Game Controller

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Support hardware game controllers in your game using Game Controller.

Posts under Game Controller tag

124 Posts

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Controller Input Not Working in HappyBeam Sample
I'm working on an Immersive game that requires Controller input. The Happy Beam sample is supposed to support hand tracking and controller input. I have tested the controller input with a PS5 Dual Sense controller and all I can do is move around the scene while the game plays. But cannot interact with anything in the scene. Can anyone confirm this and or suggest how I can use a controller in an immersive space? I cannot find a single working example.
1
0
983
Aug ’23
My RC PRO Controller is not working
Hello! I have a DJI MAVIC 3 drone and recently I got a stimulator to practice my flying skills but I have a problem, even tho my Mac Book recognizes the controller, I still can't use it to practice, it just shows like there is no controller connected. The stimulator I am using is Uncrashed FPV Drone, but I also tried to test it on DJI Assistance 2, can someone help me fix this issue please.
0
0
1k
Jul ’23
Mouse and video games
Hello, I want to connect my mouse to my iPad pro m2 and play PUBG mobile, but I cannot lock the mouse to the screen so I can use the mouse to turn my character and play the game. I was wondering how I could do that. I also watched a video on GCControler and GCmouse but I don't understand how to code that information into my iPad.
0
0
978
Jun ’23
Why is it that the Apple keyboard cannot handle simultaneous typing of the 'Tab + W + Space' keys, which are commonly used in games?
I have noticed that external keyboards connected to an Apple computer support the simultaneous pressing of 'Tab + W + Space' keys, but the in-built Apple keyboard does not. When I press the 'Tab + W' keys and then press the Space bar, the Apple computer only receives the 'Tab + W' events but not the Space event. Other combinations, such as 'Tab + A + Space', work normally. Can you please explain why this is the case and provide any solutions or advice? Thank you
5
0
1.5k
Jun ’23
How to use my game controller in-game only but not as a mouse?
I got a new MacBook pro a month ago (M2) and today is my first time pairing it with my PS4 controller. The pairing is successful, but my Macbook starts recognising my controller as my mouse. e.g. I can't choose anything with "X" in-game because it just keeps opening random apps on my laptop. I tried to turn off the configurations on Steam but it's still the same. How do I use my controller configurations in-game only and refrain my laptop from picking up actions? I used my controller for gaming with my old Macbook, and I never had any issues, the controller could only be used in games and Steam only.
1
0
934
May ’23
Help with GCVirtualController in portrait mode
Hey there I have been trying to temporarily implement t GCVirtualController for a game I am working on but having trouble when it comes to portrait mode. Right now I have a D-Pad with 2 side buttons on the left side and then a 4 button pad on the right side when in landscape. However when I switch to portrait mode, only the buttons on the right side are visible. I was wondering if it is possible to show both sides when in portrait mode if anyone could help! Thank you
1
1
1.2k
May ’23
game controlllers and Mac OS 13.3
Specifically the Nimbus+ ... but I tried for a few days a PlayStation Dual Sense ... and the identical problem with just Mac OS Ventura 13.3. One more thing, ZERO problems with my iPhone and your Apple TV. So, the following problem is ONLY with Ventura 13.3 (NOT 13.2 and earlier - just 13.3). Here's the problem .. the Nimbus+ will not stay connected and after about 15 seconds disconnects by itself. The above PlayStation Dual Sense sticks around for about 60 seconds and then disconnects by itself. For the record, I have several times chatted with Nimbus Tech Support. Total Failure, sorry to say. Some chatter out there in Google Land said that the blinking lights on my Nimbus+ show (to him) that the chargeable batteries are "bricked" and need to be reset. If true, then why does my Nimbus+ work great with my iPhone and Apple TV? Just asking ... I'm a computer programmer but I am not a hardware person who can take apart the Nimbus and hit its reset button. There you have it ... any help at all will be appreciated. JL
1
0
1.7k
Apr ’23
Does iOS support to work as a HID device via bluetooth?
