When testing my development build for gamecenter authentication, the game crashes. I've breadcrumbed it to the "await GKLocalPlayer.Authenticate();" call. Can't find any documentation on this issue and have been looking through the forums!
I've already done all of the usual stuff like verifying bundle identifiers match, ensuring game center is enabled for the app, setting up app store connect, using a sandbox account, etc...
Please point me to some resources if you know any. Any help is appreciated, I'm starting to lose hope here!
Apple Unity Plug-Ins
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Hello,
We are working on a real-time 2-player online game targeting multiple Apple devices. The following issue only occurs on tvOS:
When selecting matchmaking to connect with another player, the native Game Center interface opens and begins the matchmaking process.
Almost immediately, the following log appears in the console, and the matchmaking screen remains indefinitely without completing:
Timeout while starting matching with request: <GKMatchRequestInternal 0x30d62f690> {
defaultNumberOfPlayers : 0
isLateJoin : 0
localPlayerID : U:bea182d69b85f0839e3958742fbc4609
matchType : 0
maxPlayers : 2
minPlayers : 2
playerAttributes : 4294967295
playerGroup : 1
preloadedMatch : 0
recipientPlayerIDs : <__NSArrayM 0x3034ed5c0> {}
recipients : <__NSArrayM 0x3034ee280> {}
restrictToAutomatch : 0
version : 1
archivedSharePlayInviteeTokensFromProgrammaticInvite, inviteMessage, localizableInviteMessage, messagesBasedRecipients, properties, queueName, recipientProperties, rid, sessionToken : (null)
} . Error: (null)
However, the task does not complete when the log appears (our Debug.Log are nerver called).
But if we manually cancel the matchmaking process, the "User cancel" log is correctly triggered.
Here is a code snippet for the request :
var gkMatchRequest = GKMatchRequest.Init();
gkMatchRequest.MinPlayers = 2;
gkMatchRequest.MaxPlayers = 2;
var matchRequestTask = GKMatchmakerViewController.Request(gkMatchRequest);
matchRequestTask.ContinueWith(t => { Debug.LogException(t.Exception); }, TaskContinuationOptions.OnlyOnFaulted);
matchRequestTask.ContinueWith(t => { Debug.LogInfo("User cancel"); }, TaskContinuationOptions.OnlyOnCanceled);
matchRequestTask.ContinueWith(t => { Debug.LogInfo("Success"); }, TaskContinuationOptions.OnlyOnRanToCompletion);
We have tested this on multiple devices and network types (Wi-Fi, 5G, Ethernet), but we consistently encounter this bug along with the same log message.
Could you please help us understand or resolve this issue?
Thank you.
Hello !
We are working on a real-time 2-player online game targeting multiple Apple devices.
The following issue only occurs on tvOS:
When selecting matchmaking to connect with another random player, the native Game Center interface opens and begins the matchmaking process.
Almost immediately after clicking "start", the following log appears in the console, and the matchmaking screen remains indefinitely without completing:
Timeout while starting matching with request: <GKMatchRequestInternal 0x30d62f690> {
defaultNumberOfPlayers : 0
isLateJoin : 0
localPlayerID : U:bea182d69b85f0839e3958742fbc4609
matchType : 0
maxPlayers : 2
minPlayers : 2
playerAttributes : 4294967295
playerGroup : 1
preloadedMatch : 0
recipientPlayerIDs : <__NSArrayM 0x3034ed5c0> {}
recipients : <__NSArrayM 0x3034ee280> {}
restrictToAutomatch : 0
version : 1
archivedSharePlayInviteeTokensFromProgrammaticInvite, inviteMessage, localizableInviteMessage, messagesBasedRecipients, properties, queueName, recipientProperties, rid, sessionToken : (null)
} . Error: (null)
However, as shown in the code snippet below, the task does not complete when the log appears. But when we manually cancel the matchmaking process, the "User cancel" log is correctly triggered.
var gkMatchRequest = GKMatchRequest.Init();
gkMatchRequest.MinPlayers = 2;
gkMatchRequest.MaxPlayers = 2;
var matchRequestTask = GKMatchmakerViewController.Request(gkMatchRequest);
matchRequestTask.ContinueWith(t => { Debug.LogException(t.Exception); }, TaskContinuationOptions.OnlyOnFaulted);
matchRequestTask.ContinueWith(t => { Debug.Log("User cancel"); }, TaskContinuationOptions.OnlyOnCanceled);
matchRequestTask.ContinueWith(t => { Debug.Log("Success"); }, TaskContinuationOptions.OnlyOnRanToCompletion);
We have tested this on multiple Apple TV and network types (Wi-Fi, 5G, Ethernet), but we consistently encounter this bug along with the same log message.
