
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1.1k
Jul ’23
Xcode 15 Beta3 sceneKit templet
I am getting 4 warnings compiling the current template of sceneKit game /Users/helmut/Documents/spaceTime/scntool:1:1 Could not find bundle inside /Library/Developer/CommandLineTools any idea why the bundle is not installed I did a new download twice now still stuck getting these warnings about bundles not installed or not found any solution to correct the download install so the base dependencies are present thank you
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977
Jul ’23
My RC PRO Controller is not working
Hello! I have a DJI MAVIC 3 drone and recently I got a stimulator to practice my flying skills but I have a problem, even tho my Mac Book recognizes the controller, I still can't use it to practice, it just shows like there is no controller connected. The stimulator I am using is Uncrashed FPV Drone, but I also tried to test it on DJI Assistance 2, can someone help me fix this issue please.
0
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1k
Jul ’23
Regarding Gamekit samples in apple/unityplugins
I built the Gamekit Sample in apple/unityplugins for iOS and ran "_localPlayer = await GKLocalPlayer.Authenticate();" It worked fine up to the point where the GameCenter popup was displayed. However, the "OnRealtimeMatchmake()" and "OnToggleAccessPoint()" will result in the following error "MissingMethodException: Default constructor not found for type Apple.GameKit.Multiplayer.GKMatchRequest at System.RuntimeType.CreateInstanceMono" and "MissingMethodException: Default constructor not found for type Apple.GameKit.GKAccessPoint at System.RuntimeType.CreateInstanceMono" errors and does not work properly. Please tell me what is the problem here. The environment is as follows iPhone SE (iOS15.5), Unity2020.3.33f1, XCode13.4.1
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3.0k
Jul ’23
Mouse and video games
Hello, I want to connect my mouse to my iPad pro m2 and play PUBG mobile, but I cannot lock the mouse to the screen so I can use the mouse to turn my character and play the game. I was wondering how I could do that. I also watched a video on GCControler and GCmouse but I don't understand how to code that information into my iPad.
0
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978
Jun ’23
Hang when calling GKLocalPlayer.Local.FetchItems();
public async void FetchItems() { try { var fetchItemsResponse = await GKLocalPlayer.Local.FetchItems(); } catch(GameKitException exception) { Debug.LogError(exception); } } App hangs when calling GKLocalPlayer.Local.FetchItems(); No exception is caught. Apple.Core and Apple.GameKit plugins have been included in our project Reproducible with https://github.com/apple/unityplugins Both Unity 2020 and Unity 2021 iOS and tvOS Xcode Version 13.4.1
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2.3k
Jun ’23
Game Center achievements staying hidden
I’m tracking down a bug report with a game that has a bunch of achievements that do work. I am trying to reveal the name of a hidden achievement once a player learns it is possible, but before they have any progress towards it. GKAchievement* a = [[GKAchievement alloc] initWithIdentifier: anAchievement]; a.percentComplete = 0; [GKAchievement reportAchievements: @[ a ] withCompletionHandler: ^(NSError * _Nullable error) { if (error != nil) { NSLog(@"revealAchievement: %@ failed %@", anAchievement, error); } }]; The documentation says “isHidden is set to NO anytime this method is invoked” but the achievement is not showing up in the UI. The achievement in question is returned by +loadAchievementsWithCompletionHandler:, but it is considered hidden there (lldb) po a <GKAchievement: 0x6000027993e0>id: MonsterKiller.DarkAge 0.000000 (lldb) p a.hidden (BOOL) $3 = YES I am pretty sure this code worked fine (it’s in a game that came out several years ago). Has Game Center changed (I know hidden is technically deprecated now, but I don’t see anything explaining how to reveal an achievement other than by using +reportAchievements:withCompletionHandler:. And yes, the achievement in question is configured on the server (it can be earned, just not revealed with zero progress).
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2.1k
Jun ’23
Why is it that the Apple keyboard cannot handle simultaneous typing of the 'Tab + W + Space' keys, which are commonly used in games?
I have noticed that external keyboards connected to an Apple computer support the simultaneous pressing of 'Tab + W + Space' keys, but the in-built Apple keyboard does not. When I press the 'Tab + W' keys and then press the Space bar, the Apple computer only receives the 'Tab + W' events but not the Space event. Other combinations, such as 'Tab + A + Space', work normally. Can you please explain why this is the case and provide any solutions or advice? Thank you
5
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1.5k
Jun ’23
Reset GameCenter scores
Is it possible to remove/reset GmeCenter scores for my game app? I'd like to remove all scores so new users can start to compete. Is this possible? The games are educationally based and I'fd like to reset score for a new class.