I want to use iPhone as a bluetooth keyboard or joystick to control a host device. To input contents or play games on another device. As far as I know. My goal can't be done. There are three relate frameworks: CoreBluetooth. When I try to add a peripheral with HID service 1812, the method returns a error. There's another HID service 1124, over BT classic. Is it available? ExternalAccessory. Our host device is not a MFI device. GameController. By this iPhone can work as a host device, not a input device. Thanks for any suggestions!
7
0
4.2k
Mar ’23
Two important feature suggestions that will benefit artists and Apple Pencil users worldwide
As a digital artist from China who creates concept art for large gaming companies, I absolutely love using the iPad Pro and Apple Pencil. I rely on them for long hours each day to complete my work. Apple Pencil's design is truly innovative, and I am eager to praise its developers. They are undoubtedly geniuses, and I have always appreciated Apple's intuitive design that feels natural and instinctual to use. However, there are two missing features that are crucial to artists and users alike. I find it surprising that these features have not yet been implemented by Apple or any third-party tools. Therefore, I am reaching out to the developers themselves for help in bringing these essential features to Apple Pencil users. The first feature is the inability to customize the location of the pencil's point of contact. I hope that a system-level setting can be added to allow for micro-adjustments of the stylus's nose position. Technically, this is not a difficult feature to implement, as third-party software such as Artstudio Pro already offers it. The reason why this feature is so necessary is that many artists, including myself, use third-party stylus tips that are longer and thinner than the default tip. While they provide greater precision and tactile feedback, the point of contact is often shifted to the lower right of the physical point of contact with the screen. This inconsistency can make drawing and writing feel strange and uncomfortable, and it remains a significant pain point for many artists. The solution is simple: add a new setting called "Drawing Offset" to the Apple Pencil interface, which allows for adjustment of the stylus's point of contact by modifying the x and y axis values. This will ensure that no matter what type of stylus tip an artist uses, they can always achieve pinpoint accuracy. I am confident that the implementation of this feature will be greatly appreciated by artists all over the world. The second pressing feature is the ability to map keys on game controllers. As an artist, I have always dreamed of using my iPad to create professional artwork from any location, such as lounging on the couch or sitting in any outdoor setting. I imagined using the Switch's Joy-Con controller in my left hand as a shortcut for drawing tools. In reality, I often have to endure back pain while sitting at my desk to work. This is because I can only use the keyboard as a shortcut when drawing at my desk. I can't walk around with my keyboard and iPad to draw because Joy-Con cannot map various keyboard shortcuts to the iPad to assist with drawing. You might say, why not use gesture control? Gesture control is great and works well when I'm just doodling, but for professional-level precise drawing needs, a physical keyboard with shortcuts is a must. If, after connecting Joy-Con, I can customize the keyboard shortcuts mapped to each Joy-Con button in the settings, such as mapping Ctrl-Z to the trigger button, then I only need to draw with my right hand on the iPad, and my left hand can easily control the undo function by pressing the Joy-Con button. Even when lying on the couch, using Joy-Con as a shortcut keyboard is very intuitive. I think these two functions are very intuitive designs, and I originally thought that Apple should have had these functions already. Or, considering the shortcut key needs of artists for drawing after connecting Joy-Con, it would have allowed custom mapping of Joy-Con button positions to any keyboard shortcut. But unfortunately, it cannot be done, and it is also impossible to implement through third-party software. I hope you can consider adding these two functions to improve the drawing experience for artists, and I believe artists from all over the world will cheer for it. To be honest, this could be a revolution in experience and efficiency, and just these two functions will change everything about art creation, and people will love Apple for it. I will also continue to write to third-party drawing software companies and hope that they can develop similar feature support. Of course, the best situation would be if you saw what I said and it was just a matter of raising your hand to include these two features in the next update. I am truly grateful!
