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

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Bluetooth Low Energy HID Gamepad PnP not accepted by iOS devices
Dear support We are developing a Bluetooth Low Energy HID Gamepad and are having issues connecting it to iOS devices (iPhone). Pairing is always successful. The issue is related to the PnP ID used. If we use a PnP ID for a gamepad currently on the market - like a Google Stadia - there is no issue. The Gamepad connects (pairs) with the iPhone and is recognised in the iPhone "settings->general->game controller" Also if a "Game Controller Tester" APP is installed on the iPhone this works ok. If we use our own PnP the Gamepad connects (pairs) but iPhone does not recognise it in "settings->general->game controller" . Also the "Game Controller Tester" APP does not work. The question is :- Is there something we need to do with our own PnP for it to be recognised by iOS devices. For info - on Android and Windows our PnP is recognised ok - we can control a Game Controller APP with it. The issue is only with Apple iOS devices. Any help would be welcome. Thanks JESP
4
0
1.4k
Nov ’23
Multiplayer testing with Game Center and IOS simulator
I am trying to test game center multiplayer with the IOS simulator and my physical phone. I can get it working between 2 physical phones but whenever I try with the simulator it shows the error Failed to find players. I have seen people use the simulator before to test multiplayer. I have tried both my account and a sandbox account with no luck. Is there something I am missing or doing wrong? I am using gamekit to make this app. Thanks
0
0
666
Nov ’23
Unable to upload Game Center Achievement Image using API
I attempted to use the new App Store Connect API 3.0 feature to manage Game Center achievements. My goal was to create a bunch of achievements, with one en-US localization each, with an attached image. Creating the achievement and its localization initially seems to have worked fine; I uploaded the image, and its assetDeliveryState.state is COMPLETED. But when I visit the achievement in the App Store Connect Console UI, all the images I've uploaded are 404 Not Found. I'm going to have to upload all of these images by hand. 😭 Here's the sample code I used, using the https://github.com/dfabulich/node-app-store-connect-api v5.0.3. import { api } from 'node-app-store-connect-api'; import { readFile, stat } from 'node:fs/promises'; import { homedir } from 'node:os'; const appId = 6468677114; const vendorIdentifier = 'com.example.myachievement'; const showBeforeEarend = true; const points = 10; const locale = "en-US"; const title = "My Achievement"; const afterEarnedDescription = "Earned the achievment."; const beforeEarnedDescription = "Earn the achievement."; const fileName = `${vendorIdentifier}.png`; const params = { issuerId: "69a6de6f-0d6d-47e3-e053-5b8c7c11a4d1", apiKey: "3S3G8T48YW", }; params.privateKey = await readFile(`${homedir()}/.appstoreconnect/private_keys/AuthKey_${params.apiKey}.p8`, 'utf8'); const { read, create, uploadAsset, pollForUploadSuccess } = await api(params); const {data: gameCenterDetail} = await read(`apps/${appId}/gameCenterDetail`); console.log('creating', vendorIdentifier); const gameCenterAchievement = await create({ type: 'gameCenterAchievements', attributes: { referenceName: title, vendorIdentifier, points, repeatable: false, showBeforeEarned, }, relationships: { gameCenterDetail } }); console.log(' localization'); const gameCenterAchievementLocalization = await create({ type: 'gameCenterAchievementLocalizations', attributes: { locale, name: title, afterEarnedDescription, beforeEarnedDescription, }, relationships: { gameCenterAchievement } }); console.log(' image'); const image = await create({ type: 'gameCenterAchievementImages', attributes: { fileName, fileSize: (await stat(fileName)).size, }, relationships: { gameCenterAchievementLocalization } }); console.log(' upload'); await uploadAsset(image, await readFile(fileName)); console.log(' poll'); await pollForUploadSuccess(image.links.self);
6
0
1.5k
Nov ’23
Game Controller Framework for visionOS Apps
Hi, I was working on implementation of game controller input to my game. I've connected my Xbox controller and tried to do a test and it is working in an macOS application. I wanted to port it to my visionOS app but the app can't seem to recognize my gamepad inputs. But visionOS simulator can recognize because it is changing camera by gamepad input. According to documentation GCController functions supports visionOS. Do the apps directly supports GC input? Or do I make mistake in my code? Thanks
2
0
1.1k
Oct ’23
Game Center authentication workflow
Prior to iOS 14.5, I adopted the following workflow for my Game Center enabled game - At the launch, if there is no authenticated GKLocalPlayer, then store the viewController passed in the completion handler and display it later to the user (i.e. not immediately after the app completes launching). I am using the following code for the authentication process -         GKLocalPlayer.local.authenticateHandler = {viewController, error in             if (viewController != nil){ //store the viewController and present it at a later time             } else if (GKLocalPlayer.local.isAuthenticated) { //successfully authenticated             } else { // player could not be authenticated             } Since iOS 14.5 the callback to the authenticationHandler seems to have changed. The login prompt is displayed automatically after app launch, if there is no authenticated player. I checked - the completionHandler is not even being called in this case before the login prompt is presented. If there is already an authenticated player on the device, then the handler is called as expected. How can I prevent the login prompt from being displayed automatically by the system? Is there a new workflow for authenticating a player from iOS 14.5 onwards? thanks,
9
2
4.8k
Oct ’23
Is it possible to make Unity iOS App into iOS widget extension?
