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moveCharacter reports collision with itself
I'm running into an issue with collisions between two entities with a character controller component. In the collision handler for moveCharacter the collision has both hitEntity and characterEntity set to the same object. This object is the entity that was moved with moveCharacter() The below example configures 3 objects. stationary sphere with character controller falling sphere with character controller a stationary cube with a collision component if the falling sphere hits the stationary sphere then the collision handler reports both hitEntity and characterEntity to be the falling sphere. I would expect that the hitEntity would be the stationary sphere and the character entity would be the falling sphere. if the falling sphere hits the cube with a collision component the the hit entity is the cube and the characterEntity is the falling sphere as expected. Is this the expected behavior? The entities act as expected visually however if I want the spheres to react differently depending on what character they collided with then I am not getting the expected results. IE: If a player controlled character collides with a NPC then exchange resource with NPC. if player collides with enemy then take damage. import SwiftUI import RealityKit struct ContentView: View { @State var root: Entity = Entity() @State var stationary: Entity = createCharacter(named: "stationary", radius: 0.05, color: .blue) @State var falling: Entity = createCharacter(named: "falling", radius: 0.05, color: .red) @State var collisionCube: Entity = createCollisionCube(named: "cube", size: 0.1, color: .green) //relative to root @State var fallFrom: SIMD3<Float> = [0,0.5,0] var body: some View { RealityView { content in content.add(root) root.position = [0,-0.5,0.0] root.addChild(stationary) stationary.position = [0,0.05,0] root.addChild(falling) falling.position = fallFrom root.addChild(collisionCube) collisionCube.position = [0.2,0,0] collisionCube.components.set(InputTargetComponent()) } .gesture(SpatialTapGesture().targetedToAnyEntity().onEnded { tap in let tapPosition = tap.entity.position(relativeTo: root) falling.components.remove(FallComponent.self) falling.teleportCharacter(to: tapPosition + fallFrom, relativeTo: root) }) .toolbar { ToolbarItemGroup(placement: .bottomOrnament) { HStack { Button("Drop") { falling.components.set(FallComponent(speed: 0.4)) } Button("Reset") { falling.components.remove(FallComponent.self) falling.teleportCharacter(to: fallFrom, relativeTo: root) } } } } } } @MainActor func createCharacter(named name: String, radius: Float, color: UIColor) -> Entity { let character = ModelEntity(mesh: .generateSphere(radius: radius), materials: [SimpleMaterial(color: color, isMetallic: false)]) character.name = name character.components.set(CharacterControllerComponent(radius: radius, height: radius)) return character } @MainActor func createCollisionCube(named name: String, size: Float, color: UIColor) -> Entity { let cube = ModelEntity(mesh: .generateBox(size: size), materials: [SimpleMaterial(color: color, isMetallic: false)]) cube.name = name cube.generateCollisionShapes(recursive: true) return cube } struct FallComponent: Component { let speed: Float } struct FallSystem: System{ static let predicate: QueryPredicate<Entity> = .has(FallComponent.self) && .has(CharacterControllerComponent.self) static let query: EntityQuery = .init(where: predicate) let down: SIMD3<Float> = [0,-1,0] init(scene: RealityKit.Scene) { } func update(context: SceneUpdateContext) { let deltaTime = Float(context.deltaTime) for entity in context.entities(matching: Self.query, updatingSystemWhen: .rendering) { let speed = entity.components[FallComponent.self]?.speed ?? 0.5 entity.moveCharacter(by: down * speed * deltaTime, deltaTime: deltaTime, relativeTo: nil) { collision in if collision.hitEntity == collision.characterEntity { print("hit entity has collided with itself") } print("\(collision.characterEntity.name) collided with \(collision.hitEntity.name) ") } } } } #Preview(windowStyle: .volumetric) { ContentView() }
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203
Aug ’25
Multiple App Icons
Hi, I have an Unity game. I need to have multiple App Icons for my game for it to be able to be recognized in different countries. In other words, is it possible to have an iOS app in which the App Icon changes based on device locale/language? On Android this is possible using Unity Localization package "com.unity.localization"
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283
Oct ’25
Unable to profile Metal app on M2 Ultra (profiling works on M3 Pro)
On MacBook Pro M3 14" I can profile the Metal App performance by running it, then clicking on the M icon and choosing profile after replay. On Mac Studio M2 Ultra I cannot: the profiler starts and crashes. I have tried everything including reinstalling the OS, Xcode, the Metal SDK, you name it. The app uses the Metal 4 API. The content of the replayer errorinfo report is shown at the end. Any ideas what is going on here and/or what else I can do do root cause this and fix it? FWIW, it was worse on 26.1 (Xcode just reported Metal 4 profiling not available). In 26.2 Xcode attempts to profile and invariably crashes. === Error summary: === 1x DYErrorDomain (512) - guest app crashed (512) 1x com.apple.gputools.MTLReplayer (100) - Abort trap: 6 === First Error === Domain: DYErrorDomain Error code: 512 Description: guest app crashed (512) GTErrorKeyPID: 26913 GTErrorKeyProcessName: GPUToolsReplayService GTErrorKeyCrashDate: 2026-01-09 19:22:52 +0000 === Underlying Error #1 === Domain: com.apple.gputools.MTLReplayer Error code: 100 Description: Abort trap: 6 Call stack: 0 GPUToolsReplay 0x0000000249c25850 MakeNSError + 284 1 GPUToolsReplay 0x0000000249c26428 HandleCrashSignal + 252 2 libsystem_platform.dylib 0x00000001856c7744 _sigtramp + 56 3 libsystem_pthread.dylib 0x00000001856bd888 pthread_kill + 296 4 libsystem_c.dylib 0x00000001855c2850 abort + 124 5 libsystem_c.dylib 0x00000001855c1a84 err + 0 6 IOGPU 0x00000001a9ea60a8 -[IOGPUMetal4CommandQueue _commit:count:commitFeedback:].cold.1 + 0 7 IOGPU 0x00000001a9ea0df8 __77-[IOGPUMetal4CommandQueue commitFillArgs:count:args:argsSize:commitFeedback:]_block_invoke + 0 8 IOGPU 0x00000001a9ea1004 -[IOGPUMetal4CommandQueue _commit:count:commitFeedback:] + 148 9 AGXMetalG14X 0x00000001158a2c98 -[AGXG14XFamilyCommandQueue_mtlnext noMergeCommit:count:options:commitFeedback:error:] + 116 10 AGXMetalG14X 0x0000000115a45c14 +[AGXG14XFamilyRenderContext_mtlnext mergeRenderEncoders:count:options:commitFeedback:queue:error:] + 4740 11 AGXMetalG14X 0x00000001158a2b34 -[AGXG14XFamilyCommandQueue_mtlnext commit:count:options:] + 96 12 GPUToolsReplay 0x0000000249bf0644 GTMTLReplayController_defaultDispatchFunction_noPinning + 2744 13 GPUToolsReplay 0x0000000249befb10 GTMTLReplayController_defaultDispatchFunction + 1368 14 GPUToolsReplay 0x0000000249b7a61c _ZL16DispatchFunctionP21GTMTLReplayControllerPK11GTTraceFuncRb + 476 15 GPUToolsReplay 0x0000000249b8603c ___ZN35GTUSCSamplingStreamingManagerHelper19StreamFrameTimeDataEv_block_invoke + 456 16 Foundation 0x0000000186f6c878 __NSBLOCKOPERATION_IS_CALLING_OUT_TO_A_BLOCK__ + 24 17 Foundation 0x0000000186f6c740 -[NSBlockOperation main] + 96 18 Foundation 0x0000000186f6c6d8 __NSOPERATION_IS_INVOKING_MAIN__ + 16 19 Foundation 0x0000000186f6c308 -[NSOperation start] + 640 20 Foundation 0x0000000186f6c080 __NSOPERATIONQUEUE_IS_STARTING_AN_OPERATION__ + 16 21 Foundation 0x0000000186f6bf70 __NSOQSchedule_f + 164 22 libdispatch.dylib 0x00000001855104d0 _dispatch_block_async_invoke2 + 148 23 libdispatch.dylib 0x000000018551aad4 _dispatch_client_callout + 16 24 libdispatch.dylib 0x00000001855056e4 _dispatch_continuation_pop + 596 25 libdispatch.dylib 0x0000000185504d58 _dispatch_async_redirect_invoke + 580 26 libdispatch.dylib 0x0000000185512fc8 _dispatch_root_queue_drain + 364 27 libdispatch.dylib 0x0000000185513784 _dispatch_worker_thread2 + 180 28 libsystem_pthread.dylib 0x00000001856b9e10 _pthread_wqthread + 232 29 libsystem_pthread.dylib 0x00000001856b8b9c start_wqthread + 8 Replayer breadcrumbs: [ ] GTErrorKeyProcessSignal: SIGABRT === Setup === Capture device: star.localdomain (Mac14,14) - macOS 26.2 (25C56) - 0BA10D1D-D340-5F2E-934B-536675AF9BA1 Metal version: 370.64.2 Supported graphics APIs: Metal device: Apple M2 Ultra Supported GPU families: Apple1 Apple2 Apple3 Apple4 Apple5 Apple6 Apple7 Apple8 Mac1 Mac2 Common1 Common2 Common3 Metal3 Metal4 Replay device: star (Mac14,14) - macOS 26.2 (25C56) - 0BA10D1D-D340-5F2E-934B-536675AF9BA1 Metal version: 370.64.2 Supported graphics APIs: Metal device: Apple M2 Ultra Supported GPU families: Apple1 Apple2 Apple3 Apple4 Apple5 Apple6 Apple7 Apple8 Mac1 Mac2 Common1 Common2 Common3 Metal3 Metal4 Host: Mac14,14 - macOS 26.2 (25C56) Tool: Xcode (17C52) Known SDKs:
1
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431
Jan ’26
GKMatch rule-based matching. Can't match more than 3 people.
Matchmaking rules https://developer.apple.com/documentation/gamekit/matchmaking-rules?language=objc AppStoreConnectApi rules https://developer.apple.com/documentation/appstoreconnectapi/rules?language=objc ・Environment Unity 6000.2.2f1 XCode 16.1 iOS 26 3 iPhones ・AppStoreConnectApi rules "type": "gameCenterMatchmakingRuleSets", "id": "f6a88caf-85db-42bf-xxxxxxxxxxxxxxxxxxxx", "attributes": { "referenceName": "co.mygame.RuleSets.GvERandom34", "ruleLanguageVersion": 1, "minPlayers": 3, "maxPlayers": 4 }, "type": "gameCenterMatchmakingRules", "id": "6afa68ce-4d2c-496f-xxxxxxxxxxxxxxxxxxxx", "attributes": { "referenceName": "GameVersion", "description": "Check Game Version. GvERandom34", "type": "COMPATIBLE", "expression": "requests[0].properties.gameVersion == requests[1].properties.gameVersion", "weight": null }, "type": "gameCenterMatchmakingQueues", "id": "7fb645ef-4eca-4510-xxxxxxxxxxxxxxxxxxxx", "attributes": { "referenceName": "co.mygame.que.GvERandom34", "classicMatchmakingBundleIds": [] }, ・Objective-C Execution code queueName = "co.mygame.que.GvERandom34" keyStr = "gameVersion " valueStr = "1.0" - (void)MatchQueueParamStr1Start:(NSString*)queueName keyStr:(NSString*)keyStr valueStr:(NSString*)valueStr { if (@available(iOS 17.2, tvOS 17.2, macOS 14.2, visionOS 1.1, *) == NO) { DBGLOG(@"MatchQueueParamStr1Start Not support."); return; } self->_matchMakingFlag = YES; self->_matchFinishFlag = NO; self->_myMatch = nil; GKMatchRequest *req = [[GKMatchRequest alloc] init]; if (@available(iOS 17.2, tvOS 17.2, macOS 14.2, visionOS 1.1, *)) { req.queueName = queueName; req.properties = @{keyStr: valueStr}; } [[GKMatchmaker sharedMatchmaker] findMatchForRequest:req withCompletionHandler: ^(GKMatch *match, NSError *error) { if (error) { [self SetupErrorInfo:error descriptionText:@"findMatchForRequest"]; } else if(match) { self->_myMatch = match; self->_myMatch.delegate = self; } self->_matchMakingFlag = NO; self->_matchFinishFlag = YES; }]; } ・ I'm trying to match with three devices. Matching doesn't work. 5 minutes later times out. What's the problem?