3
2
1.1k
Mar ’23
Gamepad Mapper
Hi, I have tried many Controler Mappers (Enjoyable, GamePad Mapper...) and each of them doesn't automatically activate the mapping (config list) once the Gamepad is switched on (after being off). It has to be activated manually. I need this feature for an exhibition. Does anybody recommand a Mapping App that would do the job? Thanks
0
0
1.3k
Mar ’23
100% Inappropriate Behavior of a App Reviewer
Someone somewhere in Apple Development needs to do something. This just cannot be allowed to continue. This has been reported by many others before me .. but nothing changes. What their Reviewers do borders on Assault which is a Crime. How much longer? The very capable folk such as Quinn are tarnished by working along side some of the Reviewers. I truly feel sorry for Quinn. Submitted my Monster Paddle Pong App that operates on Apple TV and iPad with a Game Controller.  SO the Tester uploads my App to their iPad and starts poking their finger all over the screen .. and NOTHING happens.  Maybe their reading skills aren’t ample because that Game Controller requirement is delineated in sentence #1.  Promotional Text: Monster Paddle Pong is FUN! to play on a iPad + Apple TV with a Extended Game Controller. Match wits with your skill to react quickly. See the Description for more info. Description Text: Monster Paddle Pong is FUN! to play on a iPad or Apple TV with a Game Controller. It mischievously matches wits with your skill to react quickly. It's 100% free, so give it a GO!  Pressing the Right Shoulder Button starts the Game and causes the Dinossaur Ball to start moving .. and unless the Ball is moving the Monster Paddle will not move. As a matter of fact, until this Right Shoulder Button is first pressed, only the Left Shoulder Button works (described below). This makes sense because after all what’s so hard in hitting a stationary target? Right? Use your Game Controller’s A, B, X, Y buttons & the Joysticks to move the Monster Paddle and hit the moving Dinossaur Ball. If you’re successful then your Score in the upper right corner advances. If instead your Monster Paddle hits one of the 4 Walls, your score decreases by 1. All this is graphically depicted in the About Scene which can be accessed by pressing your Controller’s Left Shoulder Button once. BTW, press this Left Shoulder a 2nd time, and you will see my Credits Scene. I don’t want to get too detailed here because a big part of FUN! is the thrill of Discovering. So, feel free to DISCOVER, most notably pressing all the buttons on your Controller to see the MAGIC! each of them makes happen.
9
0
1.8k
Feb ’23
Xbox 360 Controller compatibility issues on M1 macs
Hi, was just wondering if anyone will see this and have a solution to this problem or if apple gets enough criticism on this subject to fixing the problem... I WANT TO PLAY CLONE HERO ON MY M1 IMAC!!!! not to mention I'd like to see some sort of compatibility for older-gen controllers in general, but I literally scour the internet once a month for hours trying to find anyone who is working on drivers for this and it seems that Apples M1 chip has completely ruined that demographic of gaming and coders. Everyone is completely unable to create a driver that creates compatibility for 360 controllers. Apple, I really expect an answer as I've been an avid user my whole life, and everything I use is apple. I'm a designer, and I really enjoy your tech but honestly, this is becoming very exhausting as you are not very welcoming to gaming capabilities, and customization like other PCs are. Other PCs allow complete control and change to almost every aspect of them. I can't even play guitar hero or other games from 2000. Not very advanced if you can't even run simple games from much simpler processors. This along with other similar issues, I genuinely regret spending so much money on a computer that can't even run anything I bought it for besides the general run-of-the-mill apps that are on their app store.
