Delve into the world of graphics and game development. Discuss creating stunning visuals, optimizing game mechanics, and share resources for game developers.

All subtopics
Posts under Graphics & Games topic

Post

Replies

Boosts

Views

Activity

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
1
0
487
Nov ’25
Low Power Mode on MacOS 26 Tahoe + Vsync fullscreen limits application to 30 fps
I'm experiencing a specific issue where when using any of the MacOS 26 Tahoe betas with Low Power Mode enabled and using Vsync in fullscreen, my application framerate gets limited to a hard 30 fps. I have not experienced this on any older OS. For example Low Power Mode on 13.6 Ventura with Vsync fullscreen lets my application run at full 60 fps without issues. Is this a bug or a change in behavior of Low Power Mode on Tahoe? My application is 3D, runs at 60 fps and is sensitive to tearing, so I need Vsync and it is mostly utilized in fullscreen. And Low Power Mode is a default for many Macs, so default experience on Tahoe currently is a halved 30 fps. However there also seems to be inconsistencies of on which machines this happens, but older OSes are always fine.
1
0
380
Aug ’25
HidHide on MacOS
I was wondering if there's a method on MacOS to have my application hide a hid device such as a game controller and instead have the receiving game/application see my app's virtual controller? Is this possible via DriverKit or some other form of kernel level coding? On Windows we have a tool known as HidHide that hids a game controller from all other applications. Is it possible to implement such behavior into an app or is that system level?
1
0
871
Dec ’25
Custom GCController subclass for new hardware?
Hi all, Wondering how I would go about creating a plugin/class to support a new (physical/hardware) device with the game controller framework? Between GCVirtualController on iOS and the "KeyboardAndMouseSupport.bundle" I see inside GameController.framework on my Mac, it looks like the framework must be designed to support this but I can't find any documentation. Thanks!
1
0
955
Jan ’26
Will OpenGL API and Drivers be removed after appleOS 26?
Hi, I am a Multimedia and Graphics researcher and I am wondering if OpenGL API and drivers will be removed after appleOS 26? macOS 26 iOS 26 iPadOS 26 visionOS 26 I am asking this because most of the libraries I use depends on OpenGL. Like CGAL, libigl, immediate mode ui, nanovg, nanogui, bullet physics. Transitioning from Vulkan and metal while using and learning those libraries is just not viable. I would like to ask you that. I am the sole developer and I just want to ask you that. Regards.
1
0
233
Aug ’25
my game is very big when I upload my game in the app store
i have a game that i upload it in the app store that my game size is 3 gigaByte but when I download it, it show that the really size is about 100 megaByte, i upload the game in google app is given me the real size, so the problem i think is when it get out the xcode, maybe some one can give me i clue for what is going on. my game was made by unity2020. if that helps.
1
0
201
Apr ’25
Race conditions when changing CAMetalLayer.drawableSize?
Is the pseudocode below thread-safe? Imagine that the Main thread sets the CAMetalLayer's drawableSize to a new size meanwhile the rendering thread is in the middle of rendering into an existing MTLDrawable which does still have the old size. Is the change of metalLayer.drawableSize thread-safe in the sense that I can present an old MTLDrawable which has a different resolution than the current value of metalLayer.drawableSize? I assume that setting the drawableSize property informs Metal that the next MTLDrawable offered by the CAMetalLayer should have the new size, right? Is it valid to assume that "metalLayer.drawableSize = newSize" and "metalLayer.nextDrawable()" are internally synchronized, so it cannot happen that metalLayer.nextDrawable() would produce e.g. a MTLDrawable with the old width but with the new height (or a completely invalid resolution due to potential race conditions)? func onWindowResized(newSize: CGSize) { // Called on the Main thread metalLayer.drawableSize = newSize } func onVsync(drawable: MTLDrawable) { // Called on a background rendering thread renderer.renderInto(drawable: drawable) }
1
1
531
Dec ’25
NSScreen's maximumExtendedDynamicRangeColorComponentValue does not seem to provide the proper value after sleep/wake on third party HDR displays even when there is EDR content on screen in macOS Tahoe
The maximumExtendedDynamicRangeColorComponentValue should provide some value between 1.0 and maximumPotentialExtendedDynamicRangeColorComponentValue depending on the available EDR headroom if there is any content on-screen that uses EDR. This works fine in most scenarios but in macOS 26 Tahoe (including in 26.2) this seemingly breaks down when a third party external display is in HDR mode and the Mac goes to sleep and wakes up. After wake only a value of 1.0 is provided by the third party external display's NSScreen object, no matter what (although when the SDR peak brightness is being changed using the brightness slider, didChangeScreenParametersNotification is firing and the system should provide a proper updated headroom value). This makes dynamic tone-mapping that adapts to actual screen brightness impossible. Everything works fine in Sequoia. In Tahoe the user needs to turn off HDR, then go through a sleep/wake cycle and turn HDR back on to have this fixed, which is obviously not a sustainable workaround.