1
0
300
Nov ’25
GKLeaderboard.submitScore succeeds in development but no production users appear on leaderboard
I'm building an iOS word game (Gramfall) and no production App Store users can see their own scores on any leaderboard, despite Game Center authentication succeeding and no errors being thrown. The same code works correctly in development and all 6 leaderboard submissions fire "Score submitted" notifications on my dev device. 6 leaderboards in App Store Connect (3 Classic all-time, 3 Recurring monthly) and all are Live Production App Store users: authenticated, scores submitted, no errors — scores never appear Development build: all 6 submissions confirmed via Settings → Developer → Notify About Score Submissions Affected users cannot see their own score on the leaderboard from their own device. This rules out privacy/visibility restrictions as a player should always see their own score. This suggests submissions are either silently failing or being accepted but not recorded in the production Game Center environment. What we have ruled out Leaderboard ID mismatch (Everything in App Store Connect matches) Authentication failure (GKLocalPlayer.local.isAuthenticated is true, app shows "Connected") All 6 leaderboards load with releaseState(rawValue: 1), isHidden: false Account-level restrictions effectively ruled out as it affects all users, not one account endGame() fires correctly, confirmed in dev Questions Is there a known difference in how GKLeaderboard.submitScore behaves between the sandbox and production Game Center environments that could cause silent failures? Is there any way for a submission to return no error yet still not be recorded in production? Code func submitGameResult(timeSeconds: Int, score: Int, longestWordLength: Int) { guard GKLocalPlayer.local.isAuthenticated else { return } Task { do { try await GKLeaderboard.submitScore(timeSeconds, context: 0, player: GKLocalPlayer.local, leaderboardIDs: ["gramfall.lb.time", "gramfall.lb.time.monthly"]) try await GKLeaderboard.submitScore(score, context: 0, player: GKLocalPlayer.local, leaderboardIDs: ["gramfall.lb.score", "gramfall.lb.score.monthly"]) try await GKLeaderboard.submitScore(longestWordLength, context: 0, player: GKLocalPlayer.local, leaderboardIDs: ["gramfall.lb.longestword", "gramfall.lb.longestword.monthly"]) } catch { print("[GameCenter] submitGameResult failed: \(error)") } } }
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738
2w
Crash occurring when authenticating user for Game Center
I am using the latest version of the Game Center plugin for Unity and have noticed that my game will crash on launch when trying to authenticate. I've tried this in an empty project with just the plugin and it still crashes with this exception. GfxDevice: creating device client; threaded=1; jobified=0 Initializing Metal device caps: Apple A14 GPU Initialize engine version: 2022.3.62f2 (7670c08855a9) GameKitException: Code=-7 Domain=GKErrorDomain Description=The operation couldn’t be completed. (GKErrorDomain error -7.) (UnsupportedOperationForOSVersion) at Apple.GameKit.DefaultNSErrorHandler.ThrowNSError (System.IntPtr nsErrorPtr) [0x00000] in <00000000000000000000000000000000>:0 Rethrow as TypeInitializationException: The type initializer for 'Apple.GameKit.GKGameActivity' threw an exception. And the area in the native code that is triggering the crash is this inside the GKLocalPlayer_SetAuthenticateHandler function `_onAuthenticate!(tid, _mostRecentAuthenticatePlayer!.passRetainedUnsafeMutablePointer()); I am using Unity 2022.3.62f2 and MacOS 15.6 with iOS 18.6.2 which based on the min specs for the plugin we should be within spec. I have also included this message because I thought it might help too `terminating due to uncaught exception of type Il2CppExceptionWrapper Could not import Swift modules for translation unit: failed to get module "GameKitWrapper" from AST context: error: 'GKErrorCodeExtension.h' file not found in file included from :1: error: could not build Objective-C module 'GameKitWrapper' warning: Ignoring missing VFS file: /Users/james/Library/Developer/Xcode/DerivedData/GameKitWrapper-dzawbtxqdxdviiakfxmfunexppqv/Build/Intermediates.noindex/GameKitWrapper.build/Release-iphoneos/GameKitWrapper-bc72bd3638f4d2956cac9b00e84c1a7d-VFS-iphoneos/all-product-headers.yaml This is the likely root cause for any subsequent compiler errors.warning: Ignoring missing VFS file: /Users/bill/Library/Developer/Xcode/DerivedData/GameKitWrapper-dzawbtxqdxdviiakfxmfunexppqv/Build/Intermediates.noindex/GameKitWrapper.build/Release-iphoneos/GameKitWrapper iOS.build/unextended-module-overlay.yaml This is the likely root cause for any subsequent compiler errors.warning: TypeSystemSwiftTypeRef::GetNumChildren: had to engage SwiftASTContext fallback for type $syyXCD I've also attached the script that I am using for authentication, this script runs on the first scene. GameCenterManager.cs
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550
Nov ’25
2 high scores vanished
In my game 854159268 (com.1791entertainment.qugame), in my quMostRecent3 leaderboard, the top 2 entries have 'vanished'. They were there yesterday. I know these players have played today, as I see their scores on other leaderboards. Any ideas how to get these back? These 2 players (me and my tester) are both TestFlight ing - not sure if that changes things.
1
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737
Jan ’26
How to customize shader code for visionos ?
Hello experts, I'm trying to implement a material with custom shader code, but I saw that visionOS doesn't allow you to inject custom Metal functions or use CustomMaterial like iOS/macOS, nor can you directly write Metal Shading Language (.metal) and use it through ShaderGraphMaterial. So my question is, if i want to implement your own shader code, how should i do it?
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548
Jul ’25
The App Store purchase button disappears when another window approaches
Since macOS 15.3.2, we have observed that when another window is moved near the App Store's install button, the button disappears. We have attached a related video in the Feedback submission here https://feedbackassistant.apple.com/feedback/20444423 Our application overlays a transparent, watermark-window on top of the system window, which causes the install button in the App Store to be hidden when a user attempts to install an application.Could you advise on how to avoid this issue?
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264
Nov ’25
Error: "CoreImage Metal library does not contain function"
Hey I'm using the CIDepthBlurEffect Core Image Filter in my app. It seems to work ok but I get these errors in the console when calling the class. CoreImage Metal library does not contain function for name: sparserendering_xhlrb_scan CoreImage Metal library does not contain function for name: sparserendering_xhlrb_diffuse CoreImage Metal library does not contain function for name: sparserendering_xhlrb_copy_back CoreImage Metal library does not contain function for name: plain_or_sRGB_copy Am I missing some sort of import to gain these Metal functions? I am using my own custom shaders but I assume you'd be able to use them along side the built in ones.
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553
Dec ’25
Game Center When Opponent Declines Game
Turn-based games: 2 players When an opponent declines a game in the Game Center MatchMaker VC, that player sees that they quit, but no message is sent to the listener about that fact. For the person who started the match, their MMVC shows it's their turn again. Why doesn't Game Center end the match?
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566
Dec ’25
MatchMaker VC not showing existing matches after upgrade.
Updated my app to include turn-based matches. Beta testing through FlightTest and all was well between iOS 18.x and 26.2 devices. One beta tester upgraded to 26.2 during beta testing and now when the MatchMaker VC is opened, it does not show existing matches. Worse, he can create new matches and play his turn, but the new match won't even show up in MMVC, even after opponent takes turn. My app has been reviewed and is ready for release, but I'd like to know how to solve this before I release. He has tried re-installing the app, including an updated FlightTest version that is the same as the about-to-be-released reviewed version.
7
0
1.1k
Apr ’26
Issue with Apple Search Ads Attribution Callback (SKAdNetwork / AdAttributionKit)
Dear Apple Developer Technical Support Team, We are currently integrating Apple Search Ads attribution (SKAdNetwork / AdAttributionKit) for our application, but we have been unable to receive any attribution callbacks from Apple. We would appreciate your assistance in diagnosing this issue. App Information: App ID: 1531290216 Bundle ID: com.volvapps.tk2.cn Callback Endpoint: Our server endpoint for receiving attribution postbacks is: https://volvgames.com/.well-known/skadnetwork/report-attribution Issue Description: We have conducted multiple tests under different scenarios, but in all cases, our server has not received any callback from Apple. Test Scenarios: ① Xcode Installation Test Built and launched the app directly via Xcode. Called the following APIs within the app: SKAdNetwork registerAppForAdNetworkAttribution SKAdNetwork updateConversionValue:value Result: No callback received on our server. ②On-Device Developer Mode Test (AdAttributionKit) Enabled AdAttributionKit Developer Mode on a physical iPhone. Configured a development postback using the app’s Bundle ID. Used either the provided developer postback URL or manually entered our endpoint. Created and triggered the postback via “Send Development Postback”. Result: No callback received. ③Additional Attempts Modified the callback URL from: https://volvgames.com/.well-known/skadnetwork/report-attribution to: https://volvgames.com/ Repeated tests under both Xcode and Developer Mode environments. Also attempted triggering postbacks after calling the attribution APIs within the app. Result: Still no callback received in all cases. Additional Question: We understand that certain files may be required for review or troubleshooting. However, we were unable to find where to upload attachments when submitting this request. We would like to provide the following files for your reference: info.plist AdAttribution.mm Could you please advise how we can submit these files to assist with the investigation? We would greatly appreciate any guidance or suggestions you may have regarding this issue. Please let us know if further information is required. Thank you for your support.