1
0
3.1k
Jan ’23
fix the errors in my code
import UIKit import AVFoundation class ViewController: UIViewController { @IBOutlet weak var player: UIImageView! @IBOutlet weak var enemy: UIImageView! @IBOutlet weak var scoreLabel: UILabel! @IBOutlet weak var gameOverLabel: UILabel! @IBOutlet weak var levelLabel: UILabel! @IBOutlet weak var powerUp: UIImageView! @IBOutlet weak var powerUpLabel: UILabel! var score = 0 var gameOver = false var level = 1 var powerUpActive = false var powerUpTime = 0 var backgroundMusic: AVAudioPlayer! var enemyDeathSound: AVAudioPlayer! var powerUpSound: AVAudioPlayer! override func viewDidLoad() { super.viewDidLoad() // Add swipe gestures let leftSwipe = UISwipeGestureRecognizer(target: self, action: #selector(swipeLeft)) leftSwipe.direction = .left view.addGestureRecognizer(leftSwipe) let rightSwipe = UISwipeGestureRecognizer(target: self, action: #selector(swipeRight)) rightSwipe.direction = .right view.addGestureRecognizer(rightSwipe) // Load sound effects loadSounds() // Start the enemy moving moveEnemy() // Start the game loop Timer.scheduledTimer(timeInterval: 0.01, target: self, selector: #selector(gameLoop), userInfo: nil, repeats: true) } func loadSounds() { let backgroundMusicPath = Bundle.main.path(forResource: "background", ofType: "mp3") let backgroundMusicUrl = URL(fileURLWithPath: backgroundMusicPath!) do { backgroundMusic = try AVAudioPlayer(contentsOf: backgroundMusicUrl) backgroundMusic.numberOfLoops = -1 backgroundMusic.prepareToPlay() backgroundMusic.play() } catch { print("Error loading background music") } let enemyDeathSoundPath = Bundle.main.path(forResource: "enemyDeath", ofType: "wav") let enemyDeathSoundUrl = URL(fileURLWithPath: enemyDeathSoundPath!) do { enemyDeathSound = try AVAudioPlayer(contentsOf: enemyDeathSoundUrl) enemyDeathSound.prepareToPlay() } catch { print("Error loading enemy death sound") } let powerUpSoundPath = Bundle.main.path(forResource: "powerUp", ofType: "wav") let powerUpSoundUrl = URL(fileURLWith
0
0
1k
Jan ’23
Apple Arcade - validate login with gamePlayerID
Hi! We are currently developing a game with online capabilities for Apple Arcade and received the following guidelines: Required: If you must authenticate the local player on a third-party server, use fetchItemsForIdentityVerificationSignature using gamePlayerID (note: documentation for this API references teamPlayerID not gamePlayerID). It's true that the documentation for fetchItemsForIdentityVerificationSignature only references teamPlayerID, but it's not clear how to use gamePlayerID in this context. We tried simply swapping teamPlayerID for gamePlayerID when generating a signature, but it didn't work (expectedly, given that the two IDs are different). What are the steps involved to make the authentication compliant? Thanks in advance!
1
1
1.4k
Jan ’23
Locked mouse pointer and in-app purchases
We have an iOS app in Development with in-app purchases that works fine on iOS devices. When running the app on Apple Silicon Macs, the app locks the mouse pointer and renders its own (via GCMouse listener events). When the user selects an in-app item to purchase, the operating system displays the purchase confirmation dialog as expected, however because the pointer is still locked, users are unable to click elements on the dialog or see a pointer. I've tried running setNeedsUpdateOfPrefersPointerLocked and returning false prior to the purchase but the pointer remains locked. Is there a better way to immediately release the lock or ensure the in-app purchase dialog gets the mouse pointer? Thanks.
1
0
2k
Nov ’22
Controller Input Not Working in HappyBeam Sample
I'm working on an Immersive game that requires Controller input. The Happy Beam sample is supposed to support hand tracking and controller input. I have tested the controller input with a PS5 Dual Sense controller and all I can do is move around the scene while the game plays. But cannot interact with anything in the scene. Can anyone confirm this and or suggest how I can use a controller in an immersive space? I cannot find a single working example.