Could you please help us understand or resolve this issue?
Thank you.
Hi everyone,
I am working on a Unity iOS app. I am adding in-app purchasing in my app. I have added Unity IAP to the Unity project, as well as the code for initialising and purchasing a subscription with the product ID. I have also added my certificates and provisioning profile in Xcode with in-app purchasing capabilities. Also, I have set up an App Store Connect page with a non-renewing subscription with a unique product ID and all required information. The subscription status is ready to submit. I have added a sandbox tester account in it. In unity editor, it is working fine with fake purchase receipt.
While testing in an iOS device, apple ID is logged out. But there is an error occurs everytime : IAP not initialized.
Also I have uploaded a newer version of app on app store connect, it is in waiting for review status.
Is there any step or something I am missing that it is not working in iOS device?
Please help
Topic:
App & System Services
SubTopic:
StoreKit
Tags:
Subscriptions
App Store Connect
In-App Purchase
Apple Unity Plug-Ins
Hi there,
I uploaded an update bundle for the posted app, but I got a rejection message.
ITMS-90048: This bundle is invalid - Your archive contains paths that are not allowed: [._Symbols]
The XCode version I'm using is 16.2, and I've been trying to find a route using Run Script and Finder, but I don't know what the hell it is about.
Does anybody know what could cause this issue?
Any help would be appreciated.
Thanks.
Question:
I'm encountering an issue with in-app purchases (IAP) in Unity, specifically for a non-consumable product in the iOS sandbox environment. Below are the details:
Environment:
Unity Version: 2022.3.55f1 Unity In-App Purchasing
Version: v4.12.2
Device: iPhone (15, iOS 18.1.1)
Connection: Wi-Fi iOS
Settings: In-App Purchases set to “Allowed” initially Problem Behavior:
I attempted to purchase a non-consumable item for the first time. The payment is successfully completed by entering the password.
I then background the game app and navigate to the iOS Settings to set In-App Purchases to "Don't Allow."
After returning to the game and either closing or killing the app, I try to purchase the same non-consumable item again.
I checked canMakePayments() through the Apple configuration, and the app correctly detected that I could not make purchases due to the restriction.
I then navigate back to Settings and set In-App Purchases to "Allow."
Upon returning to the game, I try purchasing the non-consumable item again. A pop-up appears, saying, "You’ve already purchased this. Would you like to get it again for free?"
The issue is: Will it deduct money for the second time, and why is the system allowing the user to purchase the same non-consumable item multiple times after purchasing it once?
Is this the expected behavior for Unity In-App Purchasing, or is there something I might be missing in handling non-consumable purchases in this scenario?
Additional Information:
I’ve confirmed that the "In-App Purchases" are set to “Allowed” before attempting the purchase again.
I understand that non-consumable products should not be purchased more than once, so I’m unsure why the system is offering to let the user purchase it again.
I appreciate any insights into whether this is expected behavior or if I need to adjust how I handle the purchase flow.
works perfectly on android but doesn't work at all on IOS and i have used the same bundle id and product ids on both stores.
The error that i get on IOS is : "IAP initialization failed: NoProductsAvailable - No Product returned from store"
Here are the things that i've done:
Created an App ID on the apple developer portal with the correct capabilities
I have enabled the correct capabilities on the xcode project Unity Framework is embed and signed, Storekit (do not embed)
In singin and capabilities in-app purchases is there
I am using testflight to submit the app with a distribution certificate that appears to be valid
I've checked the the bundle identifier and it's the same everywhere (unity project, xcode project, App ID)
All of the products are cleared for sale and are in the status "ready to submit"
I always uninstall the old app version before testing the new one
My banking updates are still processing does this effect TestFlight IAP
Paid Apps Agreement is in Pending User Info state does this effect also
I still haven't filled out the tax forms, so I'm wondering if I need to complete them before my app's in-app purchases (IAPs) work in TestFlight.
Topic:
App & System Services
SubTopic:
StoreKit
Tags:
Subscriptions
In-App Purchase
Apple Unity Plug-Ins
We are trying to setup Apple Unity Plugins, in out project we have a handful of developers who contribute to the project via git.
When building and importing plugins via tarball (as instructed in the Github repo) the package clearly points to local path, so once pushed all members encounter the error:
An error occurred while resolving packages:
Project has invalid dependencies:
com.apple.unityplugin.accessibility: Tarball package [com.apple.unityplugin.accessibility] cannot be found at path .....
When trying to actually move content to the package folder (same way as any other unity plugins is setup) and add it as "embedded", it works fine on local machine, but team members will get a few of errors:
[Apple Unity Plug-ins] No Apple native plug-in libraries found.
DLLNotFoundException: AppleCoreNativeMac assembly ...