Replies
0
Boosts
0
Views
749
Activity
Aug ’23
Unity Game Crashes After GameCenter Login Attempt
We have Apple Unity Plugins imported to our project. We only include Apple.Core and Apple.GameKit. We have tried to import Empty 3D URP Sample Project and project worked on iOS but when we try to build for our project we got this error. On Empty Project, we just import the Apple Plugins, nothing about authentication or login to Apple Game Center. But in our main project, we login to Apple Game Center. We disabled the GameCenter Login code and game opens perfectly. No errors. The main problem is app crashes when we attempt to login to Apple Game Center. Do you have any suggestions for this? Unity: 2022.3.1f1 LTS (Current Latest LTS) OS: macOS Ventura 13.4 (Latest Stable) XCode: 14.3.1 (Latest Stable) Apple Plugins: Apple.Core 1.0.3 - Apple.GameKit 1.0.4 (Latest)
Replies
4
Boosts
1
Views
2.1k
Activity
Aug ’23
Controller Input Not Working in HappyBeam Sample
I'm working on an Immersive game that requires Controller input. The Happy Beam sample is supposed to support hand tracking and controller input. I have tested the controller input with a PS5 Dual Sense controller and all I can do is move around the scene while the game plays. But cannot interact with anything in the scene. Can anyone confirm this and or suggest how I can use a controller in an immersive space? I cannot find a single working example.
Replies
1
Boosts
0
Views
983
Activity
Aug ’23
Not imported Metal but getting these errors!
Device : iPhone 13 Pro, iOS 17 Beta 5. Xcode : Both 14.3.1 and 15 Beta 5 My app is crashing for no reason after a touch gesture on my device, but it's working fine on a simulator. I have used GameKit but not imported Metal or SpriteKit. I'm getting these errors. CleverJacks[791:45451] Metal API Validation Enabled -[MTLDebugRenderCommandEncoder setRenderPipelineState:]:1615: failed assertion `Set Render Pipeline State Validation For color attachment 2, the render pipeline's pixelFormat (MTLPixelFormatRGBA16Float) does not match the framebuffer's pixelFormat (MTLPixelFormatR16Float). the pipelineState's per sample imageBlock usage(14) is greater than the encoder's perSample imageBlock usage(8)
Replies
1
Boosts
2
Views
904
Activity
Aug ’23
Unity Apple plugin Issue
We are upgrading our ObjC-based iOS multiplayer game to Unity, so we plan to use the Unity Apple plugins. Specifically, we want to use Apple.Core and Apple.Gamekit packages. Cloned the project from https://github.com/apple/unityplugins Built the package using Unity 2020.3.33f1 In the Unity Editor, used Windows > Package Manager and added both packages from the tarball. No errors; all looks good. 5, Built & Run the project and installed the game on an iPhone 13 device. 6. Once the game starts, we see the following errors, and the game quits. Errors: '/private/preboot/Cryptexes/OS/usr/lib/swift/AppleCoreNative.framework/AppleCoreNative' (no such file), '/private/var/containers/Bundle/Application/0CF8E689-36C1-4AA6-9CF6-1E078EC1A3FB/Game.app/Frameworks/AppleCoreNative.framework/AppleCoreNative' (no such file), '/private/var/containers/Bundle/Application/0CF8E689-36C1-4AA6-9CF6-1E078EC1A3FB/Game.app/Frameworks/UnityFramework.framework/Frameworks/AppleCoreNative.framework/AppleCoreNative' (no such file), '/private/var/containers/Bundle/Application/0CF8E689-36C1-4AA6-9CF6-1E078EC1A3FB/Game.app/Frameworks/AppleCoreNative.framework/AppleCoreNative' (no such file), '/System/Library/Frameworks/AppleCoreNative.framework/AppleCoreNative' (no such file, not in dyld cache) Anyone, please help us to resolve the above issue?
Replies
1
Boosts
0
Views
1.4k
Activity
Aug ’23
Is GKLocalPlayer's gamePlayerID different from the gamePlayerID other players in the GKMatch can access/see?