1
0
288
Dec ’25
How to implement c for vision ?
I want to use reality to create a custom material that can use my own shader and support Mesh instancing (for rendering 3D Gaussian splating), but I found that CustomMaterial does not support VisionOS. Is there any other interface that can achieve my needs? Where can I find examples?
1
0
108
Jul ’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
0
400
Jan ’26
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
0
560
Jan ’26
GKLeaderboard.loadLeaderboards returns empty array
After authenticating the user I'm loading my Game Center leaderboards like this: let leaderboards = try await GKLeaderboard.loadLeaderboards(IDs: [leaderboardID]) This is working fine, but there are times when this just returns an empty array. When I encounter this situation, the array remains empty for several hours when retrying, but then at some point it suddenly starts working again. Is this a known issue? Or am I hitting some kind of quota maybe (as I do it quite often while developing my game)?. Edit: My leaderboards are grouped in sets if that makes any difference here.
1
0
573
Dec ’25
Loosing display when zooming UIView on Mac (Designed for IPad) while IPad version works fine with same zoom level
I have a UIView that displays lines, and I zoom in (scale by 2 on the scroll view zoomScale variable containing the UIView). As I zoom in, on the Mac version (Designed for IPad) I loose the graphic after a certain number of zooms (the scrollView maximumZoomScale is set at 10). To ensure that lines are correctly represented, I modify the contentScaleFactor variable on the UIView; otherwise, the line's display is pixelated. On the IPad (simulator and real) I do not loose the graphic when zooming. So the Mac port of the UIView drawing is not working as the IPad version. Everything else of the application works fine except this important details. I already submitted a feedback request (#FB16829106) with the images showing the problem. I need a solution to this problem. Thanks.
1
0
113
Mar ’25
RealityKit not behaving as expected
This week, I developed a small multiplatform RealityKit project. I also created a demo scene in Reality Composer Pro. Afterward, I imported the local package into the project. Running the project on macOS works perfectly. However, when I tried to run it on my iPhone, I encountered a permission error indicating that it couldn’t read the package. This seems unusual to me because I assumed that the dependency is bundled into the binary file. In an attempt to resolve the issue, I pushed the RCP package to GitHub, hoping it would work. Fortunately, everything compiles successfully now, but the loading time is significantly long, and the animations don’t play on tap gestures. Could someone please help me identify the root cause of this problem?
1
0
354
Jul ’25
Metal 4 Argument Tables
I am puzzled by the setAddress(_:attributeStride:index:) of MTL4ArgumentTable. Can anyone please explain what the attributeStride parameter is for? The doc says that it is "The stride between attributes in the buffer." but why? Who uses this for what? On the C++ side in the shaders the stride is determined by the C++ type, as far as I know. What am I missing here? Thanks!
1
0
1k
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?
1
0
516
Jul ’25
Metal 4: Proper usage of requestResidency() with unique per-frame textures at 120fps
Hello, I have some confusion regarding ResidencySet. Specifically, about the requestResidency() function: how often should we call it? I have a captureOutput(_:didOutput:from:) method that is triggered at 60 or 120 fps. Inside this method, I am calling the following code every frame: computeResidencySet.removeAllAllocations() сomputeResidencySet.addAllocation(TextureA) computeResidencySet.addAllocation(TextureB) computeResidencySet.addAllocation(TextureC) computeResidencySet.commit() computeResidencySet.requestResidency() // Should we call it every frame? Please keep in mind that TextureA, TextureB, and TextureC are unique for each call (new instances are provided on every frame)."
1
0
615
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?
Replies
1
Boosts
0
Views
1.2k
Activity
Nov ’25
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
Replies
1
Boosts
0
Views
487
Activity
Nov ’25
Low Power Mode on MacOS 26 Tahoe + Vsync fullscreen limits application to 30 fps