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397
Apr ’26
Cannot submit Game Center leaderboard – asks for app version although app is already live
Hi, I’m stuck with submitting a Game Center leaderboard and wanted to ask if others are seeing the same issue. My setup: App is already live on the App Store Game Center capability is enabled Leaderboard works perfectly in TestFlight (scores are submitted and visible) Problem: When I try to submit the leaderboard for review, I get: “A Game Center enabled app version must be added for review.” This is confusing because: The app already includes Game Center The app is already approved and published Apple documentation says Game Center components can be submitted without a new app version I also tried recreating the leaderboard and checking all settings, but the issue persists. Is this a known App Store Connect issue? Or is there something I’m missing? Thanks!
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225
Apr ’26
SKScene editor canvas gone
I've recently run into an issue in Xcode where the sks editor's preview canvas just vanishes for every project on my computer. I don't think it is an issue with my sks files because this works as expected on another computer with the same files, and when it happens it happens for ALL sks files in all projects. There used to be menu items to toggle the canvas and its settings, but those are now gone for me in sks files (they show up for swift files that have previews, however). Any idea what is going on here? How do I get the canvas back? I literally cannot get any work done on my primary computer because of this...
1
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776
Dec ’25
SwiftUI + SpriteKit interop: best practices for HUD overlays in a tile-based puzzle game?
Hey all, I'm building a tile-based puzzle game for iOS and have been experimenting with using SwiftUI for the HUD (score, timer, pause menu, settings sheet) layered on top of a SpriteView that hosts the actual gameplay scene. So far the integration has been smoother than I expected — SpriteView drops cleanly into a ZStack, and I can drive SwiftUI state from the SpriteKit scene via an ObservableObject shared between them. That said, I've run into a few rough edges that I'd love some input on. The biggest one is touch handling: when a SwiftUI overlay (like a semi-transparent pause button) sits over the SpriteView, taps near the edges of the button occasionally get swallowed by the underlying scene, even when the button's hit area looks correct in the view debugger. I've tried .contentShape(Rectangle()) and bumping the frame, which helps but doesn't fully eliminate it. Curious if anyone has landed on a reliable pattern here, especially for transient overlays like toast notifications that need to ignore touches everywhere except on the toast itself. The other thing I'm weighing is animation ownership. Right now, gameplay animations (tile slides, match effects) live in SpriteKit, and HUD animations (score pop, combo counter) live in SwiftUI with withAnimation. It works, but the two animation systems don't share a clock, so when I want a "tile matched → score increment" effect to feel synchronized, I end up dispatching from the SKScene back to the ObservableObject and hoping the frame timing lines up. Has anyone found a cleaner way to coordinate timing across the two, or is this just the cost of mixing the frameworks? Would also love to hear from anyone who has shipped a game with this hybrid setup — any gotchas around Scene Phase transitions, backgrounding, or memory pressure that bit you in production? Thanks!
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802
5d
Leaderboard not available to edit points
When I go to the leadership section, I have 8 currently active leaderboards. When I select "manage scores and players" I see 9 leaderboards, from which 5 are legacy and my 4 new ones are not listed (also it comes in a very old design). New players will score in the 4 new leaderboards but I need to remove the top score which was the developer score, to give them a chance, but the new leaderboards are not accessible.
0
0
279
Mar ’26
ScreenCaptureKit recording output is corrupted when captureMicrophone is true
Hello everyone, I'm working on a screen recording app using ScreenCaptureKit and I've hit a strange issue. My app records the screen to an .mp4 file, and everything works perfectly until the .captureMicrophone is false In this case, I get a valid, playable .mp4 file. However, as soon as I try to enable the microphone by setting streamConfig.captureMicrophone = true, the recording seems to work, but the final .mp4 file is corrupted and cannot be played by QuickTime or any other player. This happens whether capturesAudio (app audio) is on or off. I've already added the "Privacy - Microphone Usage Description" (NSMicrophoneUsageDescription) to my Info.plist, so I don't think it's a permissions problem. I have my logic split into a ScreenRecorder class that manages state and a CaptureEngine that handles the SCStream. Here is how I'm configuring my SCStream: ScreenRecorder.swift // This is my main SCStreamConfiguration private var streamConfiguration: SCStreamConfiguration { var streamConfig = SCStreamConfiguration() // ... other HDR/preset config ... // These are the problem properties streamConfig.capturesAudio = isAudioCaptureEnabled streamConfig.captureMicrophone = isMicCaptureEnabled // breaks it if true streamConfig.excludesCurrentProcessAudio = false streamConfig.showsCursor = false if let region = selectedRegion, let display = currentDisplay { // My region/frame logic (works fine) let regionWidth = Int(region.frame.width) let regionHeight = Int(region.frame.height) streamConfig.width = regionWidth * scaleFactor streamConfig.height = regionHeight * scaleFactor // ... (sourceRect logic) ... } streamConfig.pixelFormat = kCVPixelFormatType_32BGRA streamConfig.colorSpaceName = CGColorSpace.sRGB streamConfig.minimumFrameInterval = CMTime(value: 1, timescale: 60) return streamConfig } And here is how I'm setting up the SCRecordingOutput that writes the file: ScreenRecorder.swift private func initRecordingOutput(for region: ScreenPickerManager.SelectedRegion) throws { let screeRecordingOutputURL = try RecordingWorkspace.createScreenRecordingVideoFile( in: workspaceURL, sessionIndex: sessionIndex ) let recordingConfiguration = SCRecordingOutputConfiguration() recordingConfiguration.outputURL = screeRecordingOutputURL recordingConfiguration.outputFileType = .mp4 recordingConfiguration.videoCodecType = .hevc let recordingOutput = SCRecordingOutput(configuration: recordingConfiguration, delegate: self) self.recordingOutput = recordingOutput } Finally, my CaptureEngine adds these to the SCStream: CaptureEngine.swift class CaptureEngine: NSObject, @unchecked Sendable { private(set) var stream: SCStream? private var streamOutput: CaptureEngineStreamOutput? // ... (dispatch queues) ... func startCapture(configuration: SCStreamConfiguration, filter: SCContentFilter, recordingOutput: SCRecordingOutput) async throws { let streamOutput = CaptureEngineStreamOutput() self.streamOutput = streamOutput do { stream = SCStream(filter: filter, configuration: configuration, delegate: streamOutput) // Add outputs for raw buffers (not used for file recording) try stream?.addStreamOutput(streamOutput, type: .screen, sampleHandlerQueue: videoSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .audio, sampleHandlerQueue: audioSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .microphone, sampleHandlerQueue: micSampleBufferQueue) // Add the file recording output try stream?.addRecordingOutput(recordingOutput) try await stream?.startCapture() } catch { logger.error("Failed to start capture: \(error.localizedDescription)") throw error } } // ... (stopCapture, etc.) ... } When I had the .captureMicrophone value to be false, I get a perfect .mp4 video playable everywhere, however, when its true, I am getting corrupted video which doesn't play at all :-