I'm trying to make a real-time peer-to-peer multiplayer game with GameKit/Game Center. I'm trying to store a dictionary of player IDs and scores ([String:Int]) to keep track of and share player scores during a game. Essentially, I want to be able to increment the score of a player locally, then send the updated scores dictionary to all the other players. However, the GKLocalPlayer.local.gamePlayerID seems to be in a completely different format than any other connected GKPlayer, so when I try to access the GKMatch.players with the gamePlayerID, it isn't found (and yes, I'm aware that GKMatch.players doesn't contain the local player). The GKPlayer has an 18-digit long integer, whereas the GKLocalPlayer has A:_ and then a long hexadecimal number (I think it's 37 digits in decimal). Can someone explain this difference or point to some resources that explain how I can implement this functionality correctly? Here's a simplified example of what I'm doing: var scores: [String:Int] // dictionary of [gamePlayerID:Score] scores[myMatch.players.first.gamePlayerID] = 3 scores[GKLocalPlayer.local.gamePlayerID] = 5 sendScores(scores) // sends data to all players using myMatch.sendData() /* When the receiving players decode and try to access scores[gamePlayerIDOfSendingPlayer], it isn't found because it's different from that player's gamePlayerID in the receiving player's GKMatch.players array */
Replies
1
Boosts
1
Views
687
Activity
Aug ’23
GameCenter causes hiccup when showing access point
Hello, In our Unity game, we've started experiencing application hiccup as a result of calling [[GKAccessPoint shared] setActive:YES]. The call itself does not take much time, but it seems to trigger something that causes a significant app stall causing running animations and transitions to feel laggy. This is new behaviour for us in iOS 16.1, as it did not cause any hiccups on 16.0 or earlier as far as we've noticed. We've tested the same build on 16.0 and 16.1, and it's working smooth on 16.0. The hiccup is present both when logged in and not logged into GameCenter. Did something change in 16.1 that requires us to use this API in a different way, or is it a (known) bug in iOS? My searches have not resulted in any similar reports. Best, -Trond
Replies
3
Boosts
1
Views
1.6k
Activity
Jul ’23
GameKit Unity Sample works in Editor but not Player
I've build the Apple Unity plugins and added them to my Unity project. I've also loaded up the Apple.GameKit 1.0.4 GameKit Demo Scene. When I run this scene in the Unity editor, I get the prompt to select my Game Center account, and the username appears in the Editor Game window UI. From here, the other on-screen buttons work as well, I can pull up the Game Center Achievements window or the Realtime Matchmaking UI. If I build this project for macOS, and run the resulting app on the Mac, it isn't working. On the game UI, the "Local Player Name" text never updates to show the username of my GameCenter account. None of the on screen buttons work, nothing happens when clicked. If I build from unity for macOS with debug on, I can attach a debugger while running the app. If I do this, and add breakpoints, it seems that the application hits the first line from the Start() function of GameKitSample.cs : _localPlayer = await GKLocalPlayer.Authenticate(); But execution never seems to get past this point. It also doesn't seem to throw any exception. It just gets stuck here and I can't use any Game Kit features in the sample scene. What is missing? The same code seems to interact with Game Center just fine while running from the Unity Editor.
Replies
0
Boosts
0
Views
1k
Activity
Jul ’23
SceneKit Xcode 15 Beta3
Previously art work used and porting a complex 3D mechanical Clock I am running into constant build errors using my previous art work .scn files I had some success converting my .usdz original to .scn file some convert but most just being in the art folder of the build environment cause this crash and are no longer compatible I use the same art work of gears and parts in UNITY build environment without any build issues most of my clocks have up to 35 different interacting parts These are replicas of classical clock mechanism Is any one else having problems with similar .scn files [?]
Replies
1
Boosts
0
Views
1.1k
Activity
Jul ’23
Xcode 15 Beta3 sceneKit templet
I am getting 4 warnings compiling the current template of sceneKit game /Users/helmut/Documents/spaceTime/scntool:1:1 Could not find bundle inside /Library/Developer/CommandLineTools any idea why the bundle is not installed I did a new download twice now still stuck getting these warnings about bundles not installed or not found any solution to correct the download install so the base dependencies are present thank you
Replies
0
Boosts
0
Views
977
Activity
Jul ’23
My RC PRO Controller is not working
Hello! I have a DJI MAVIC 3 drone and recently I got a stimulator to practice my flying skills but I have a problem, even tho my Mac Book recognizes the controller, I still can't use it to practice, it just shows like there is no controller connected. The stimulator I am using is Uncrashed FPV Drone, but I also tried to test it on DJI Assistance 2, can someone help me fix this issue please.