No Apple Native plug-in libraries found.
Moreover AppleCoreNativeMac.bundle is flag as not verified and deleted by macOS.
What is the right way to setup unity plugins in a project used by multiple members via sourcetree ?
We applied for the visionOS enterprise permission license, which can help us improve object tracking capabilities on Vision Pro. However, we are unsure how to use it in Unity, specifically how to implement object tracking in Unity and increase the tracking speed.
I am currently working on a game that involves earning achievements, which I am using the Apple Unity Plug-Ins to display. I have found that occasionally opening the Game Center Dashboard the last achievement earned will not be displayed until the game is closed and reopened. I am using GKAccessPoint.Shared.Trigger to display the Achievements screen, which occasionally seems to open a cached version of the dashboard. I've found that it seems to consistently happen when earning multiple achievements within one minute, but this is not always the case. Does anybody have any experience with something like this in the past?
I am trying to implement voice over to my game, and have encountered an issue where a static text will take focus of all other interactions. I have a tutorial scene where I have one short "static text" accessibility node, but rest of gameplay is without such. This static text field occupies small part of screen and works fine, but I am not able to click on anything else, including any of my gameplay elements, wherever on the screen I click, it just re-highlights that static text.
It there a requirement for all elements to use Accessibility Nodes and can't have mixed setup with some not having them ?
How can I get around it?
Question number 2: What decides which Accessibility node gets selected when entering a new UI screen, I have multiple buttons and am observing rather random behaviour, every time different button is highlighted first.
Question number 3: The plugin documentation mentiones runtime support in play mode, are there any specific steps for this to work as I can't seem to be able to. I have VoiceOver enabled on macOS unity is on macOS (also tried iOS) platform but it doesn't seem to do anything. Note my buttons and label accessibility nodes work correctly on iOS build.
Thanks in advance for any help
I play this game called Sonic Forces: Speed Battle that's available in the app store and I completed a quest outside of the app on this site called TapResearch for some rewards as I've done before and has worked, but after this one time I can no longer enter back into the game without crashing immediately. I tried deleting and reinstalling but nothing. I even tried signing into a different account but that didn't work either. So then I tried to make a new game center account to try and see if it works, and it did, though all my progress has been restarted. Does anyone know how to fix this?
Hi,
I am trying to bring an existing Unity app to vision pro, and am trying to make all of the librairies compatible (the project loads native libs at runtime).
For some of them, there is an arm64 IOS .framework file that seems to build and be found easily in the device, but for one of them I only got a .dylib.
When building on xcode, it tells me it can't find it. So I added it to the lib search path in build settings, and it built. But on the device, it still can't seem to find the .dylib :
Library not loaded: ./libpdfium.dylib
Referenced from: <59B1ACCC-FFFD-3448-B03D-69AE95604C77> /private/var/containers/Bundle/Application/0606D884-CB09-44CA-8E4F-4A309D2E7053/[...].app/Frameworks/UnityFramework.framework/UnityFramework
Reason: tried: '/usr/lib/system/introspection/libpdfium.dylib' (no such file, not in dyld cache), './libpdfium.dylib' (no such file), '/usr/lib/system/introspection/libpdfium.dylib' (no such file, not in dyld cache), '//libpdfium.dylib' (no such file)
I am not used to Apple environment, is there a way to correctly reference this .dylib (not talking about compatibility here, just the first "lib found" step) ?
Thanks.
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
Linker
Apple Unity Plug-Ins
visionOS
iPad and iOS apps on visionOS
I’ve added two recurring leaderboards to my app and the user interface for the Game Center leaderboards pops up when expected and it lists the leaderboards but when you click on them it says “Have Fun With Friends” and lists some of my contacts instead of any scores. The status under Apple Connect is “Not Live” and I’m wondering how to activate them. App has been approved for external beta testing. On a related note, on my iPad it doesn’t display correctly, it says “Game Center” at the top but the rest of the UI doesn’t appear, just blackness.
How to collaborate project between Unity Dev and Xcode SwiftUI Dev, is it possible..?
and how is the workflow for that if possible..?
Hi all,
I have been trying to get Apple's assistive touch's snap to item to work for a unity game built using Apple's Core & Accessibility API. The switch control recognises these buttons however, eye tracking will not snap to them. The case in which it needs to snap is when an external eye tracking device is connected and utilises assistive touch & assistive touch's snap to item.
All buttons in the game have a AccessibilityNode with the trait 'Button' on them & an appropriate label, which, following the documentation and comments on the developer forum, should allow them to be recognised by snap to item.
This is not the case, devices (iPads and iPhones) do not recognise the buttons as a snap to target.
Does anyone know why this is the case, and if this is a bug?