HELLO WORLD! I am currently developing an amazing Unity mini Game. The game development has come to the deploying stage. Using Unity allows me to deploy this game on MacOS, iOS, Android and Windows which is fantastic . However, I really need this game to have the iOS widget extension as a key feature on mobile. Just like the "Steve" dinosaur game which can be played in widget. I had seen a lot of tutorials and youtube videos but still cant find a solution which make Unity iOS app into a widget. If I really want to make widget Game on iOS, do I need to develop the whole game all over again in xcode or using GameKit? Really hoping there's a way to simply convert the Unity iOS app into a widget.
3
1
2.5k
Oct ’23
GKLocalPlayer.FetchItems BAD ACCESS
We are using the Apple Unity plugin (Gamekit) to authorize players, using a Game Center account. To get player info we run a task from the plugin, var fetchItemsResponse = await GKLocalPlayer.Local.FetchItems(); But when this code run, there is an error in Xcode. The error is the following, Thread 1: EXC_BAD_ACCESS (code=257, address=0x2) MacOS 12.5 Monterey Unity 2021.3.4f1 XCode 14.2 AppleCore Unity Package - 1.0.2 AppleGameKit Unity Package - 1.0.3 Crashes when calling FetchItems in Unity Installed in iPhone XR (iOS 15.2.1)
3
0
1.6k
Oct ’23
[GPTK] Unity game controller support
While my GPTK setup works fine with games like Rocket League, any Unity made game will freeze when a joystick input is given. I've tested this with 'Zeepkist' and 'Engine Evolution 2021', both have full steam controller support enabled. If I run the GPTK game in foreground, right after moving the joystick, this error is logged: 0bac:fixme:rawinput:rawinput_from_hardware_message Unhandled rawinput type 0x100 This only happens when Steam is running. For example, running the 'Zeepkist' .exe manually while Steam is NOT RUNNING, the controller works fine! Most of the time this results in a crash throwing: 0bbc:fixme:dbghelp:SymLoadModuleExW Unsupported Flags 00000005 for (null) 0bbc:fixme:dbghelp:SymLoadModuleExW Unsupported Flags 00000005 for (null) 0bbc:fixme:dbghelp:SymRegisterFunctionEntryCallback64 (0000000000000084 0000000140036E50 2508e0): stub! wine: Unhandled page fault on read access to 0000001BFFFFFFE4 at address 000000006E73B991 (thread 0bac), starting debugger... 0bbc:fixme:file:CancelSynchronousIo (000000000000007C): stub 0810:fixme:imm:ImeSetActiveContext (0x36ed10, 1): stub 0810:fixme:imm:ImmReleaseContext (000000000009020A, 000000000036ED10): stub I would love to play Unity games using GPTK. Please suggest any tips/tricks to resolve this issue.
0
0
1.2k
Oct ’23
Game Center and App transfer
We transferred application, using guide there: https://developer.apple.com/help/app-store-connect/transfer-an-app/overview-of-app-transfer/ We use Game Center to identify users via playerid https://developer.apple.com/documentation/gamekit/gkplayer/1521127-playerid After transferring application playerid for our current users is changed, and so users are unable to login How can we restore playerid for our users? For "Sign in with Apple" there are migration process, so there are no issues, is there something like that for Game Center?
