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

GameKit Documentation

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Game Porting Toolkit Crashing Playing HighEnd Games
Updated to GPT 2 with the app format and whisky in October. I'm using steam in GPT to play the windows only games. The games consistently crash my computer to restart when I played games like Liar's Bar and Phasmophobia, the latter even with its performance optimization update released today. Both of them do that when I load into the game room, so the bar/ghost house or even while loading. It ran Outpath properly though, which was something with much lower quality than LB and Phas. I don't think it's a simple RAM config issue because Phasmophobia ran fine for me with older versions in GPT 1 although I did experience occasional crashes but I think those were only crashing the game not my mac. I'm not sure what I'm doing wrong that I can't run those games or if it's a GPT problem. I'm using a MPB Pro M1 with 16GB memory on Sequoia 15.0.1.
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Oct ’24
Setting a timeout in GKTurnBasedMatch doesn't work... GKTurnBasedParticipant.timeoutDate is always nil.
I have created a turn based game using GameKit. Everything is pretty much done, last thing left to do is the turn time out. I am passing GKTurnTimeoutDefault into the timeout argument in: func endTurn(withNextParticipants nextParticipants: [GKTurnBasedParticipant], turnTimeout timeout: TimeInterval, match matchData: Data) However when I check the .timeoutDate property of the GKTurnBasedParticipant participants, the value is always nil. What am I doing wrong? Am I checking the right property or is there another one instead that I don't know about? I have tried passing different values to the timeout parameter but the timeoutDate is always nil. Has anyone successfully implemented a timeout using GKTurnBasedMatch ?
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Oct ’24
Error "No Apple native plug-in libraries found." when importing freshly built plugins into Unity
I just built Core and GameKit without errors. The command line I used was the following: python3 build.py -p Core GameKit -m macOS -c "Apple Development ID (redacted)" When importing these packages into Unity, as soon as the editor refreshes I get these errors: DllNotFoundException: GameKitWrapper assembly:<unknown assembly> type:<unknown type> member:(null) And DllNotFoundException: AppleCoreNativeMac assembly:<unknown assembly> type:<unknown type> member:(null) And Apple Unity Plug-ins] No Apple native plug-in libraries found. Were the libraries built with the build script (build.py), xcodebuild, or Xcode? Was any output generated from the build script/tool? Were there any errors or issues? Please check to ensure that libraries (.a, .framework, or .bundle files) were created and saved to each plug-in's "NativeLibraries~" folder. I made sure that the libraries were saved to this NativeLibraries folder. I made sure to update xcode, python, npm and Unity to the latest version, got the most recent commity from Github (Sept. 17th) but the errors persist. The errors also occur right as the game starts in a built player. Also occurs in a blank Unity project, where I tested both 2022.3.17f and 2022.3.48f. The versions I was trying to import was Core 3.1.4 and GameKit 3.0.0. Same issue with Core 3.1.3 and Gamekit 2.2.2. Last version I tried that works was Core 1.05 and GameKit 1.04. I haven't seen anyone else encounter this on these forums so I'm guessing that I'm personally doing something wrong rather than there being an issue with the plugins themselves, but what am I doing wrong?
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1.5k
Oct ’24