Does Phase support creating new sound events at runtime? Is that implemented in the plugin for Unity as well? Does Phase support Unity's addressable system, are they compatible?
Hi guys I just noticed the update from the newest Xcode, what’s confusing me is that there are multiple commandbuffer results show up in frame capture tool which I don’t know why, while I’m sure there is only one render pass in Unity frame debugger, see the figures below
any advice would be appreciated,thx
After running build.py -p Core GameKit and adding the tar balls to the Unity project in Assets/ExternalPackages no packages seem to be found when running the build using our continuous integration system.
This was not the case when the project was opened in the Editor.
It looks like in Apple.Core, the ApplePluginEnvironment hasn't run the OnEditorUpdate function and so the _appleUnityPackages Dictionary is empty.
A change to ApplePlugInEnvironment.cs seemed to fix the issue:
public static AppleNativeLibrary GetLibrary(string packageDisplayName, string appleBuildConfig, string applePlatform)
{
// ?FIX?: If we're not in the editor, we might not have updated the package list.
if (_appleUnityPackages.Count == 0 && _updateState == UpdateState.Initializing)
{
OnEditorUpdate(); // UpdateState.Initializing
OnEditorUpdate(); // UpdateState.Updating
}
I'm not sure if this is something we're doing incorrectly, the documentation for the plug-in mostly covered building the package.
Hi. The earliest version of MacOS that Unity supports is 10.13. However, it seems that running a game using Unity Plugins on 10.13 causes DLL loading exceptions whenever you try to access part of the GameKit API. The errors look like this:
Fallback handler could not load library /Users/love/Desktop/REDACTED/Contents/Frameworks/MonoEmbedRuntime/osx/GameKitWrapper
Fallback handler could not load library /Users/love/Desktop/REDACTED/Contents/Frameworks/MonoEmbedRuntime/osx/libGameKitWrapper.dylib
Fallback handler could not load library /Users/love/Desktop/REDACTED/Contents/Frameworks/MonoEmbedRuntime/osx/libGameKitWrapper.dylib
Fallback handler could not load library /Users/love/Desktop/REDACTED/Contents/Frameworks/MonoEmbedRuntime/osx/libGameKitWrapper.so
Fallback handler could not load library /Users/love/Desktop/REDACTED/Contents/Frameworks/MonoEmbedRuntime/osx/libGameKitWrapper.bundle
DllNotFoundException: GameKitWrapper assembly:<unknown assembly> type:<unknown type> member:(null)
at (wrapper managed-to-native) Apple.GameKit.DefaultNSErrorHandler+Interop.DefaultNSErrorHandler_Set(Apple.Core.Runtime.NSExceptionCallback)
at Apple.GameKit.DefaultNSErrorHandler.Init () [0x00001] in ./Library/PackageCache/com.apple.unityplugin.gamekit@e3d4ad5a2c8e/Source/DefaultHandlers.cs:35
(Filename: ./Library/PackageCache/com.apple.unityplugin.gamekit@e3d4ad5a2c8e/Source/DefaultHandlers.cs Line: 35)
Fallback handler could not load library /Users/love/Desktop/REDACTED/Contents/Frameworks/MonoEmbedRuntime/osx/GameKitWrapper
Fallback handler could not load library /Users/love/Desktop/REDACTED/Contents/Frameworks/MonoEmbedRuntime/osx/libGameKitWrapper.dylib
Fallback handler could not load library /Users/love/Desktop/REDACTED/Contents/Frameworks/MonoEmbedRuntime/osx/libGameKitWrapper.dylib
Fallback handler could not load library /Users/love/Desktop/REDACTED/Contents/Frameworks/MonoEmbedRuntime/osx/libGameKitWrapper.so
Fallback handler could not load library /Users/love/Desktop/REDACTED/Contents/Frameworks/MonoEmbedRuntime/osx/libGameKitWrapper.bundle
DllNotFoundException: GameKitWrapper assembly:<unknown assembly> type:<unknown type> member:(null)
at (wrapper managed-to-native) Apple.GameKit.DefaultNSExceptionHandler+Interop.DefaultNSExceptionHandler_Set(Apple.Core.Runtime.NSExceptionCallback)
at Apple.GameKit.DefaultNSExceptionHandler.Init () [0x00001] in ./Library/PackageCache/com.apple.unityplugin.gamekit@e3d4ad5a2c8e/Source/DefaultHandlers.cs:14
These errors do not appear on 10.15 or later, which is why I am assuming it's a problem with this particular version of MacOS. Have not been able to test 10.14 so not sure how it handles there.
So, here is my question - what is the earliest version of MacOS that the Apple Unity plugins support? It's not documented anywhere on the GitHub page.
// Love