2
1
875
Oct ’23
Game Center Login Notification Displayed at Top in the App
In the app, when logged into Game Center and moving the app to the background and then returning to the foreground, the Game Center login message is displayed at the top every time. Before iOS 17, this message was only shown at the initial login and app launch. However, from iOS 17, this message is displayed during the transition from background to foreground. Is this an intended feature or a bug?
0
0
692
Sep ’23
Buzzing when activate Voice Chat feature from GameKit
I got the sample project from Apple’s official documentation (https://developer.apple.com/documentation/gamekit/creating_real-time_games/). That sample project is a simple real-time game where two players are immediately aware of the actions each other takes. I figured out that one of the player's phone keeps buzzing when the voice chat is turned on. Suppose we have player A and player B. When the Voice Chat is activated, I noticed that player A can clearly hear player B's voice, but player B cannot hear anything except for their own voice, which can be heard by player A. Occasionally, this situation can switch. When a player is unable to hear anything, they only hear a constant beeping sound, even though their voice can still be heard by others. What happen? Anyone figured out how to solve this?
1
0
749
Sep ’23
SKAttributes do not work as expected with SKShapeNode instance
The documentation suggests that it should be possible to use a single shader with multiple instances of an SKNode, such that each instance will use the unique SKAttributes that are passed to it. Let's try that with an SKShapeNode. This is the fragment shader testFill.fsh, simply coloring based on the value for a_test: void main() {     gl_FragColor = vec4(vec3(a_test), 1.0); } And here we make two nodes `testNode0`, and `testNode1`, each using the same shader, but with a different value for `a_test`: class GameScene: SKScene {     override func didMove(to view: SKView) {         let testShader = shaderWithFilename( "testFill", fileExtension: "fsh", uniforms: [])         testShader.attributes = [             SKAttribute(name: "a_test", type: .float)         ] let testNode0 = SKShapeNode(rect: CGRect(x: 0.0, y: 0.0, width: 100.0, height: 100.0)) testNode0.fillShader = testShader testNode0.position = CGPoint(x: -100, y: 300) testNode0.setValue(SKAttributeValue(float: 0.2), forAttribute: "a_test") addChild(testNode0) let testNode1 = SKShapeNode(rect: CGRect(x: 0.0, y: 0.0, width: 100.0, height: 100.0)) testNode1.fillShader = testShader testNode1.position = CGPoint(x: 100, y: 300) testNode1.setValue(SKAttributeValue(float: 0.8), forAttribute: "a_test") addChild(testNode1) } } Here is the result: The squares are the same color, in particular the result of passing the second value 0.8 for a_test. Now, let's try the same thing with SKSpriteNode: class GameScene: SKScene {     override func didMove(to view: SKView) {         let testShader = shaderWithFilename( "testFill", fileExtension: "fsh", uniforms: [])         testShader.attributes = [             SKAttribute(name: "a_test", type: .float)         ] let testNode0 = SKSpriteNode() testNode0.size = CGSize(width: 100.0, height: 100.0) testNode0.shader = testShader testNode0.position = CGPoint(x: -100, y: 300) testNode0.setValue(SKAttributeValue(float: 0.2), forAttribute: "a_test") addChild(testNode0) let testNode1 = SKSpriteNode() testNode1.size = CGSize(width: 100.0, height: 100.0) testNode1.shader = testShader testNode1.position = CGPoint(x: 100, y: 300) testNode1.setValue(SKAttributeValue(float: 0.8), forAttribute: "a_test") addChild(testNode1) } } And it works! Why does the documentation not say that this is not possible with an SKSpriteNode? Why does an SKSpriteNode have a .setValue method if it does not function as expected? Is this a bug? Or something that is expected to be obvious? I am not sure, but I am sharing this in case somebody else ends up stuck on this issue as I was when otherwise trying to do something relatively straightforward. The solution (if your shape is a simple rect, as it is in my case) is to initialize an empty SKSpriteNode and size it accordingly, after which SKAttributes should work as expected. Apple, please either fix this, or update the documentation.
2
2
1.7k
Sep ’23
Game Center issue on IOS 16.4
An issue appeared on IOS 16.4 when presenting GKMatchmakerViewController with the matchmakingMode set to inviteOnly. The view controller appears with the invite option as expected. But trying to tap it, the GKMatchmakerViewController disappears immediately. No problem on the previous IOS versions. It works also when matchmakingMode is not used at all.
7
2
2.2k
Sep ’23
How to manage GKGameCenterViewController with app lifecycle?
