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

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Turn-Based Game and Invitations
I have two devices (iPod, iPhone), each using a different Apple ID. I have an existing game to which I'm adding TBM. When the iPod invites the iPhone, it sends an iMessage invite to the iPhone; when I click on that message, I get "Retrieving", then Game Center in Settings is opened, not my App (same version installed on both devices). I start my App on the iPhone and that match is not shown in the Matchmaker View Controller. When I send an invite from the iPhone to the iPod and I click on the iMessage invite, the app starts but the match isn't listed in the MatchMaker ViewController on the iPod (but is on the iPhone). In addition, when I click on the info circle on the iPhone, it who's the two players and "App Store" under the Game Center name. However, When I do the same on the iPod, it has a "Play your turn" there. Any ideas?
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Game Porting Toolkit installation fails: CMake compatibility error in game-porting-toolkit-compiler
I'm encountering a build failure when trying to install the Game Porting Toolkit via Homebrew. The installation fails during the game-porting-toolkit-compiler dependency build phase with a CMake compatibility error. Error Message: CMake Error at CMakeLists.txt:3 (cmake_minimum_required): Compatibility with CMake < 3.5 has been removed from CMake. Update the VERSION argument <min> value. Or, use the <min>...<max> syntax to tell CMake that the project requires at least <min> but has been updated to work with policies introduced by <max> or earlier. Or, add -DCMAKE_POLICY_VERSION_MINIMUM=3.5 to try configuring anyway. -- Configuring incomplete, errors occurred! Environment: macOS: 15.6.1 (Sequoia) Homebrew: 5.0.1 CMake: 3.20.2 Architecture: x86_64 (via Rosetta) Formula: apple/apple/game-porting-toolkit-compiler v0.1 Source: crossover-sources-22.1.1.tar.gz Steps to Reproduce: Install x86_64 Homebrew for Rosetta compatibility Run: arch -x86_64 /usr/local/bin/brew install apple/apple/game-porting-toolkit Build fails during dependency installation Root Cause: The LLVM/Clang sources included in crossover-sources-22.1.1.tar.gz contain a CMakeLists.txt file that specifies a minimum CMake version lower than 3.5. Modern CMake versions (3.5+) have removed backward compatibility with these older version requirements. Potential Solutions: Update the Homebrew formula to patch the CMakeLists.txt with cmake_minimum_required(VERSION 3.5) or higher Update to newer CrossOver sources with updated CMake requirements Add the -DCMAKE_POLICY_VERSION_MINIMUM=3.5 flag to the CMake build command in the formula Is this a known issue? Are there plans to update the formula or the source package to resolve this compatibility problem? Any guidance on a workaround would be appreciated. Full log available at: /Users/kentarovadney/Library/Logs/Homebrew/game-porting-toolkit-compiler/02.cmake.log Thanks for any assistance!
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《维1847933278》腾龙公司游戏怎么下载怎么注册账号
腾龙:----TL 9655. C0M-----创办于1998年,总部位于缅甸掸邦老街,是果敢四大家族之一企业的产业。该集团旗下子公司超过多家,员工达上万余人。明面上主要经营文旅、酒店、房地产等产业,如2019年正式运营的腾龙大酒店,曾是当地最豪华的酒店,同年还启动运营了新天地房地产项目。此外,2023年在佤邦建设的新盛大酒店于2023年正式运营,2023年在新盛大酒店也正式运营。
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腾龙公司游戏网址多少?
腾龙公司位置于南亚果敢老街双凤塔附近,---TL9655.com---腾龙公司成立于2015年9月11日,公司主要经营游戏,腾龙公司属于一家实体企业公司,下面是公司经理微信《tle584》 下面是公司浏览官网,可以把这个复制到浏览器粘贴打开,注册一个自己喜欢的账号,注册好以后再点击下面APP下载安装,然后输入自己的账号登录就可以舒畅游戏
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Game Center leaderboards not posting scores
My app is live but the leaderboards still aren’t updating. App was built with unreal engine 5 with blueprints. I have the leaderboard stat info entered into the node for write integer to leaderboard and a node for show platform specific leaderboard. The leaderboards are shown as live on app connect. When I run the app, the Game Center login functions and the leaderboard interface launches as expected but it just lists a group of friends to invite. There are no scores listed and it says number of players 0 even though I have scored on two different devices and accounts. I have the Game Center entitlement added in Xcode. Not sure where else to look.
