Hello,
I'm getting this error when launching a SpriteKit Swift game in iOS 18+ on an iPhone 11 Pro, whose shell is partly damaged in the back:
CHHapticEngine.mm:1206 -[CHHapticEngine doStartWithCompletionHandler:]_block_invoke: ERROR: Player start failed: The operation couldn’t be completed. (com.apple.CoreHaptics error 1852797029.)
Haptics do not work on this device, due to the damaged shell, so some error — which obviously occurs when calling start(completionHandler:) — is definitely expected; what is not expected is the main thread sometimes blocking for up to 5 seconds — although the method is not called from the main thread... the error itself is always displayed from some other secondary (system) thread. During this time, the main thread does not access the haptics engine at all; on average, it blocks once every four or five launches. In each launch (blocking or not), the 'nope' error is displayed ~5 seconds after trying to start the engine.
After going nuts with all kinds of breakpoints and instrumentation, I'm at a loss as to why the main thread would sometimes block...
Ideas, anyone?
Thank you,
D.
Core Haptics
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There is a bug in Unity Plugins: Corehaptics.AssetPickerDrawer throws exceptions and draws incorrectly when fieldInfo or assetType is null (FB17305973). I fixed it and created a pull request: https://github.com/apple/unityplugins/pull/47
It has been months and this bug is really annoying.
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
Prototyping
Core Haptics
Apple Unity Plug-Ins
We're observing new crashes specifically on iOS 18.4 devices with this pattern:
Exception Type: SIGTRAP
Exception Codes: fault addr: 0x000000019bc0f088
Crashed Thread: 0
Thread 0
0 libsystem_malloc.dylib _xzm_xzone_malloc_from_tiny_chunk.cold.1 + 36
1 libsystem_malloc.dylib __xzm_xzone_malloc_from_tiny_chunk + 612
2 libsystem_malloc.dylib __xzm_xzone_find_and_malloc_from_tiny_chunk + 112
3 libsystem_malloc.dylib __xzm_xzone_malloc_tiny_outlined + 312
4 CoreGraphics CG::Path::Path(CG::Path const&) + 132
5 CoreGraphics _CGPathCreateMutableCopyByTransformingPath + 112
6 CoreGraphics _CGFontCreateGlyphPath + 144
7 CoreGraphics _CGGlyphBuilderLockBitmaps + 1112
8 CoreGraphics _render_glyphs + 292
9 CoreGraphics _draw_glyph_bitmaps + 1116
10 CoreGraphics _ripc_DrawGlyphs + 1464
11 CoreGraphics CG::DisplayList::executeEntries(std::__1::__wrap_iter<std::__1::shared_ptr<CG::DisplayListEntry const>*>, std::__1::__wrap_iter<std::__1::shared_ptr<CG::DisplayListEntry const>*>, CGContextDelegate*, CGRenderingState*, CGGStack*, CGRect const*, __CFDictionary const*, bool) + 1328
12 CoreGraphics _CGDisplayListDrawInContextDelegate + 340
13 QuartzCore _CABackingStoreUpdate_ + 612
14 QuartzCore ____ZN2CA5Layer8display_Ev_block_invoke + 120
15 QuartzCore -[CALayer _display] + 1512
16 QuartzCore CA::Layer::layout_and_display_if_needed(CA::Transaction*) + 420
17 QuartzCore CA::Context::commit_transaction(CA::Transaction*, double, double*) + 476
18 QuartzCore CA::Transaction::commit() + 644
19 UIKitCore ___34-[UIApplication _firstCommitBlock]_block_invoke_2 + 36
20 CoreFoundation ___CFRUNLOOP_IS_CALLING_OUT_TO_A_BLOCK__ + 28
21 CoreFoundation ___CFRunLoopDoBlocks + 352
22 CoreFoundation ___CFRunLoopRun + 868
23 CoreFoundation _CFRunLoopRunSpecific + 572
24 GraphicsServices _GSEventRunModal + 168
25 UIKitCore -[UIApplication _run] + 816
26 UIKitCore _UIApplicationMain + 336
27 app _main + 132
28 dyld __dyld_process_info_create + 33284
Key Observations:
Crash occurs during font glyph path creation (CGFontCreateGlyphPath)
Involves memory allocation in malloc's xzone implementation
100% reproducible on iOS 18.4, not seen in prior OS versions
Occurs during standard CALayer rendering operations
Not tied to any specific font family or glyph content
Questions for Apple:
Is this crash signature recognized as a known issue in iOS 18.4's CoreGraphics?