What should an app do with an instance of GKGameCenterViewController when the app transitions to the background? Currently, my app just leaves it in place, displayed on top in full screen. Most of the time when my app resumes to the foreground, the GKGameCenterViewController is still displayed and is functional. However, sometimes when the app resumes, the GKGameCenterViewController's view has vanished and, additionally, my app doesn't receive a GK authentication event, so effectively it is "hung". This seems to happen most often when the app has been in the background a while, such as overnight. The app is still in memory, however, not starting cold. I would like to leave the GKGameCenterViewController/view in place when the app is backgrounded since the player may return to the game quickly and be right back where they left off. And most of the time that works. However, I need to solve the problem for the times it doesn't as I described above. Is there any guidance on what to do with a GKGameCenterViewController (or any GK controller for that matter) when an app goes into the background?
0
0
659
Aug ’23
Ai controlled i-devices dev help
hey if i wanted to create an app that takes screenshots from an apple device (and any app within) to give context to an ai so the ai can then respond. Then the app parses the response then executes commands on behalf of the ai/user, how would I do so with the rule that "screenshots/captures are not allowed within other apps"? Want to stay within bounds of the rules in place. Possibilities: Ai assistant, Ai pals, passive automation
5
0
1.9k
Aug ’23
Bluetooth Low Energy HID Gamepad PnP not accepted by iOS devices
Dear support We are developing a Bluetooth Low Energy HID Gamepad and are having issues connecting it to iOS devices (iPhone). Pairing is always successful. The issue is related to the PnP ID used. If we use a PnP ID for a gamepad currently on the market - like a Google Stadia - there is no issue. The Gamepad connects (pairs) with the iPhone and is recognised in the iPhone "settings->general->game controller" Also if a "Game Controller Tester" APP is installed on the iPhone this works ok. If we use our own PnP the Gamepad connects (pairs) but iPhone does not recognise it in "settings->general->game controller" . Also the "Game Controller Tester" APP does not work. The question is :- Is there something we need to do with our own PnP for it to be recognised by iOS devices. For info - on Android and Windows our PnP is recognised ok - we can control a Game Controller APP with it. The issue is only with Apple iOS devices. Any help would be welcome. Thanks JESP
Replies
4
Boosts
0
Views
1.4k
Activity
Nov ’23
Multiplayer testing with Game Center and IOS simulator
I am trying to test game center multiplayer with the IOS simulator and my physical phone. I can get it working between 2 physical phones but whenever I try with the simulator it shows the error Failed to find players. I have seen people use the simulator before to test multiplayer. I have tried both my account and a sandbox account with no luck. Is there something I am missing or doing wrong? I am using gamekit to make this app. Thanks
Replies
0
Boosts
0
Views
666
Activity
Nov ’23
Unable to upload Game Center Achievement Image using API
I attempted to use the new App Store Connect API 3.0 feature to manage Game Center achievements. My goal was to create a bunch of achievements, with one en-US localization each, with an attached image. Creating the achievement and its localization initially seems to have worked fine; I uploaded the image, and its assetDeliveryState.state is COMPLETED. But when I visit the achievement in the App Store Connect Console UI, all the images I've uploaded are 404 Not Found. I'm going to have to upload all of these images by hand. 