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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
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GKMatch rule-based matching. Can't match more than 3 people.
Matchmaking rules https://developer.apple.com/documentation/gamekit/matchmaking-rules?language=objc AppStoreConnectApi rules https://developer.apple.com/documentation/appstoreconnectapi/rules?language=objc ・Environment Unity 6000.2.2f1 XCode 16.1 iOS 26 3 iPhones ・AppStoreConnectApi rules "type": "gameCenterMatchmakingRuleSets", "id": "f6a88caf-85db-42bf-xxxxxxxxxxxxxxxxxxxx", "attributes": { "referenceName": "co.mygame.RuleSets.GvERandom34", "ruleLanguageVersion": 1, "minPlayers": 3, "maxPlayers": 4 }, "type": "gameCenterMatchmakingRules", "id": "6afa68ce-4d2c-496f-xxxxxxxxxxxxxxxxxxxx", "attributes": { "referenceName": "GameVersion", "description": "Check Game Version. GvERandom34", "type": "COMPATIBLE", "expression": "requests[0].properties.gameVersion == requests[1].properties.gameVersion", "weight": null }, "type": "gameCenterMatchmakingQueues", "id": "7fb645ef-4eca-4510-xxxxxxxxxxxxxxxxxxxx", "attributes": { "referenceName": "co.mygame.que.GvERandom34", "classicMatchmakingBundleIds": [] }, ・Objective-C Execution code queueName = "co.mygame.que.GvERandom34" keyStr = "gameVersion " valueStr = "1.0" - (void)MatchQueueParamStr1Start:(NSString*)queueName keyStr:(NSString*)keyStr valueStr:(NSString*)valueStr { if (@available(iOS 17.2, tvOS 17.2, macOS 14.2, visionOS 1.1, *) == NO) { DBGLOG(@"MatchQueueParamStr1Start Not support."); return; } self->_matchMakingFlag = YES; self->_matchFinishFlag = NO; self->_myMatch = nil; GKMatchRequest *req = [[GKMatchRequest alloc] init]; if (@available(iOS 17.2, tvOS 17.2, macOS 14.2, visionOS 1.1, *)) { req.queueName = queueName; req.properties = @{keyStr: valueStr}; } [[GKMatchmaker sharedMatchmaker] findMatchForRequest:req withCompletionHandler: ^(GKMatch *match, NSError *error) { if (error) { [self SetupErrorInfo:error descriptionText:@"findMatchForRequest"]; } else if(match) { self->_myMatch = match; self->_myMatch.delegate = self; } self->_matchMakingFlag = NO; self->_matchFinishFlag = YES; }]; } ・ I'm trying to match with three devices. Matching doesn't work. 5 minutes later times out. What's the problem?
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Nov ’25
Game Controller Input Limitations in visionOS Volumetric Windows - Need Clarification
Game Controller Input Limitations in visionOS Volumetric Windows Hello Apple Developer Community, I'm developing a game for visionOS and have encountered significant limitations with game controller input when using volumetric windows (WindowGroup with .volumetric style). I'd appreciate clarification on whether this is expected behavior and any guidance on best practices. 🧩 Issue Summary When using a DualSense controller with a volumetric window in visionOS, only a subset of controller inputs are available to the app. The remaining inputs appear to be reserved by the system for UI navigation. ✅ Working Inputs (Volumetric Window) D-Pad (all directions) L3 (left thumbstick button click) R3 (right thumbstick button click) Menu button Options button ❌ Not Working Inputs (Volumetric Window) Left thumbstick analog movement (used for UI scrolling instead) Right thumbstick analog movement (used for UI scrolling instead) Face buttons (Cross, Circle, Square, Triangle / A, B, X, Y) Shoulder buttons (L1, R1) Triggers (L2, R2) Key observation: When moving the left thumbstick in a volumetric window, the window's UI scrolls vertically instead of sending input to my app's GameController handlers. Similarly, face buttons seem to be reserved for system UI interactions. ⚙️ Implementation Details I'm using the standard GameController framework: Connect to controller via GCController.controllers() Access extendedGamepad profile Set up valueChangedHandler and pressedChangedHandler for all inputs Handlers confirmed registered via logging Working inputs (D-Pad, L3, R3) trigger immediately and consistently Non-working inputs (thumbsticks, face buttons) never trigger 🧠 Critical Finding: ImmersiveSpace Works Perfectly When testing the exact same code in an ImmersiveSpace (.mixed immersion style), all controller inputs work perfectly: ✅ Both thumbsticks provide full analog input ✅ All face buttons trigger their handlers ✅ All shoulder buttons and triggers work correctly ✅ 100% success rate with no intermittent issues This suggests the issue isn't with my code, but rather how visionOS handles controller input differently between Volumetric Windows and ImmersiveSpace. 