Could changes to xzone memory management in iOS 18.4 interact poorly with font rendering?
Are there specific conditions that might trigger SIGTRAP in CGPathCreateMutableCopyByTransformingPath?
Any recommended mitigations for text rendering while awaiting system updates?
Hello,
I had submitted a question to clarify which components have accessibility APIs that trigger haptics for VoiceOver users https://developer.apple.com/forums/thread/773182.
The question stems from perhaps a more direct question about specific components: do tablists and disclosures natively intend to include haptics or screen reader hint or other state or properties to indicate to screen reader users where the component begins or ends?
In some web experiences there are screen reader hint text stating "end of..." or "entering" as a way to define the boundaries of these inline dialogs.
I had asked about haptics in the prior thread because I do not recall natively implemented version of this except in some haptic cues but have not experienced them consistently so I am not sure if that is an intended native Swift implementation or perhaps something custom.
Topic:
Accessibility & Inclusion
SubTopic:
General
Tags:
iOS
Accessibility
Sound and Haptics
Core Haptics
I would love to see a feature where the iPhone vibrates when a call is answered by the other person. This would be helpful for users who are walking or holding their phone away from their ear while waiting for the call to connect. The vibration would provide a subtle yet effective notification that the call has been picked up, reducing unnecessary screen-checking.
This feature could be optional and toggled in settings under Sounds & Haptics > Call Feedback for users who prefer it.
Hello everyone,
I want send haptics to ps4 controller.
CHHapticPatternPlayer and CHHapticAdvancedPatternPlayer good work with iPhone.
On PS4 controller If I use CHHapticPatternPlayer all work good, but if I use CHHapticAdvancedPatternPlayer I get error. I want use CHHapticAdvancedPatternPlayer to use additional settings. I don't found any information how to fix it -
CHHapticEngine.mm:624 -[CHHapticEngine finishInit:]_block_invoke: ERROR: Server connection broke with error 'Не удалось завершить операцию. (com.apple.CoreHaptics, ошибка -4811)'
The engine stopped because a system error occurred.
AVHapticClient.mm:1228 -[AVHapticClient getSyncDelegateForMethod:errorHandler:]_block_invoke: ERROR: Sync XPC call for 'loadAndPrepareHapticSequenceFromEvents:reply:' (client ID 0x21) failed: Не удалось установить связь с приложением-помощником.
Не удалось создать или воспроизвести паттерн: Error Domain=NSCocoaErrorDomain Code=4097 "connection to service with pid 5087 named com.apple.GameController.gamecontrollerd.haptics" UserInfo={NSDebugDescription=connection to service with pid 5087 named com.apple.GameController.gamecontrollerd.haptics}
My Haptic class -
import Foundation
import CoreHaptics
import GameController
protocol HapticsControllerDelegate: AnyObject {
func didConnectController()
func didDisconnectController()
func enginePlayerStart(value: Bool)
}
final class HapticsControllerManager {
static let shared = HapticsControllerManager()
private var isSetup = false
private var hapticEngine: CHHapticEngine?
private var hapticPlayer: CHHapticAdvancedPatternPlayer?