Replies
1
Boosts
0
Views
983
Activity
Aug ’23
My RC PRO Controller is not working
Hello! I have a DJI MAVIC 3 drone and recently I got a stimulator to practice my flying skills but I have a problem, even tho my Mac Book recognizes the controller, I still can't use it to practice, it just shows like there is no controller connected. The stimulator I am using is Uncrashed FPV Drone, but I also tried to test it on DJI Assistance 2, can someone help me fix this issue please.
Replies
0
Boosts
0
Views
1k
Activity
Jul ’23
Mouse and video games
Hello, I want to connect my mouse to my iPad pro m2 and play PUBG mobile, but I cannot lock the mouse to the screen so I can use the mouse to turn my character and play the game. I was wondering how I could do that. I also watched a video on GCControler and GCmouse but I don't understand how to code that information into my iPad.
Replies
0
Boosts
0
Views
978
Activity
Jun ’23
Nvidia shield controller - connect
Is it possible to connect my old nvidia shield controller to steam games?
Replies
0
Boosts
0
Views
993
Activity
Jun ’23
Why is it that the Apple keyboard cannot handle simultaneous typing of the 'Tab + W + Space' keys, which are commonly used in games?
I have noticed that external keyboards connected to an Apple computer support the simultaneous pressing of 'Tab + W + Space' keys, but the in-built Apple keyboard does not. When I press the 'Tab + W' keys and then press the Space bar, the Apple computer only receives the 'Tab + W' events but not the Space event. Other combinations, such as 'Tab + A + Space', work normally. Can you please explain why this is the case and provide any solutions or advice? Thank you
Replies
5
Boosts
0
Views
1.5k
Activity
Jun ’23
How to use my game controller in-game only but not as a mouse?
I got a new MacBook pro a month ago (M2) and today is my first time pairing it with my PS4 controller. The pairing is successful, but my Macbook starts recognising my controller as my mouse. e.g. I can't choose anything with "X" in-game because it just keeps opening random apps on my laptop. I tried to turn off the configurations on Steam but it's still the same. How do I use my controller configurations in-game only and refrain my laptop from picking up actions? I used my controller for gaming with my old Macbook, and I never had any issues, the controller could only be used in games and Steam only.
Replies
1
Boosts
0
Views
934
Activity
May ’23
Help with GCVirtualController in portrait mode
Hey there I have been trying to temporarily implement t GCVirtualController for a game I am working on but having trouble when it comes to portrait mode. Right now I have a D-Pad with 2 side buttons on the left side and then a 4 button pad on the right side when in landscape. However when I switch to portrait mode, only the buttons on the right side are visible. I was wondering if it is possible to show both sides when in portrait mode if anyone could help! Thank you
Replies
1
Boosts
1
Views
1.2k
Activity
May ’23
android app
how to use android app in m1 chips?!!!!!
Replies
1
Boosts
0
Views
1.1k
Activity
May ’23
It says that there is no account with my game center
ive been on 2 apps where i have game center on them but it says there is no accountwithy game center being connected
Replies
0
Boosts
0
Views
1.1k
Activity
May ’23
game controlllers and Mac OS 13.3
Specifically the Nimbus+ ... but I tried for a few days a PlayStation Dual Sense ... and the identical problem with just Mac OS Ventura 13.3. One more thing, ZERO problems with my iPhone and your Apple TV. So, the following problem is ONLY with Ventura 13.3 (NOT 13.2 and earlier - just 13.3). Here's the problem .. the Nimbus+ will not stay connected and after about 15 seconds disconnects by itself. The above PlayStation Dual Sense sticks around for about 60 seconds and then disconnects by itself. For the record, I have several times chatted with Nimbus Tech Support. Total Failure, sorry to say. Some chatter out there in Google Land said that the blinking lights on my Nimbus+ show (to him) that the chargeable batteries are "bricked" and need to be reset. If true, then why does my Nimbus+ work great with my iPhone and Apple TV? Just asking ... I'm a computer programmer but I am not a hardware person who can take apart the Nimbus and hit its reset button. There you have it ... any help at all will be appreciated. JL
Replies
1
Boosts
0
Views
1.7k
Activity
Apr ’23
I want to use beta or early access apps
I want to be a tester
Replies
0
Boosts
0
Views
717
Activity
Mar ’23
Does iOS support to work as a HID device via bluetooth?