🧪 Test Environment I created a minimal test project (Controller-Playground) to isolate the issue: A simple ControllerTester class that registers all GameController handlers A visual UI showing real-time input state No game logic, RealityKit physics, or other complexity Results In volumetric window: Only D-Pad, L3, R3, Menu, Options work In ImmersiveSpace: All inputs work perfectly This confirms the limitation exists at the visionOS platform level, not in app code. 🧰 Attempted Workarounds I tried the following without success: Setting GCSupportsControllerUserInteraction = false in Info.plist Setting UIRequiresFullScreen = true Changing window styles (.plain, .volumetric) Polling vs. handler-based input approaches Various threading models (MainActor, separate thread) Result: The only way to enable full controller support is to switch to ImmersiveSpace. ❓ Questions for Apple Is this input reservation behavior in volumetric windows intended and documented? Are game controllers expected to have limited functionality in volumetric windows while full functionality is reserved for ImmersiveSpace? Is there a way to request full controller input access in a volumetric window, or is ImmersiveSpace the only option for complete controller support? Where can I find official documentation about controller input differences between window types? Are there any APIs or configuration options to disable system controller shortcuts in volumetric windows? 🎯 Impact This limitation has a significant effect on game design and architecture: Volumetric windows offer a multitasking-friendly, less immersive experience ImmersiveSpace provides full controller support but may be more immersive than some games require Games that only need basic D-Pad and button input can work fine in volumetric windows Games requiring analog sticks or face buttons must currently use ImmersiveSpace It would be very helpful if Apple could clarify or reference existing documentation regarding controller input handling in different visionOS window types. If such documentation doesn't exist yet, it might be valuable to include this information in future developer guides or best-practice documents. 🕹 Current Workaround For now, I'm using: D-Pad for character movement (digital 8-direction) R3 (right stick click) as a substitute for the "X" button This setup allows the game to function within a volumetric window, though full controller support still requires ImmersiveSpace. 📄 Request If this is expected behavior, I may have simply missed the relevant documentation — could you please point me to any existing resources that explain this design? If there isn't one yet, it would be great if future visionOS documentation could: Clearly outline controller input behavior across window types Provide guidance on when to use Volumetric Windows vs. ImmersiveSpace for games Consider adding an API option to request full controller access when appropriate If this is not expected behavior, I'm happy to file a detailed bug report with sample code. 💻 System Information visionOS: Latest Simulator Xcode: Latest version Controller: Sony DualSense Framework: GameController (standard extendedGamepad profile) Test project: Minimal reproducible example available Thank you for any clarification or guidance you can provide. This information would be valuable for many developers working on visionOS games.
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Oct ’25
Is gamekit necessary in UIRequiredDeviceCapabilities when distributing via TestFlight for testing?
My game has been successfully distributed multiple times via TestFlight for testing. However, I recently encountered an issue: after removing gamekit from the UIRequiredDeviceCapabilities configuration in Info.plist and republishing to TestFlight, the download prompt shows "Incompatible on this iPhone". PS: My application does not use any GameCenter features at all, and GameKit.framework is not included in the Xcode project.