😭 Here's the sample code I used, using the https://github.com/dfabulich/node-app-store-connect-api v5.0.3. import { api } from 'node-app-store-connect-api'; import { readFile, stat } from 'node:fs/promises'; import { homedir } from 'node:os'; const appId = 6468677114; const vendorIdentifier = 'com.example.myachievement'; const showBeforeEarend = true; const points = 10; const locale = "en-US"; const title = "My Achievement"; const afterEarnedDescription = "Earned the achievment."; const beforeEarnedDescription = "Earn the achievement."; const fileName = `${vendorIdentifier}.png`; const params = { issuerId: "69a6de6f-0d6d-47e3-e053-5b8c7c11a4d1", apiKey: "3S3G8T48YW", }; params.privateKey = await readFile(`${homedir()}/.appstoreconnect/private_keys/AuthKey_${params.apiKey}.p8`, 'utf8'); const { read, create, uploadAsset, pollForUploadSuccess } = await api(params); const {data: gameCenterDetail} = await read(`apps/${appId}/gameCenterDetail`); console.log('creating', vendorIdentifier); const gameCenterAchievement = await create({ type: 'gameCenterAchievements', attributes: { referenceName: title, vendorIdentifier, points, repeatable: false, showBeforeEarned, }, relationships: { gameCenterDetail } }); console.log(' localization'); const gameCenterAchievementLocalization = await create({ type: 'gameCenterAchievementLocalizations', attributes: { locale, name: title, afterEarnedDescription, beforeEarnedDescription, }, relationships: { gameCenterAchievement } }); console.log(' image'); const image = await create({ type: 'gameCenterAchievementImages', attributes: { fileName, fileSize: (await stat(fileName)).size, }, relationships: { gameCenterAchievementLocalization } }); console.log(' upload'); await uploadAsset(image, await readFile(fileName)); console.log(' poll'); await pollForUploadSuccess(image.links.self);
Replies
6
Boosts
0
Views
1.5k
Activity
Nov ’23
Game Controller Framework for visionOS Apps
Hi, I was working on implementation of game controller input to my game. I've connected my Xbox controller and tried to do a test and it is working in an macOS application. I wanted to port it to my visionOS app but the app can't seem to recognize my gamepad inputs. But visionOS simulator can recognize because it is changing camera by gamepad input. According to documentation GCController functions supports visionOS. Do the apps directly supports GC input? Or do I make mistake in my code? Thanks
Replies
2
Boosts
0
Views
1.1k
Activity
Oct ’23
Game Center authentication workflow
Prior to iOS 14.5, I adopted the following workflow for my Game Center enabled game - At the launch, if there is no authenticated GKLocalPlayer, then store the viewController passed in the completion handler and display it later to the user (i.e. not immediately after the app completes launching). I am using the following code for the authentication process -         GKLocalPlayer.local.authenticateHandler = {viewController, error in             if (viewController != nil){ //store the viewController and present it at a later time             } else if (GKLocalPlayer.local.isAuthenticated) { //successfully authenticated             } else { // player could not be authenticated             } Since iOS 14.5 the callback to the authenticationHandler seems to have changed. The login prompt is displayed automatically after app launch, if there is no authenticated player. I checked - the completionHandler is not even being called in this case before the login prompt is presented. If there is already an authenticated player on the device, then the handler is called as expected. How can I prevent the login prompt from being displayed automatically by the system? Is there a new workflow for authenticating a player from iOS 14.5 onwards? thanks,
Replies
9
Boosts
2
Views
4.8k
Activity
Oct ’23
Controller not working in macOS 12.3
I tried to connect my xbox controller to my MacBook, even though the controller is registered in bluetooth setting, but it doesn't function at all. Have anyone met the same problem and if there's a fix for this problem
Replies
46
Boosts
9
Views
39k
Activity
Oct ’23
Is it possible to make Unity iOS App into iOS widget extension?
HELLO WORLD! I am currently developing an amazing Unity mini Game. The game development has come to the deploying stage. Using Unity allows me to deploy this game on MacOS, iOS, Android and Windows which is fantastic . However, I really need this game to have the iOS widget extension as a key feature on mobile. Just like the "Steve" dinosaur game which can be played in widget. I had seen a lot of tutorials and youtube videos but still cant find a solution which make Unity iOS app into a widget. If I really want to make widget Game on iOS, do I need to develop the whole game all over again in xcode or using GameKit? Really hoping there's a way to simply convert the Unity iOS app into a widget.