weak var delegate: HapticsControllerDelegate? {
didSet {
if delegate != nil {
startObserving()
}
}
}
deinit {
NotificationCenter.default.removeObserver(self)
}
private func startObserving() {
guard !isSetup else { return }
NotificationCenter.default.addObserver(
self,
selector: #selector(controllerDidConnect),
name: .GCControllerDidConnect,
object: nil
)
NotificationCenter.default.addObserver(
self,
selector: #selector(controllerDidDisconnect),
name: .GCControllerDidDisconnect,
object: nil
)
isSetup = true
}
@objc private func controllerDidConnect(notification: Notification) {
delegate?.didConnectController()
self.createAndStartHapticEngine()
}
@objc private func controllerDidDisconnect(notification: Notification) {
delegate?.didDisconnectController()
hapticEngine = nil
hapticPlayer = nil
}
private func createAndStartHapticEngine() {
guard let controller = GCController.controllers().first else {
print("No controller connected")
return
}
guard controller.haptics != nil else {
print("Haptics not supported on this controller")
return
}
hapticEngine = createEngine(for: controller, locality: .default)
hapticEngine?.playsHapticsOnly = true
do {
try hapticEngine?.start()
} catch {
print("Не удалось запустить движок тактильной обратной связи: \(error)")
}
}
private func createEngine(for controller: GCController, locality: GCHapticsLocality) -> CHHapticEngine? {
guard let engine = controller.haptics?.createEngine(withLocality: locality) else {
print("Failed to create engine.")
return nil
}
print("Successfully created engine.")
engine.stoppedHandler = { reason in
print("The engine stopped because \(reason.message)")
}
engine.resetHandler = {
print("The engine reset --> Restarting now!")
do {
try engine.start()
} catch {
print("Failed to restart the engine: \(error)")
}
}
return engine
}
func startHapticFeedback(haptics: [CHHapticEvent]) {
do {
let pattern = try CHHapticPattern(events: haptics, parameters: [])
hapticPlayer = try hapticEngine?.makeAdvancedPlayer(with: pattern)
hapticPlayer?.loopEnabled = true
try hapticPlayer?.start(atTime: 0)
self.delegate?.enginePlayerStart(value: true)
} catch {
self.delegate?.enginePlayerStart(value: false)
print("Не удалось создать или воспроизвести паттерн: \(error)")
}
}
func stopHapticFeedback() {
do {
try hapticPlayer?.stop(atTime: 0)
self.delegate?.enginePlayerStart(value: false)
} catch {
self.delegate?.enginePlayerStart(value: true)
print("Не удалось остановить воспроизведение вибрации: \(error)")
}
}
}
extension CHHapticEngine.StoppedReason {
var message: String {
switch self {
case .audioSessionInterrupt:
return "the audio session was interrupted."
case .applicationSuspended:
return "the application was suspended."
case .idleTimeout:
return "an idle timeout occurred."
case .systemError:
return "a system error occurred."
case .notifyWhenFinished:
return "playback finished."
case .engineDestroyed:
return "the engine was destroyed."
case .gameControllerDisconnect:
return "the game controller disconnected."
@unknown default:
return "an unknown error occurred."
}
}
}
custom haptic events -
static func changeVibrationPower(power: HapricPower) -> [CHHapticEvent] {
let continuousEvent = CHHapticEvent(eventType: .hapticContinuous, parameters: [
CHHapticEventParameter(parameterID: .hapticSharpness, value: 1.0),
CHHapticEventParameter(parameterID: .hapticIntensity, value: power.value)
], relativeTime: 0, duration: 0.5)
return [continuousEvent]
}
Hello,
I'm sporadically getting the unknown CoreHaptics error described in the title, when trying to create a CHHapticPatternPlayer from an .ahap file — this does not occur in a repeatable manner, unfortunately...
This occurs in a SpriteKit game, running on both iOS 17 and 18.
Anyone know what the error means, since it's apparently undocumented?
Note that the haptics engine is started right before creating the pattern, and the start request doesn't appear to fail...
Thanks,
D.