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Oct ’25
Issues building Unity plug-in project: Cannot locate native library Apple.Core/Apple.GameKit for iOS
I'm having issues getting a well built package from the Apple Unity Plug-in project. When building the my game project in Unity the following error is printed to the console: Apple.Core.AppleNativeLibraryUtility] Cannot locate a Debug or Release Apple.Core native library for iOS. Please ensure that the build invocation (build.py, xcodebuild, or Xcode) compiled cleanly and that the build was configured to support Debug on iOS. As far as I can tell the build did compile cleanly, but I might be missing something. If anyone can see what I'm doing wrong or has any insight it would be greatly appreciated. Setup is the following: macOS Tahoe 26 Beta Xcode-beta Version 26.0 beta 3 (17A5276g) Unity Plug-in branch: 2025-beta1 Unity game project version: 2022.3.60f M1 Macbook Pro The built packages have been imported into the game project through the Unity Package Manager using the tarball option pointing to the built packages from the Unity Plug-in project. The Unity Plug-in project has been built using the build.py file with the following: python3 build.py -m iOS iPhoneSimulator -p Core GameKit CoreHaptics GameController -k all The output is available in the attached file. build-output.txt Here's an image of the NativeLibraries~ folder inside the built Apple.Core package.
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Oct ’25
Game Center SignIn alert appears on macOS 26 (Tahoe) without capability or entitlement
Hello, On macOS 26 (Tahoe), when building a OSX app that includes GameKit code, calling GKLocalPlayer.local.authenticateHandler shows the "Sign In to Game Center" alert (e.g. didShowFullscreenSignIn) — even if the app does not have the Game Center capability enabled or any related entitlement (com.apple.developer.game-center). This alert only appears when the user is not signed in to Game Center in system settings. However, when testing the same code path on iOS app built with macOS 26 (Tahoe), the alert does not appear unless the proper capability and entitlement are included. This behavior is different from macOS 15 (Sequoia) + Xcode 15.x. Prior to the update, Game Center features did not work at all even with the OSX app without Capability and Entitlements. Steps to Reproduce Create a new OSX app target (App Sandbox enabled, no Game Center capability). Add minimal GameKit code: GKLocalPlayer.local.authenticateHandler = { _, _, _ in } Build OSX app and run on macOS 26 (Tahoe). Ensure Game Center is signed out in System Settings. Observe: “Sign In to Game Center” alert appears automatically. Expected Behavior When Game Center capability and entitlement are not present, authenticateHandler should fail silently, and no signIn alert should appear. Actual Behavior On OSX app, the Game Center signIn UI appears even without any Game Center capability or entitlement. On iOS app, this alert does not appear. *Build Configuration: built with the same condition. (macOS 26 + Xcode 26) Question Could you please confirm whether this behavior is an intentional change in macOS 26 or a bug only for OSX apps in the GameKit authentication flow? Thank you.
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Oct ’25
GKLocalPlayer.authenticateHandler not called on iOS 26 when Game Center auth overlay is shown
Hi — we’re testing our app on iOS 26 and ran into strange behavior with GKLocalPlayer.local.authenticateHandler. GKLocalPlayer.local.authenticateHandler = { [weak self] viewController, error in // additional code } What happens: When we assign authenticateHandler on iOS 26 and the user is not signed in to Game Center, the system shows a full-screen Game Center overlay asking the user to sign in. If the user taps Cancel, nothing further happens — the closure is not invoked again, so we don’t receive an error or any callback. The app never learns whether the auth was cancelled or failed. In previous iOS versions the closure was called (with viewController / error as appropriate) and the flow worked as expected. What we tried: Verified authenticateHandler is being set. Checked GKLocalPlayer.local.isAuthenticated after the overlay dismisses — it’s unchanged. Observed system logs: a com.apple.GameOverlayUI scene is created and later removed (so the auth overlay is shown by the system). Confirmed the same code works on earlier iOS versions. :thinking: Question: Has anyone seen authenticateHandler not being invoked on iOS 26 when the Game Center auth overlay is presented? Could this be a behavioral change in iOS 26 (overlay runs in a separate system process), or a bug? Any suggested workarounds to reliably detect that the user cancelled the sign-in (for example: listening for willResignActive / didBecomeActive, watching for a system overlay, or saving/presenting the viewController manually)? Thanks in advance for any advice — we’d appreciate pointers or suggested diagnostics ?