Replies
3
Boosts
1
Views
2.5k
Activity
Oct ’23
GKLocalPlayer.FetchItems BAD ACCESS
We are using the Apple Unity plugin (Gamekit) to authorize players, using a Game Center account. To get player info we run a task from the plugin, var fetchItemsResponse = await GKLocalPlayer.Local.FetchItems(); But when this code run, there is an error in Xcode. The error is the following, Thread 1: EXC_BAD_ACCESS (code=257, address=0x2) MacOS 12.5 Monterey Unity 2021.3.4f1 XCode 14.2 AppleCore Unity Package - 1.0.2 AppleGameKit Unity Package - 1.0.3 Crashes when calling FetchItems in Unity Installed in iPhone XR (iOS 15.2.1)
Replies
3
Boosts
0
Views
1.6k
Activity
Oct ’23
[GPTK] Unity game controller support
While my GPTK setup works fine with games like Rocket League, any Unity made game will freeze when a joystick input is given. I've tested this with 'Zeepkist' and 'Engine Evolution 2021', both have full steam controller support enabled. If I run the GPTK game in foreground, right after moving the joystick, this error is logged: 0bac:fixme:rawinput:rawinput_from_hardware_message Unhandled rawinput type 0x100 This only happens when Steam is running. For example, running the 'Zeepkist' .exe manually while Steam is NOT RUNNING, the controller works fine! Most of the time this results in a crash throwing: 0bbc:fixme:dbghelp:SymLoadModuleExW Unsupported Flags 00000005 for (null) 0bbc:fixme:dbghelp:SymLoadModuleExW Unsupported Flags 00000005 for (null) 0bbc:fixme:dbghelp:SymRegisterFunctionEntryCallback64 (0000000000000084 0000000140036E50 2508e0): stub! wine: Unhandled page fault on read access to 0000001BFFFFFFE4 at address 000000006E73B991 (thread 0bac), starting debugger... 0bbc:fixme:file:CancelSynchronousIo (000000000000007C): stub 0810:fixme:imm:ImeSetActiveContext (0x36ed10, 1): stub 0810:fixme:imm:ImmReleaseContext (000000000009020A, 000000000036ED10): stub I would love to play Unity games using GPTK. Please suggest any tips/tricks to resolve this issue.
Replies
0
Boosts
0
Views
1.2k
Activity
Oct ’23
PS5 Controller Profile not working
When I am setting up a profile on my PS5 controller to remap the buttons to play Roblox, but it doesn't change anything or worse it makes it malfunction.
Replies
1
Boosts
0
Views
936
Activity
Oct ’23
Game Center and App transfer
We transferred application, using guide there: https://developer.apple.com/help/app-store-connect/transfer-an-app/overview-of-app-transfer/ We use Game Center to identify users via playerid https://developer.apple.com/documentation/gamekit/gkplayer/1521127-playerid After transferring application playerid for our current users is changed, and so users are unable to login How can we restore playerid for our users? For "Sign in with Apple" there are migration process, so there are no issues, is there something like that for Game Center?
Replies
2
Boosts
1
Views
875
Activity
Oct ’23
Controller Wont Work on Mac 13.5.1
I got a bluetooth controller that I wanted to use on my macbook air, but when I try to use my controller nothing happens. Any help?
Replies
1
Boosts
0
Views
786
Activity
Sep ’23
GDPR/Privacy liability when integrating Game Center
This may be a dumb question, but I can’t seem to find an answer that I understand. If I integrate GameKit/GameCenter into my game, essentially just to auth and then unlock achievements, MAYBE a leaderboard; do I become liable for player data under for ex. GDPR? I don’t plan on sending it anywhere so I guess that’s why I’m so unsure.
Replies
0
Boosts
0
Views
729
Activity
Sep ’23
Game Center Login Notification Displayed at Top in the App
In the app, when logged into Game Center and moving the app to the background and then returning to the foreground, the Game Center login message is displayed at the top every time. Before iOS 17, this message was only shown at the initial login and app launch. However, from iOS 17, this message is displayed during the transition from background to foreground. Is this an intended feature or a bug?
Replies
0
Boosts
0
Views
692
Activity
Sep ’23
Buzzing when activate Voice Chat feature from GameKit
I got the sample project from Apple’s official documentation (https://developer.apple.com/documentation/gamekit/creating_real-time_games/). That sample project is a simple real-time game where two players are immediately aware of the actions each other takes. I figured out that one of the player's phone keeps buzzing when the voice chat is turned on. Suppose we have player A and player B. When the Voice Chat is activated, I noticed that player A can clearly hear player B's voice, but player B cannot hear anything except for their own voice, which can be heard by player A. Occasionally, this situation can switch. When a player is unable to hear anything, they only hear a constant beeping sound, even though their voice can still be heard by others. What happen? Anyone figured out how to solve this?