2
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786
Mar ’26
moveCharacter reports collision with itself
I'm running into an issue with collisions between two entities with a character controller component. In the collision handler for moveCharacter the collision has both hitEntity and characterEntity set to the same object. This object is the entity that was moved with moveCharacter() The below example configures 3 objects. stationary sphere with character controller falling sphere with character controller a stationary cube with a collision component if the falling sphere hits the stationary sphere then the collision handler reports both hitEntity and characterEntity to be the falling sphere. I would expect that the hitEntity would be the stationary sphere and the character entity would be the falling sphere. if the falling sphere hits the cube with a collision component the the hit entity is the cube and the characterEntity is the falling sphere as expected. Is this the expected behavior? The entities act as expected visually however if I want the spheres to react differently depending on what character they collided with then I am not getting the expected results. IE: If a player controlled character collides with a NPC then exchange resource with NPC. if player collides with enemy then take damage. import SwiftUI import RealityKit struct ContentView: View { @State var root: Entity = Entity() @State var stationary: Entity = createCharacter(named: "stationary", radius: 0.05, color: .blue) @State var falling: Entity = createCharacter(named: "falling", radius: 0.05, color: .red) @State var collisionCube: Entity = createCollisionCube(named: "cube", size: 0.1, color: .green) //relative to root @State var fallFrom: SIMD3<Float> = [0,0.5,0] var body: some View { RealityView { content in content.add(root) root.position = [0,-0.5,0.0] root.addChild(stationary) stationary.position = [0,0.05,0] root.addChild(falling) falling.position = fallFrom root.addChild(collisionCube) collisionCube.position = [0.2,0,0] collisionCube.components.set(InputTargetComponent()) } .gesture(SpatialTapGesture().targetedToAnyEntity().onEnded { tap in let tapPosition = tap.entity.position(relativeTo: root) falling.components.remove(FallComponent.self) falling.teleportCharacter(to: tapPosition + fallFrom, relativeTo: root) }) .toolbar { ToolbarItemGroup(placement: .bottomOrnament) { HStack { Button("Drop") { falling.components.set(FallComponent(speed: 0.4)) } Button("Reset") { falling.components.remove(FallComponent.self) falling.teleportCharacter(to: fallFrom, relativeTo: root) } } } } } } @MainActor func createCharacter(named name: String, radius: Float, color: UIColor) -> Entity { let character = ModelEntity(mesh: .generateSphere(radius: radius), materials: [SimpleMaterial(color: color, isMetallic: false)]) character.name = name character.components.set(CharacterControllerComponent(radius: radius, height: radius)) return character } @MainActor func createCollisionCube(named name: String, size: Float, color: UIColor) -> Entity { let cube = ModelEntity(mesh: .generateBox(size: size), materials: [SimpleMaterial(color: color, isMetallic: false)]) cube.name = name cube.generateCollisionShapes(recursive: true) return cube } struct FallComponent: Component { let speed: Float } struct FallSystem: System{ static let predicate: QueryPredicate<Entity> = .has(FallComponent.self) && .has(CharacterControllerComponent.self) static let query: EntityQuery = .init(where: predicate) let down: SIMD3<Float> = [0,-1,0] init(scene: RealityKit.Scene) { } func update(context: SceneUpdateContext) { let deltaTime = Float(context.deltaTime) for entity in context.entities(matching: Self.query, updatingSystemWhen: .rendering) { let speed = entity.components[FallComponent.self]?.speed ?? 0.5 entity.moveCharacter(by: down * speed * deltaTime, deltaTime: deltaTime, relativeTo: nil) { collision in if collision.hitEntity == collision.characterEntity { print("hit entity has collided with itself") } print("\(collision.characterEntity.name) collided with \(collision.hitEntity.name) ") } } } } #Preview(windowStyle: .volumetric) { ContentView() }
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203
Activity
Aug ’25
Multiple App Icons
Hi, I have an Unity game. I need to have multiple App Icons for my game for it to be able to be recognized in different countries. In other words, is it possible to have an iOS app in which the App Icon changes based on device locale/language? On Android this is possible using Unity Localization package "com.unity.localization"
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283
Activity
Oct ’25
Unable to profile Metal app on M2 Ultra (profiling works on M3 Pro)
On MacBook Pro M3 14" I can profile the Metal App performance by running it, then clicking on the M icon and choosing profile after replay. On Mac Studio M2 Ultra I cannot: the profiler starts and crashes. I have tried everything including reinstalling the OS, Xcode, the Metal SDK, you name it. The app uses the Metal 4 API. The content of the replayer errorinfo report is shown at the end. Any ideas what is going on here and/or what else I can do do root cause this and fix it? FWIW, it was worse on 26.1 (Xcode just reported Metal 4 profiling not available). In 26.2 Xcode attempts to profile and invariably crashes. === Error summary: === 1x DYErrorDomain (512) - guest app crashed (512) 1x com.apple.gputools.MTLReplayer (100) - Abort trap: 6 === First Error === Domain: DYErrorDomain Error code: 512 Description: guest app crashed (512) GTErrorKeyPID: 26913 GTErrorKeyProcessName: GPUToolsReplayService GTErrorKeyCrashDate: 2026-01-09 19:22:52 +0000 === Underlying Error #1 === Domain: com.apple.gputools.MTLReplayer Error code: 100 Description: Abort trap: 6 Call stack: 0 GPUToolsReplay 0x0000000249c25850 MakeNSError + 284 1 GPUToolsReplay 0x0000000249c26428 HandleCrashSignal + 252 2 libsystem_platform.dylib 0x00000001856c7744 _sigtramp + 56 3 libsystem_pthread.dylib 0x00000001856bd888 pthread_kill + 296 4 libsystem_c.dylib 0x00000001855c2850 abort + 124 5 libsystem_c.dylib 0x00000001855c1a84 err + 0 6 IOGPU 0x00000001a9ea60a8 -[IOGPUMetal4CommandQueue _commit:count:commitFeedback:].cold.1 + 0 7 IOGPU 0x00000001a9ea0df8 __77-[IOGPUMetal4CommandQueue commitFillArgs:count:args:argsSize:commitFeedback:]_block_invoke + 0 8 IOGPU 0x00000001a9ea1004 -[IOGPUMetal4CommandQueue _commit:count:commitFeedback:] + 148 9 AGXMetalG14X 0x00000001158a2c98 -[AGXG14XFamilyCommandQueue_mtlnext noMergeCommit:count:options:commitFeedback:error:] + 116 10 AGXMetalG14X 0x0000000115a45c14 +[AGXG14XFamilyRenderContext_mtlnext mergeRenderEncoders:count:options:commitFeedback:queue:error:] + 4740 11 AGXMetalG14X 0x00000001158a2b34 -[AGXG14XFamilyCommandQueue_mtlnext commit:count:options:] + 96 12 GPUToolsReplay 0x0000000249bf0644 GTMTLReplayController_defaultDispatchFunction_noPinning + 2744 13 GPUToolsReplay 0x0000000249befb10 GTMTLReplayController_defaultDispatchFunction + 1368 14 GPUToolsReplay 0x0000000249b7a61c _ZL16DispatchFunctionP21GTMTLReplayControllerPK11GTTraceFuncRb + 476 15 GPUToolsReplay 0x0000000249b8603c ___ZN35GTUSCSamplingStreamingManagerHelper19StreamFrameTimeDataEv_block_invoke + 456 16 Foundation 0x0000000186f6c878 __NSBLOCKOPERATION_IS_CALLING_OUT_TO_A_BLOCK__ + 24 17 Foundation 0x0000000186f6c740 -[NSBlockOperation main] + 96 18 Foundation 0x0000000186f6c6d8 __NSOPERATION_IS_INVOKING_MAIN__ + 16 19 Foundation 0x0000000186f6c308 -[NSOperation start] + 640 20 Foundation 0x0000000186f6c080 __NSOPERATIONQUEUE_IS_STARTING_AN_OPERATION__ + 16 21 Foundation 0x0000000186f6bf70 __NSOQSchedule_f + 164 22 libdispatch.dylib 0x00000001855104d0 _dispatch_block_async_invoke2 + 148 23 libdispatch.dylib 0x000000018551aad4 _dispatch_client_callout + 16 24 libdispatch.dylib 0x00000001855056e4 _dispatch_continuation_pop + 596 25 libdispatch.dylib 0x0000000185504d58 _dispatch_async_redirect_invoke + 580 26 libdispatch.dylib 0x0000000185512fc8 _dispatch_root_queue_drain + 364 27 libdispatch.dylib 0x0000000185513784 _dispatch_worker_thread2 + 180 28 libsystem_pthread.dylib 0x00000001856b9e10 _pthread_wqthread + 232 29 libsystem_pthread.dylib 0x00000001856b8b9c start_wqthread + 8 Replayer breadcrumbs: [ ] GTErrorKeyProcessSignal: SIGABRT === Setup === Capture device: star.localdomain (Mac14,14) - macOS 26.2 (25C56) - 0BA10D1D-D340-5F2E-934B-536675AF9BA1 Metal version: 370.64.2 Supported graphics APIs: Metal device: Apple M2 Ultra Supported GPU families: Apple1 Apple2 Apple3 Apple4 Apple5 Apple6 Apple7 Apple8 Mac1 Mac2 Common1 Common2 Common3 Metal3 Metal4 Replay device: star (Mac14,14) - macOS 26.2 (25C56) - 0BA10D1D-D340-5F2E-934B-536675AF9BA1 Metal version: 370.64.2 Supported graphics APIs: Metal device: Apple M2 Ultra Supported GPU families: Apple1 Apple2 Apple3 Apple4 Apple5 Apple6 Apple7 Apple8 Mac1 Mac2 Common1 Common2 Common3 Metal3 Metal4 Host: Mac14,14 - macOS 26.2 (25C56) Tool: Xcode (17C52) Known SDKs:
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431
Activity
Jan ’26
GKMatch rule-based matching. Can't match more than 3 people.
Matchmaking rules https://developer.apple.com/documentation/gamekit/matchmaking-rules?language=objc AppStoreConnectApi rules https://developer.apple.com/documentation/appstoreconnectapi/rules?language=objc ・Environment Unity 6000.2.2f1 XCode 16.1 iOS 26 3 iPhones ・AppStoreConnectApi rules "type": "gameCenterMatchmakingRuleSets", "id": "f6a88caf-85db-42bf-xxxxxxxxxxxxxxxxxxxx", "attributes": { "referenceName": "co.mygame.RuleSets.GvERandom34", "ruleLanguageVersion": 1, "minPlayers": 3, "maxPlayers": 4 }, "type": "gameCenterMatchmakingRules", "id": "6afa68ce-4d2c-496f-xxxxxxxxxxxxxxxxxxxx", "attributes": { "referenceName": "GameVersion", "description": "Check Game Version. GvERandom34", "type": "COMPATIBLE", "expression": "requests[0].properties.gameVersion == requests[1].properties.gameVersion", "weight": null }, "type": "gameCenterMatchmakingQueues", "id": "7fb645ef-4eca-4510-xxxxxxxxxxxxxxxxxxxx", "attributes": { "referenceName": "co.mygame.que.GvERandom34", "classicMatchmakingBundleIds": [] }, ・Objective-C Execution code queueName = "co.mygame.que.GvERandom34" keyStr = "gameVersion " valueStr = "1.0" - (void)MatchQueueParamStr1Start:(NSString*)queueName keyStr:(NSString*)keyStr valueStr:(NSString*)valueStr { if (@available(iOS 17.2, tvOS 17.2, macOS 14.2, visionOS 1.1, *) == NO) { DBGLOG(@"MatchQueueParamStr1Start Not support."); return; } self->_matchMakingFlag = YES; self->_matchFinishFlag = NO; self->_myMatch = nil; GKMatchRequest *req = [[GKMatchRequest alloc] init]; if (@available(iOS 17.2, tvOS 17.2, macOS 14.2, visionOS 1.1, *)) { req.queueName = queueName; req.properties = @{keyStr: valueStr}; } [[GKMatchmaker sharedMatchmaker] findMatchForRequest:req withCompletionHandler: ^(GKMatch *match, NSError *error) { if (error) { [self SetupErrorInfo:error descriptionText:@"findMatchForRequest"]; } else if(match) { self->_myMatch = match; self->_myMatch.delegate = self; } self->_matchMakingFlag = NO; self->_matchFinishFlag = YES; }]; } ・ I'm trying to match with three devices. Matching doesn't work. 5 minutes later times out. What's the problem?
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300
Activity
Nov ’25
GKLeaderboard.submitScore succeeds in development but no production users appear on leaderboard
I'm building an iOS word game (Gramfall) and no production App Store users can see their own scores on any leaderboard, despite Game Center authentication succeeding and no errors being thrown. The same code works correctly in development and all 6 leaderboard submissions fire "Score submitted" notifications on my dev device. 6 leaderboards in App Store Connect (3 Classic all-time, 3 Recurring monthly) and all are Live Production App Store users: authenticated, scores submitted, no errors — scores never appear Development build: all 6 submissions confirmed via Settings → Developer → Notify About Score Submissions Affected users cannot see their own score on the leaderboard from their own device. This rules out privacy/visibility restrictions as a player should always see their own score. This suggests submissions are either silently failing or being accepted but not recorded in the production Game Center environment. What we have ruled out Leaderboard ID mismatch (Everything in App Store Connect matches) Authentication failure (GKLocalPlayer.local.isAuthenticated is true, app shows "Connected") All 6 leaderboards load with releaseState(rawValue: 1), isHidden: false Account-level restrictions effectively ruled out as it affects all users, not one account endGame() fires correctly, confirmed in dev Questions Is there a known difference in how GKLeaderboard.submitScore behaves between the sandbox and production Game Center environments that could cause silent failures? Is there any way for a submission to return no error yet still not be recorded in production? Code func submitGameResult(timeSeconds: Int, score: Int, longestWordLength: Int) { guard GKLocalPlayer.local.isAuthenticated else { return } Task { do { try await GKLeaderboard.submitScore(timeSeconds, context: 0, player: GKLocalPlayer.local, leaderboardIDs: ["gramfall.lb.time", "gramfall.lb.time.monthly"]) try await GKLeaderboard.submitScore(score, context: 0, player: GKLocalPlayer.local, leaderboardIDs: ["gramfall.lb.score", "gramfall.lb.score.monthly"]) try await GKLeaderboard.submitScore(longestWordLength, context: 0, player: GKLocalPlayer.local, leaderboardIDs: ["gramfall.lb.longestword", "gramfall.lb.longestword.monthly"]) } catch { print("[GameCenter] submitGameResult failed: \(error)") } } }
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738
Activity
2w
Crash occurring when authenticating user for Game Center