I'm experiencing a specific issue where when using any of the MacOS 26 Tahoe betas with Low Power Mode enabled and using Vsync in fullscreen, my application framerate gets limited to a hard 30 fps. I have not experienced this on any older OS. For example Low Power Mode on 13.6 Ventura with Vsync fullscreen lets my application run at full 60 fps without issues. Is this a bug or a change in behavior of Low Power Mode on Tahoe? My application is 3D, runs at 60 fps and is sensitive to tearing, so I need Vsync and it is mostly utilized in fullscreen. And Low Power Mode is a default for many Macs, so default experience on Tahoe currently is a halved 30 fps. However there also seems to be inconsistencies of on which machines this happens, but older OSes are always fine.
Replies
1
Boosts
0
Views
380
Activity
Aug ’25
HidHide on MacOS
I was wondering if there's a method on MacOS to have my application hide a hid device such as a game controller and instead have the receiving game/application see my app's virtual controller? Is this possible via DriverKit or some other form of kernel level coding? On Windows we have a tool known as HidHide that hids a game controller from all other applications. Is it possible to implement such behavior into an app or is that system level?
Replies
1
Boosts
0
Views
871
Activity
Dec ’25
Custom GCController subclass for new hardware?
Hi all, Wondering how I would go about creating a plugin/class to support a new (physical/hardware) device with the game controller framework? Between GCVirtualController on iOS and the "KeyboardAndMouseSupport.bundle" I see inside GameController.framework on my Mac, it looks like the framework must be designed to support this but I can't find any documentation. Thanks!
Replies
1
Boosts
0
Views
955
Activity
Jan ’26
Will OpenGL API and Drivers be removed after appleOS 26?
Hi, I am a Multimedia and Graphics researcher and I am wondering if OpenGL API and drivers will be removed after appleOS 26? macOS 26 iOS 26 iPadOS 26 visionOS 26 I am asking this because most of the libraries I use depends on OpenGL. Like CGAL, libigl, immediate mode ui, nanovg, nanogui, bullet physics. Transitioning from Vulkan and metal while using and learning those libraries is just not viable. I would like to ask you that. I am the sole developer and I just want to ask you that. Regards.
Replies
1
Boosts
0
Views
233
Activity
Aug ’25
my game is very big when I upload my game in the app store
i have a game that i upload it in the app store that my game size is 3 gigaByte but when I download it, it show that the really size is about 100 megaByte, i upload the game in google app is given me the real size, so the problem i think is when it get out the xcode, maybe some one can give me i clue for what is going on. my game was made by unity2020. if that helps.
Replies
1
Boosts
0
Views
201
Activity
Apr ’25
Race conditions when changing CAMetalLayer.drawableSize?
Is the pseudocode below thread-safe? Imagine that the Main thread sets the CAMetalLayer's drawableSize to a new size meanwhile the rendering thread is in the middle of rendering into an existing MTLDrawable which does still have the old size. Is the change of metalLayer.drawableSize thread-safe in the sense that I can present an old MTLDrawable which has a different resolution than the current value of metalLayer.drawableSize? I assume that setting the drawableSize property informs Metal that the next MTLDrawable offered by the CAMetalLayer should have the new size, right? Is it valid to assume that "metalLayer.drawableSize = newSize" and "metalLayer.nextDrawable()" are internally synchronized, so it cannot happen that metalLayer.nextDrawable() would produce e.g. a MTLDrawable with the old width but with the new height (or a completely invalid resolution due to potential race conditions)? func onWindowResized(newSize: CGSize) { // Called on the Main thread metalLayer.drawableSize = newSize } func onVsync(drawable: MTLDrawable) { // Called on a background rendering thread renderer.renderInto(drawable: drawable) }
Replies
1
Boosts
1
Views
531
Activity
Dec ’25
NSScreen's maximumExtendedDynamicRangeColorComponentValue does not seem to provide the proper value after sleep/wake on third party HDR displays even when there is EDR content on screen in macOS Tahoe
The maximumExtendedDynamicRangeColorComponentValue should provide some value between 1.0 and maximumPotentialExtendedDynamicRangeColorComponentValue depending on the available EDR headroom if there is any content on-screen that uses EDR. This works fine in most scenarios but in macOS 26 Tahoe (including in 26.2) this seemingly breaks down when a third party external display is in HDR mode and the Mac goes to sleep and wakes up. After wake only a value of 1.0 is provided by the third party external display's NSScreen object, no matter what (although when the SDR peak brightness is being changed using the brightness slider, didChangeScreenParametersNotification is firing and the system should provide a proper updated headroom value). This makes dynamic tone-mapping that adapts to actual screen brightness impossible. Everything works fine in Sequoia. In Tahoe the user needs to turn off HDR, then go through a sleep/wake cycle and turn HDR back on to have this fixed, which is obviously not a sustainable workaround.