Replies
1
Boosts
0
Views
749
Activity
Sep ’23
SKAttributes do not work as expected with SKShapeNode instance
The documentation suggests that it should be possible to use a single shader with multiple instances of an SKNode, such that each instance will use the unique SKAttributes that are passed to it. Let's try that with an SKShapeNode. This is the fragment shader testFill.fsh, simply coloring based on the value for a_test: void main() {     gl_FragColor = vec4(vec3(a_test), 1.0); } And here we make two nodes `testNode0`, and `testNode1`, each using the same shader, but with a different value for `a_test`: class GameScene: SKScene {     override func didMove(to view: SKView) {         let testShader = shaderWithFilename( "testFill", fileExtension: "fsh", uniforms: [])         testShader.attributes = [             SKAttribute(name: "a_test", type: .float)         ] let testNode0 = SKShapeNode(rect: CGRect(x: 0.0, y: 0.0, width: 100.0, height: 100.0)) testNode0.fillShader = testShader testNode0.position = CGPoint(x: -100, y: 300) testNode0.setValue(SKAttributeValue(float: 0.2), forAttribute: "a_test") addChild(testNode0) let testNode1 = SKShapeNode(rect: CGRect(x: 0.0, y: 0.0, width: 100.0, height: 100.0)) testNode1.fillShader = testShader testNode1.position = CGPoint(x: 100, y: 300) testNode1.setValue(SKAttributeValue(float: 0.8), forAttribute: "a_test") addChild(testNode1) } } Here is the result: The squares are the same color, in particular the result of passing the second value 0.8 for a_test. Now, let's try the same thing with SKSpriteNode: class GameScene: SKScene {     override func didMove(to view: SKView) {         let testShader = shaderWithFilename( "testFill", fileExtension: "fsh", uniforms: [])         testShader.attributes = [             SKAttribute(name: "a_test", type: .float)         ] let testNode0 = SKSpriteNode() testNode0.size = CGSize(width: 100.0, height: 100.0) testNode0.shader = testShader testNode0.position = CGPoint(x: -100, y: 300) testNode0.setValue(SKAttributeValue(float: 0.2), forAttribute: "a_test") addChild(testNode0) let testNode1 = SKSpriteNode() testNode1.size = CGSize(width: 100.0, height: 100.0) testNode1.shader = testShader testNode1.position = CGPoint(x: 100, y: 300) testNode1.setValue(SKAttributeValue(float: 0.8), forAttribute: "a_test") addChild(testNode1) } } And it works! Why does the documentation not say that this is not possible with an SKSpriteNode? Why does an SKSpriteNode have a .setValue method if it does not function as expected? Is this a bug? Or something that is expected to be obvious? I am not sure, but I am sharing this in case somebody else ends up stuck on this issue as I was when otherwise trying to do something relatively straightforward. The solution (if your shape is a simple rect, as it is in my case) is to initialize an empty SKSpriteNode and size it accordingly, after which SKAttributes should work as expected. Apple, please either fix this, or update the documentation.
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2
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Sep ’23
Game Center issue on IOS 16.4
An issue appeared on IOS 16.4 when presenting GKMatchmakerViewController with the matchmakingMode set to inviteOnly. The view controller appears with the invite option as expected. But trying to tap it, the GKMatchmakerViewController disappears immediately. No problem on the previous IOS versions. It works also when matchmakingMode is not used at all.
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7
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2
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2.2k
Activity
Sep ’23
How to manage GKGameCenterViewController with app lifecycle?
What should an app do with an instance of GKGameCenterViewController when the app transitions to the background? Currently, my app just leaves it in place, displayed on top in full screen. Most of the time when my app resumes to the foreground, the GKGameCenterViewController is still displayed and is functional. However, sometimes when the app resumes, the GKGameCenterViewController's view has vanished and, additionally, my app doesn't receive a GK authentication event, so effectively it is "hung". This seems to happen most often when the app has been in the background a while, such as overnight. The app is still in memory, however, not starting cold. I would like to leave the GKGameCenterViewController/view in place when the app is backgrounded since the player may return to the game quickly and be right back where they left off. And most of the time that works. However, I need to solve the problem for the times it doesn't as I described above. Is there any guidance on what to do with a GKGameCenterViewController (or any GK controller for that matter) when an app goes into the background?
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0
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659
Activity
Aug ’23
Unity Login gamecenter cause crash game
My game crash when try FetchItems. Help me fix this please
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0
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787
Activity
Aug ’23
Ai controlled i-devices dev help
hey if i wanted to create an app that takes screenshots from an apple device (and any app within) to give context to an ai so the ai can then respond. Then the app parses the response then executes commands on behalf of the ai/user, how would I do so with the rule that "screenshots/captures are not allowed within other apps"? Want to stay within bounds of the rules in place. Possibilities: Ai assistant, Ai pals, passive automation
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5
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1.9k
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Aug ’23