I want to use iPhone as a bluetooth keyboard or joystick to control a host device. To input contents or play games on another device. As far as I know. My goal can't be done. There are three relate frameworks: CoreBluetooth. When I try to add a peripheral with HID service 1812, the method returns a error. There's another HID service 1124, over BT classic. Is it available? ExternalAccessory. Our host device is not a MFI device. GameController. By this iPhone can work as a host device, not a input device. Thanks for any suggestions!
Replies
7
Boosts
0
Views
4.2k
Activity
Mar ’23
Two important feature suggestions that will benefit artists and Apple Pencil users worldwide
As a digital artist from China who creates concept art for large gaming companies, I absolutely love using the iPad Pro and Apple Pencil. I rely on them for long hours each day to complete my work. Apple Pencil's design is truly innovative, and I am eager to praise its developers. They are undoubtedly geniuses, and I have always appreciated Apple's intuitive design that feels natural and instinctual to use. However, there are two missing features that are crucial to artists and users alike. I find it surprising that these features have not yet been implemented by Apple or any third-party tools. Therefore, I am reaching out to the developers themselves for help in bringing these essential features to Apple Pencil users. The first feature is the inability to customize the location of the pencil's point of contact. I hope that a system-level setting can be added to allow for micro-adjustments of the stylus's nose position. Technically, this is not a difficult feature to implement, as third-party software such as Artstudio Pro already offers it. The reason why this feature is so necessary is that many artists, including myself, use third-party stylus tips that are longer and thinner than the default tip. While they provide greater precision and tactile feedback, the point of contact is often shifted to the lower right of the physical point of contact with the screen. This inconsistency can make drawing and writing feel strange and uncomfortable, and it remains a significant pain point for many artists. The solution is simple: add a new setting called "Drawing Offset" to the Apple Pencil interface, which allows for adjustment of the stylus's point of contact by modifying the x and y axis values. This will ensure that no matter what type of stylus tip an artist uses, they can always achieve pinpoint accuracy. I am confident that the implementation of this feature will be greatly appreciated by artists all over the world. The second pressing feature is the ability to map keys on game controllers. As an artist, I have always dreamed of using my iPad to create professional artwork from any location, such as lounging on the couch or sitting in any outdoor setting. I imagined using the Switch's Joy-Con controller in my left hand as a shortcut for drawing tools. In reality, I often have to endure back pain while sitting at my desk to work. This is because I can only use the keyboard as a shortcut when drawing at my desk. I can't walk around with my keyboard and iPad to draw because Joy-Con cannot map various keyboard shortcuts to the iPad to assist with drawing. You might say, why not use gesture control? Gesture control is great and works well when I'm just doodling, but for professional-level precise drawing needs, a physical keyboard with shortcuts is a must. If, after connecting Joy-Con, I can customize the keyboard shortcuts mapped to each Joy-Con button in the settings, such as mapping Ctrl-Z to the trigger button, then I only need to draw with my right hand on the iPad, and my left hand can easily control the undo function by pressing the Joy-Con button. Even when lying on the couch, using Joy-Con as a shortcut keyboard is very intuitive. I think these two functions are very intuitive designs, and I originally thought that Apple should have had these functions already. Or, considering the shortcut key needs of artists for drawing after connecting Joy-Con, it would have allowed custom mapping of Joy-Con button positions to any keyboard shortcut. But unfortunately, it cannot be done, and it is also impossible to implement through third-party software. I hope you can consider adding these two functions to improve the drawing experience for artists, and I believe artists from all over the world will cheer for it. To be honest, this could be a revolution in experience and efficiency, and just these two functions will change everything about art creation, and people will love Apple for it. I will also continue to write to third-party drawing software companies and hope that they can develop similar feature support. Of course, the best situation would be if you saw what I said and it was just a matter of raising your hand to include these two features in the next update. I am truly grateful!