Replies
1
Boosts
0
Views
288
Activity
Dec ’25
How to implement c for vision ?
I want to use reality to create a custom material that can use my own shader and support Mesh instancing (for rendering 3D Gaussian splating), but I found that CustomMaterial does not support VisionOS. Is there any other interface that can achieve my needs? Where can I find examples?
Replies
1
Boosts
0
Views
108
Activity
Jul ’25
Why there's no rgb32Float in Metal?
I noticed that MTLPixelFormat has this cases: case r32Float = 55 case rg32Float = 105 case rgba32Float = 125 But no case rgb32Float. What's the reason for such a discrimination?
Replies
1
Boosts
0
Views
279
Activity
Jan ’26
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:
Replies
1
Boosts
0
Views
400
Activity
Jan ’26
How to implement custom material for vision-os ?
I want to use reality to create a custom material that can use my own shader and support Mesh instancing (for rendering 3D Gaussian splating), but I found that CustomMaterial does not support VisionOS. Is there any other interface that can achieve my needs? Where can I find examples?
Replies
1
Boosts
0
Views
163
Activity
Jul ’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.
Replies
1
Boosts
0
Views
560
Activity
Jan ’26
GKLeaderboard.loadLeaderboards returns empty array
After authenticating the user I'm loading my Game Center leaderboards like this: let leaderboards = try await GKLeaderboard.loadLeaderboards(IDs: [leaderboardID]) This is working fine, but there are times when this just returns an empty array. When I encounter this situation, the array remains empty for several hours when retrying, but then at some point it suddenly starts working again. Is this a known issue? Or am I hitting some kind of quota maybe (as I do it quite often while developing my game)?. Edit: My leaderboards are grouped in sets if that makes any difference here.
Replies
1
Boosts
0
Views
573
Activity
Dec ’25
Loosing display when zooming UIView on Mac (Designed for IPad) while IPad version works fine with same zoom level
I have a UIView that displays lines, and I zoom in (scale by 2 on the scroll view zoomScale variable containing the UIView). As I zoom in, on the Mac version (Designed for IPad) I loose the graphic after a certain number of zooms (the scrollView maximumZoomScale is set at 10). To ensure that lines are correctly represented, I modify the contentScaleFactor variable on the UIView; otherwise, the line's display is pixelated. On the IPad (simulator and real) I do not loose the graphic when zooming. So the Mac port of the UIView drawing is not working as the IPad version. Everything else of the application works fine except this important details. I already submitted a feedback request (#FB16829106) with the images showing the problem. I need a solution to this problem. Thanks.
Replies
1
Boosts
0
Views
113
Activity
Mar ’25
RealityKit not behaving as expected
This week, I developed a small multiplatform RealityKit project. I also created a demo scene in Reality Composer Pro. Afterward, I imported the local package into the project. Running the project on macOS works perfectly. However, when I tried to run it on my iPhone, I encountered a permission error indicating that it couldn’t read the package. This seems unusual to me because I assumed that the dependency is bundled into the binary file. In an attempt to resolve the issue, I pushed the RCP package to GitHub, hoping it would work. Fortunately, everything compiles successfully now, but the loading time is significantly long, and the animations don’t play on tap gestures. Could someone please help me identify the root cause of this problem?
Replies
1
Boosts
0
Views
354
Activity
Jul ’25
Metal 4 Argument Tables
I am puzzled by the setAddress(_:attributeStride:index:) of MTL4ArgumentTable. Can anyone please explain what the attributeStride parameter is for? The doc says that it is "The stride between attributes in the buffer." but why? Who uses this for what? On the C++ side in the shaders the stride is determined by the C++ type, as far as I know. What am I missing here? Thanks!
Replies
1
Boosts
0
Views
1k
Activity
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?
Replies
1
Boosts
0
Views
516
Activity
Jul ’25
Metal 4: Proper usage of requestResidency() with unique per-frame textures at 120fps
Hello, I have some confusion regarding ResidencySet. Specifically, about the requestResidency() function: how often should we call it? I have a captureOutput(_:didOutput:from:) method that is triggered at 60 or 120 fps. Inside this method, I am calling the following code every frame: computeResidencySet.removeAllAllocations() сomputeResidencySet.addAllocation(TextureA) computeResidencySet.addAllocation(TextureB) computeResidencySet.addAllocation(TextureC) computeResidencySet.commit() computeResidencySet.requestResidency() // Should we call it every frame? Please keep in mind that TextureA, TextureB, and TextureC are unique for each call (new instances are provided on every frame)."
Replies
1
Boosts
0
Views
615
Activity
Jan ’26