Replies
0
Boosts
0
Views
1k
Activity
Jul ’23
Regarding Gamekit samples in apple/unityplugins
I built the Gamekit Sample in apple/unityplugins for iOS and ran "_localPlayer = await GKLocalPlayer.Authenticate();" It worked fine up to the point where the GameCenter popup was displayed. However, the "OnRealtimeMatchmake()" and "OnToggleAccessPoint()" will result in the following error "MissingMethodException: Default constructor not found for type Apple.GameKit.Multiplayer.GKMatchRequest at System.RuntimeType.CreateInstanceMono" and "MissingMethodException: Default constructor not found for type Apple.GameKit.GKAccessPoint at System.RuntimeType.CreateInstanceMono" errors and does not work properly. Please tell me what is the problem here. The environment is as follows iPhone SE (iOS15.5), Unity2020.3.33f1, XCode13.4.1
Replies
4
Boosts
0
Views
3.0k
Activity
Jul ’23
Mouse and video games
Hello, I want to connect my mouse to my iPad pro m2 and play PUBG mobile, but I cannot lock the mouse to the screen so I can use the mouse to turn my character and play the game. I was wondering how I could do that. I also watched a video on GCControler and GCmouse but I don't understand how to code that information into my iPad.
Replies
0
Boosts
0
Views
978
Activity
Jun ’23
Nvidia shield controller - connect
Is it possible to connect my old nvidia shield controller to steam games?
Replies
0
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0
Views
994
Activity
Jun ’23
Game Porting Toolkit Installation
Can't able to install the game porting toolkit it is showing this kind of error i have proper version of brew and path is also correctly defined. Error: Cannot install in Homebrew on ARM processor in Intel default prefix (/usr/local)!
Replies
1
Boosts
1
Views
1.3k
Activity
Jun ’23
Setting Game Center achievements to non integer values
Is it possible to set an achievement progress to numbers like 0.5% or 50.1%? The fact that achievement progress is reported via a double suggests that it should be possible, but when I try doing it only the integer part seems to be saved.
Replies
4
Boosts
0
Views
1.3k
Activity
Jun ’23
Hang when calling GKLocalPlayer.Local.FetchItems();
public async void FetchItems() { try { var fetchItemsResponse = await GKLocalPlayer.Local.FetchItems(); } catch(GameKitException exception) { Debug.LogError(exception); } } App hangs when calling GKLocalPlayer.Local.FetchItems(); No exception is caught. Apple.Core and Apple.GameKit plugins have been included in our project Reproducible with https://github.com/apple/unityplugins Both Unity 2020 and Unity 2021 iOS and tvOS Xcode Version 13.4.1
Replies
7
Boosts
3
Views
2.3k
Activity
Jun ’23
[Unity Plugin Crash] - When using the AppleCore and GameKit
Hello, I've added the Unity plugin for GameKit and it crashes on lunch, with this message. Library not loaded: @rpath/AppleCoreNative.framework/AppleCoreNative Referenced from: <22A243C2-0F80-36C5-8B0A-9C440F83A640>
Replies
3
Boosts
0
Views
1.8k
Activity
Jun ’23
Game Center achievements staying hidden
I’m tracking down a bug report with a game that has a bunch of achievements that do work. I am trying to reveal the name of a hidden achievement once a player learns it is possible, but before they have any progress towards it. GKAchievement* a = [[GKAchievement alloc] initWithIdentifier: anAchievement]; a.percentComplete = 0; [GKAchievement reportAchievements: @[ a ] withCompletionHandler: ^(NSError * _Nullable error) { if (error != nil) { NSLog(@"revealAchievement: %@ failed %@", anAchievement, error); } }]; The documentation says “isHidden is set to NO anytime this method is invoked” but the achievement is not showing up in the UI. The achievement in question is returned by +loadAchievementsWithCompletionHandler:, but it is considered hidden there (lldb) po a <GKAchievement: 0x6000027993e0>id: MonsterKiller.DarkAge 0.000000 (lldb) p a.hidden (BOOL) $3 = YES I am pretty sure this code worked fine (it’s in a game that came out several years ago). Has Game Center changed (I know hidden is technically deprecated now, but I don’t see anything explaining how to reveal an achievement other than by using +reportAchievements:withCompletionHandler:. And yes, the achievement in question is configured on the server (it can be earned, just not revealed with zero progress).
Replies
2
Boosts
0
Views
2.1k
Activity
Jun ’23
Why is it that the Apple keyboard cannot handle simultaneous typing of the 'Tab + W + Space' keys, which are commonly used in games?
I have noticed that external keyboards connected to an Apple computer support the simultaneous pressing of 'Tab + W + Space' keys, but the in-built Apple keyboard does not. When I press the 'Tab + W' keys and then press the Space bar, the Apple computer only receives the 'Tab + W' events but not the Space event. Other combinations, such as 'Tab + A + Space', work normally. Can you please explain why this is the case and provide any solutions or advice? Thank you
Replies
5
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0
Views
1.5k
Activity
Jun ’23