Replies
3
Boosts
2
Views
1.1k
Activity
Mar ’23
Gamepad Mapper
Hi, I have tried many Controler Mappers (Enjoyable, GamePad Mapper...) and each of them doesn't automatically activate the mapping (config list) once the Gamepad is switched on (after being off). It has to be activated manually. I need this feature for an exhibition. Does anybody recommand a Mapping App that would do the job? Thanks
Replies
0
Boosts
0
Views
1.3k
Activity
Mar ’23
GCVirtualController X and Y Position
hey hey i have a question and i use the GCVirtualController in a spritekit game. But I think the elements in my scene are way too high. I would like them below. is it possible to change the elements such as the thumbstick, the Y or X position?
Replies
2
Boosts
0
Views
1.5k
Activity
Mar ’23
100% Inappropriate Behavior of a App Reviewer
Someone somewhere in Apple Development needs to do something. This just cannot be allowed to continue. This has been reported by many others before me .. but nothing changes. What their Reviewers do borders on Assault which is a Crime. How much longer? The very capable folk such as Quinn are tarnished by working along side some of the Reviewers. I truly feel sorry for Quinn. Submitted my Monster Paddle Pong App that operates on Apple TV and iPad with a Game Controller.  SO the Tester uploads my App to their iPad and starts poking their finger all over the screen .. and NOTHING happens.  Maybe their reading skills aren’t ample because that Game Controller requirement is delineated in sentence #1.  Promotional Text: Monster Paddle Pong is FUN! to play on a iPad + Apple TV with a Extended Game Controller. Match wits with your skill to react quickly. See the Description for more info. Description Text: Monster Paddle Pong is FUN! to play on a iPad or Apple TV with a Game Controller. It mischievously matches wits with your skill to react quickly. It's 100% free, so give it a GO!  Pressing the Right Shoulder Button starts the Game and causes the Dinossaur Ball to start moving .. and unless the Ball is moving the Monster Paddle will not move. As a matter of fact, until this Right Shoulder Button is first pressed, only the Left Shoulder Button works (described below). This makes sense because after all what’s so hard in hitting a stationary target? Right? Use your Game Controller’s A, B, X, Y buttons & the Joysticks to move the Monster Paddle and hit the moving Dinossaur Ball. If you’re successful then your Score in the upper right corner advances. If instead your Monster Paddle hits one of the 4 Walls, your score decreases by 1. All this is graphically depicted in the About Scene which can be accessed by pressing your Controller’s Left Shoulder Button once. BTW, press this Left Shoulder a 2nd time, and you will see my Credits Scene. I don’t want to get too detailed here because a big part of FUN! is the thrill of Discovering. So, feel free to DISCOVER, most notably pressing all the buttons on your Controller to see the MAGIC! each of them makes happen.
Replies
9
Boosts
0
Views
1.8k
Activity
Feb ’23
Xbox 360 Controller compatibility issues on M1 macs
Hi, was just wondering if anyone will see this and have a solution to this problem or if apple gets enough criticism on this subject to fixing the problem... I WANT TO PLAY CLONE HERO ON MY M1 IMAC!!!! not to mention I'd like to see some sort of compatibility for older-gen controllers in general, but I literally scour the internet once a month for hours trying to find anyone who is working on drivers for this and it seems that Apples M1 chip has completely ruined that demographic of gaming and coders. Everyone is completely unable to create a driver that creates compatibility for 360 controllers. Apple, I really expect an answer as I've been an avid user my whole life, and everything I use is apple. I'm a designer, and I really enjoy your tech but honestly, this is becoming very exhausting as you are not very welcoming to gaming capabilities, and customization like other PCs are. Other PCs allow complete control and change to almost every aspect of them. I can't even play guitar hero or other games from 2000. Not very advanced if you can't even run simple games from much simpler processors. This along with other similar issues, I genuinely regret spending so much money on a computer that can't even run anything I bought it for besides the general run-of-the-mill apps that are on their app store.