I am using the latest version of the Game Center plugin for Unity and have noticed that my game will crash on launch when trying to authenticate. I've tried this in an empty project with just the plugin and it still crashes with this exception. GfxDevice: creating device client; threaded=1; jobified=0 Initializing Metal device caps: Apple A14 GPU Initialize engine version: 2022.3.62f2 (7670c08855a9) GameKitException: Code=-7 Domain=GKErrorDomain Description=The operation couldn’t be completed. (GKErrorDomain error -7.) (UnsupportedOperationForOSVersion) at Apple.GameKit.DefaultNSErrorHandler.ThrowNSError (System.IntPtr nsErrorPtr) [0x00000] in <00000000000000000000000000000000>:0 Rethrow as TypeInitializationException: The type initializer for 'Apple.GameKit.GKGameActivity' threw an exception. And the area in the native code that is triggering the crash is this inside the GKLocalPlayer_SetAuthenticateHandler function `_onAuthenticate!(tid, _mostRecentAuthenticatePlayer!.passRetainedUnsafeMutablePointer()); I am using Unity 2022.3.62f2 and MacOS 15.6 with iOS 18.6.2 which based on the min specs for the plugin we should be within spec. I have also included this message because I thought it might help too `terminating due to uncaught exception of type Il2CppExceptionWrapper Could not import Swift modules for translation unit: failed to get module "GameKitWrapper" from AST context: error: 'GKErrorCodeExtension.h' file not found in file included from :1: error: could not build Objective-C module 'GameKitWrapper' warning: Ignoring missing VFS file: /Users/james/Library/Developer/Xcode/DerivedData/GameKitWrapper-dzawbtxqdxdviiakfxmfunexppqv/Build/Intermediates.noindex/GameKitWrapper.build/Release-iphoneos/GameKitWrapper-bc72bd3638f4d2956cac9b00e84c1a7d-VFS-iphoneos/all-product-headers.yaml This is the likely root cause for any subsequent compiler errors.warning: Ignoring missing VFS file: /Users/bill/Library/Developer/Xcode/DerivedData/GameKitWrapper-dzawbtxqdxdviiakfxmfunexppqv/Build/Intermediates.noindex/GameKitWrapper.build/Release-iphoneos/GameKitWrapper iOS.build/unextended-module-overlay.yaml This is the likely root cause for any subsequent compiler errors.warning: TypeSystemSwiftTypeRef::GetNumChildren: had to engage SwiftASTContext fallback for type $syyXCD I've also attached the script that I am using for authentication, this script runs on the first scene. GameCenterManager.cs
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550
Activity
Nov ’25
2 high scores vanished
In my game 854159268 (com.1791entertainment.qugame), in my quMostRecent3 leaderboard, the top 2 entries have 'vanished'. They were there yesterday. I know these players have played today, as I see their scores on other leaderboards. Any ideas how to get these back? These 2 players (me and my tester) are both TestFlight ing - not sure if that changes things.
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1
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737
Activity
Jan ’26
Airplay content from Apple device to Vision Pro
Does anyone know if we will be able to airplay content from another Apple device, say an iPad or iPhone to the Vision Pro?
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1.3k
Activity
Nov ’25
How to customize shader code for visionos ?
Hello experts, I'm trying to implement a material with custom shader code, but I saw that visionOS doesn't allow you to inject custom Metal functions or use CustomMaterial like iOS/macOS, nor can you directly write Metal Shading Language (.metal) and use it through ShaderGraphMaterial. So my question is, if i want to implement your own shader code, how should i do it?
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548
Activity
Jul ’25
The App Store purchase button disappears when another window approaches
Since macOS 15.3.2, we have observed that when another window is moved near the App Store's install button, the button disappears. We have attached a related video in the Feedback submission here https://feedbackassistant.apple.com/feedback/20444423 Our application overlays a transparent, watermark-window on top of the system window, which causes the install button in the App Store to be hidden when a user attempts to install an application.Could you advise on how to avoid this issue?
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264
Activity
Nov ’25
Error: "CoreImage Metal library does not contain function"
Hey I'm using the CIDepthBlurEffect Core Image Filter in my app. It seems to work ok but I get these errors in the console when calling the class. CoreImage Metal library does not contain function for name: sparserendering_xhlrb_scan CoreImage Metal library does not contain function for name: sparserendering_xhlrb_diffuse CoreImage Metal library does not contain function for name: sparserendering_xhlrb_copy_back CoreImage Metal library does not contain function for name: plain_or_sRGB_copy Am I missing some sort of import to gain these Metal functions? I am using my own custom shaders but I assume you'd be able to use them along side the built in ones.
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553
Activity
Dec ’25
Game Center When Opponent Declines Game
Turn-based games: 2 players When an opponent declines a game in the Game Center MatchMaker VC, that player sees that they quit, but no message is sent to the listener about that fact. For the person who started the match, their MMVC shows it's their turn again. Why doesn't Game Center end the match?
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566
Activity
Dec ’25
MatchMaker VC not showing existing matches after upgrade.
Updated my app to include turn-based matches. Beta testing through FlightTest and all was well between iOS 18.x and 26.2 devices. One beta tester upgraded to 26.2 during beta testing and now when the MatchMaker VC is opened, it does not show existing matches. Worse, he can create new matches and play his turn, but the new match won't even show up in MMVC, even after opponent takes turn. My app has been reviewed and is ready for release, but I'd like to know how to solve this before I release. He has tried re-installing the app, including an updated FlightTest version that is the same as the about-to-be-released reviewed version.
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1.1k
Activity
Apr ’26
Issue with Apple Search Ads Attribution Callback (SKAdNetwork / AdAttributionKit)
Dear Apple Developer Technical Support Team, We are currently integrating Apple Search Ads attribution (SKAdNetwork / AdAttributionKit) for our application, but we have been unable to receive any attribution callbacks from Apple. We would appreciate your assistance in diagnosing this issue. App Information: App ID: 1531290216 Bundle ID: com.volvapps.tk2.cn Callback Endpoint: Our server endpoint for receiving attribution postbacks is: https://volvgames.com/.well-known/skadnetwork/report-attribution Issue Description: We have conducted multiple tests under different scenarios, but in all cases, our server has not received any callback from Apple. Test Scenarios: ① Xcode Installation Test Built and launched the app directly via Xcode. Called the following APIs within the app: SKAdNetwork registerAppForAdNetworkAttribution SKAdNetwork updateConversionValue:value Result: No callback received on our server. ②On-Device Developer Mode Test (AdAttributionKit) Enabled AdAttributionKit Developer Mode on a physical iPhone. Configured a development postback using the app’s Bundle ID. Used either the provided developer postback URL or manually entered our endpoint. Created and triggered the postback via “Send Development Postback”. Result: No callback received. ③Additional Attempts Modified the callback URL from: https://volvgames.com/.well-known/skadnetwork/report-attribution to: https://volvgames.com/ Repeated tests under both Xcode and Developer Mode environments. Also attempted triggering postbacks after calling the attribution APIs within the app. Result: Still no callback received in all cases. Additional Question: We understand that certain files may be required for review or troubleshooting. However, we were unable to find where to upload attachments when submitting this request. We would like to provide the following files for your reference: info.plist AdAttribution.mm Could you please advise how we can submit these files to assist with the investigation? We would greatly appreciate any guidance or suggestions you may have regarding this issue. Please let us know if further information is required. Thank you for your support.