Replies
1
Boosts
0
Views
3.1k
Activity
Jan ’23
fix the errors in my code
import UIKit import AVFoundation class ViewController: UIViewController { @IBOutlet weak var player: UIImageView! @IBOutlet weak var enemy: UIImageView! @IBOutlet weak var scoreLabel: UILabel! @IBOutlet weak var gameOverLabel: UILabel! @IBOutlet weak var levelLabel: UILabel! @IBOutlet weak var powerUp: UIImageView! @IBOutlet weak var powerUpLabel: UILabel! var score = 0 var gameOver = false var level = 1 var powerUpActive = false var powerUpTime = 0 var backgroundMusic: AVAudioPlayer! var enemyDeathSound: AVAudioPlayer! var powerUpSound: AVAudioPlayer! override func viewDidLoad() { super.viewDidLoad() // Add swipe gestures let leftSwipe = UISwipeGestureRecognizer(target: self, action: #selector(swipeLeft)) leftSwipe.direction = .left view.addGestureRecognizer(leftSwipe) let rightSwipe = UISwipeGestureRecognizer(target: self, action: #selector(swipeRight)) rightSwipe.direction = .right view.addGestureRecognizer(rightSwipe) // Load sound effects loadSounds() // Start the enemy moving moveEnemy() // Start the game loop Timer.scheduledTimer(timeInterval: 0.01, target: self, selector: #selector(gameLoop), userInfo: nil, repeats: true) } func loadSounds() { let backgroundMusicPath = Bundle.main.path(forResource: "background", ofType: "mp3") let backgroundMusicUrl = URL(fileURLWithPath: backgroundMusicPath!) do { backgroundMusic = try AVAudioPlayer(contentsOf: backgroundMusicUrl) backgroundMusic.numberOfLoops = -1 backgroundMusic.prepareToPlay() backgroundMusic.play() } catch { print("Error loading background music") } let enemyDeathSoundPath = Bundle.main.path(forResource: "enemyDeath", ofType: "wav") let enemyDeathSoundUrl = URL(fileURLWithPath: enemyDeathSoundPath!) do { enemyDeathSound = try AVAudioPlayer(contentsOf: enemyDeathSoundUrl) enemyDeathSound.prepareToPlay() } catch { print("Error loading enemy death sound") } let powerUpSoundPath = Bundle.main.path(forResource: "powerUp", ofType: "wav") let powerUpSoundUrl = URL(fileURLWith
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0
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Jan ’23
Apple Arcade - validate login with gamePlayerID
Hi! We are currently developing a game with online capabilities for Apple Arcade and received the following guidelines: Required: If you must authenticate the local player on a third-party server, use fetchItemsForIdentityVerificationSignature using gamePlayerID (note: documentation for this API references teamPlayerID not gamePlayerID). It's true that the documentation for fetchItemsForIdentityVerificationSignature only references teamPlayerID, but it's not clear how to use gamePlayerID in this context. We tried simply swapping teamPlayerID for gamePlayerID when generating a signature, but it didn't work (expectedly, given that the two IDs are different). What are the steps involved to make the authentication compliant? Thanks in advance!
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Jan ’23
Locked mouse pointer and in-app purchases
We have an iOS app in Development with in-app purchases that works fine on iOS devices. When running the app on Apple Silicon Macs, the app locks the mouse pointer and renders its own (via GCMouse listener events). When the user selects an in-app item to purchase, the operating system displays the purchase confirmation dialog as expected, however because the pointer is still locked, users are unable to click elements on the dialog or see a pointer. I've tried running setNeedsUpdateOfPrefersPointerLocked and returning false prior to the purchase but the pointer remains locked. Is there a better way to immediately release the lock or ensure the in-app purchase dialog gets the mouse pointer? Thanks.
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Nov ’22