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397
Activity
Apr ’26
Cannot submit Game Center leaderboard – asks for app version although app is already live
Hi, I’m stuck with submitting a Game Center leaderboard and wanted to ask if others are seeing the same issue. My setup: App is already live on the App Store Game Center capability is enabled Leaderboard works perfectly in TestFlight (scores are submitted and visible) Problem: When I try to submit the leaderboard for review, I get: “A Game Center enabled app version must be added for review.” This is confusing because: The app already includes Game Center The app is already approved and published Apple documentation says Game Center components can be submitted without a new app version I also tried recreating the leaderboard and checking all settings, but the issue persists. Is this a known App Store Connect issue? Or is there something I’m missing? Thanks!
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225
Activity
Apr ’26
SKScene editor canvas gone
I've recently run into an issue in Xcode where the sks editor's preview canvas just vanishes for every project on my computer. I don't think it is an issue with my sks files because this works as expected on another computer with the same files, and when it happens it happens for ALL sks files in all projects. There used to be menu items to toggle the canvas and its settings, but those are now gone for me in sks files (they show up for swift files that have previews, however). Any idea what is going on here? How do I get the canvas back? I literally cannot get any work done on my primary computer because of this...
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776
Activity
Dec ’25
SwiftUI + SpriteKit interop: best practices for HUD overlays in a tile-based puzzle game?
Hey all, I'm building a tile-based puzzle game for iOS and have been experimenting with using SwiftUI for the HUD (score, timer, pause menu, settings sheet) layered on top of a SpriteView that hosts the actual gameplay scene. So far the integration has been smoother than I expected — SpriteView drops cleanly into a ZStack, and I can drive SwiftUI state from the SpriteKit scene via an ObservableObject shared between them. That said, I've run into a few rough edges that I'd love some input on. The biggest one is touch handling: when a SwiftUI overlay (like a semi-transparent pause button) sits over the SpriteView, taps near the edges of the button occasionally get swallowed by the underlying scene, even when the button's hit area looks correct in the view debugger. I've tried .contentShape(Rectangle()) and bumping the frame, which helps but doesn't fully eliminate it. Curious if anyone has landed on a reliable pattern here, especially for transient overlays like toast notifications that need to ignore touches everywhere except on the toast itself. The other thing I'm weighing is animation ownership. Right now, gameplay animations (tile slides, match effects) live in SpriteKit, and HUD animations (score pop, combo counter) live in SwiftUI with withAnimation. It works, but the two animation systems don't share a clock, so when I want a "tile matched → score increment" effect to feel synchronized, I end up dispatching from the SKScene back to the ObservableObject and hoping the frame timing lines up. Has anyone found a cleaner way to coordinate timing across the two, or is this just the cost of mixing the frameworks? Would also love to hear from anyone who has shipped a game with this hybrid setup — any gotchas around Scene Phase transitions, backgrounding, or memory pressure that bit you in production? Thanks!
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802
Activity
5d
Leaderboard not available to edit points
When I go to the leadership section, I have 8 currently active leaderboards. When I select "manage scores and players" I see 9 leaderboards, from which 5 are legacy and my 4 new ones are not listed (also it comes in a very old design). New players will score in the 4 new leaderboards but I need to remove the top score which was the developer score, to give them a chance, but the new leaderboards are not accessible.
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279
Activity
Mar ’26
ScreenCaptureKit recording output is corrupted when captureMicrophone is true
Hello everyone, I'm working on a screen recording app using ScreenCaptureKit and I've hit a strange issue. My app records the screen to an .mp4 file, and everything works perfectly until the .captureMicrophone is false In this case, I get a valid, playable .mp4 file. However, as soon as I try to enable the microphone by setting streamConfig.captureMicrophone = true, the recording seems to work, but the final .mp4 file is corrupted and cannot be played by QuickTime or any other player. This happens whether capturesAudio (app audio) is on or off. I've already added the "Privacy - Microphone Usage Description" (NSMicrophoneUsageDescription) to my Info.plist, so I don't think it's a permissions problem. I have my logic split into a ScreenRecorder class that manages state and a CaptureEngine that handles the SCStream. Here is how I'm configuring my SCStream: ScreenRecorder.swift // This is my main SCStreamConfiguration private var streamConfiguration: SCStreamConfiguration { var streamConfig = SCStreamConfiguration() // ... other HDR/preset config ... // These are the problem properties streamConfig.capturesAudio = isAudioCaptureEnabled streamConfig.captureMicrophone = isMicCaptureEnabled // breaks it if true streamConfig.excludesCurrentProcessAudio = false streamConfig.showsCursor = false if let region = selectedRegion, let display = currentDisplay { // My region/frame logic (works fine) let regionWidth = Int(region.frame.width) let regionHeight = Int(region.frame.height) streamConfig.width = regionWidth * scaleFactor streamConfig.height = regionHeight * scaleFactor // ... (sourceRect logic) ... } streamConfig.pixelFormat = kCVPixelFormatType_32BGRA streamConfig.colorSpaceName = CGColorSpace.sRGB streamConfig.minimumFrameInterval = CMTime(value: 1, timescale: 60) return streamConfig } And here is how I'm setting up the SCRecordingOutput that writes the file: ScreenRecorder.swift private func initRecordingOutput(for region: ScreenPickerManager.SelectedRegion) throws { let screeRecordingOutputURL = try RecordingWorkspace.createScreenRecordingVideoFile( in: workspaceURL, sessionIndex: sessionIndex ) let recordingConfiguration = SCRecordingOutputConfiguration() recordingConfiguration.outputURL = screeRecordingOutputURL recordingConfiguration.outputFileType = .mp4 recordingConfiguration.videoCodecType = .hevc let recordingOutput = SCRecordingOutput(configuration: recordingConfiguration, delegate: self) self.recordingOutput = recordingOutput } Finally, my CaptureEngine adds these to the SCStream: CaptureEngine.swift class CaptureEngine: NSObject, @unchecked Sendable { private(set) var stream: SCStream? private var streamOutput: CaptureEngineStreamOutput? // ... (dispatch queues) ... func startCapture(configuration: SCStreamConfiguration, filter: SCContentFilter, recordingOutput: SCRecordingOutput) async throws { let streamOutput = CaptureEngineStreamOutput() self.streamOutput = streamOutput do { stream = SCStream(filter: filter, configuration: configuration, delegate: streamOutput) // Add outputs for raw buffers (not used for file recording) try stream?.addStreamOutput(streamOutput, type: .screen, sampleHandlerQueue: videoSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .audio, sampleHandlerQueue: audioSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .microphone, sampleHandlerQueue: micSampleBufferQueue) // Add the file recording output try stream?.addRecordingOutput(recordingOutput) try await stream?.startCapture() } catch { logger.error("Failed to start capture: \(error.localizedDescription)") throw error } } // ... (stopCapture, etc.) ... } When I had the .captureMicrophone value to be false, I get a perfect .mp4 video playable everywhere, however, when its true, I am getting corrupted video which doesn't play at all :-
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786
Activity
Mar ’26
iPhoneで画面にリフレッシュレートを表示させる方法について
iPhone(14 Pro Max)で端末の画面にリフレッシュレートを表示させたいのですが、どなたか方法をご存知ないでしょうか?
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511
Activity
Aug ’25