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Oct ’25
Game Center Leaderboards Not Propagating After App Goes Live
I’m encountering (or at least I think I am) a propagation issue between App Store Connect and the live App Store version of my app following an update that introduced Game Center leaderboards via GameKit. The v1.0.1 build was developed and tested in Xcode 26, using GameKit integration for leaderboards. Everything functioned correctly on standalone devices under a signed production build. After submission, the build was approved and is currently live on the App Store, yet App Store Connect still shows the build status as “Ready for Distribution.” This mismatch appears to be preventing proper Game Center leaderboard propagation, leaderboard data and player scores are not syncing (GC dot doesn’t appear) as expected on the production environment, despite all leaderboards being correctly configured under App Store Connect → Game Center → Leaderboards and the identifiers matching the app bundle configuration. It’s been well beyond the typical propagation window, suggesting a potential desync between App Store Connect and Game Center services rather than a code-level issue. Before resubmitting, I’d like to confirm whether others have experienced similar propagation delays or if manual intervention from Apple is sometimes required to resolve the state mismatch. Environment: • Xcode 26 (Release build) • GameKit framework (Swift) • iOS 17.6 target • Game Center leaderboards configured as a set within App Store Connect Any guidance on triggering propagation or forcing a sync between App Store Connect and Game Center servers would be greatly appreciated!!
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Oct ’25
GameCenter scores are not being posted to the leaderboard
Hello! Bare with me here, as there is a lot to explain! I am working on implementing a Game Center high score leaderboard into my game. I have looked around for examples of how to properly implement this code, but have come up short on finding much material. Therefore, I have tried implementing it myself based off information I found on apples documentation. Long story short, I am getting success printed when I update my score, but no scores are actually being posted (or at-least no scores are showing up on the Game Center leaderboard when opened). Before I show the code, one thing I have questioned is the fact that this game is still in development. In AppStoreConnect, the status of the leaderboard is "Not Live". Does this affect scores being posted? Onto the code. I have created a GameCenter class which handles getting the leaderboards and posting scores to a specific leaderboard. I will post the code in whole, and will discuss below what is happening. PLEASE VIEW ATTACHED TEXT TO SEE THE GAMECENTER CLASS! GameCenter class - https://developer.apple.com/forums/content/attachment/0dd6dca8-8131-44c8-b928-77b3578bd970 In a different GameScene, once the game is over, I request to post a new high score to Game Center with this line of code: GameCenter.shared.submitScore(id: GameCenterLeaderboards.HighScore.rawValue) Now onto the logic of my code. For the longest time I struggled to figure out how to submit a score. I figured out that in Xcode 12, they deprecated a lot of functions that previously worked for me. Not is seems that we have to load all leaderboards (or the ones we want). That is the purpose behind the leaderboards private variable in the Game Center class. On the start up of the app, I call authenticate player. Once this callback is reached, I call loadLeaderboards which will load the leaderboards for each string id in an enum that I have elsewhere. Each of these leaderboards will be created as a Leaderboard object, and saved in the private leaderboard array. This is so I have access to these leaderboards later when I want to submit a score. Once the game is over, I am calling submitScore with the leaderboard id I want to post to. Right now, I only have a high score, but in the future I may add a parameter to this with the value so it works for other leaderboards as well. Therefore, no value is passed in since I am pulling from local storage which holds the high score. submitScore will get the leaderboard from the private leaderboard array that has the same id as the one passed in. Once I get the correct leaderboard, I submit a score to that leaderboard. Once the callback is hit, I receive the output "Successfully submitted score to leaderboard". This looks promising, except for the fact that no score is actually posted. At startup, I am calling updatePlayerHighScore, which is not complete - but for the purpose of my point, retrieves the high score of the player from the leaderboard and is printing it out to the console. It is printing out (0), meaning that no score was posted. The last thing I have questions about is the context when submitting a score. According to the documentation, this seems to just be metadata that GameCenter does not care about, but rather something the developer can use. Therefore, I think I can cross this off as causing the problem. I believe I implemented this correctly, but for some reason, nothing is posting to the leaderboard. This was ALOT, but I wanted to make sure I got all my thoughts down. Any help on why this is NOT posting would be awesome! Thanks so much! Mark
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Oct ’25
请问Game Center的数据保存逻辑
我们想在游戏类 App 内接入 Game Center。用户可以在游戏内创建多个角色,若用户在游戏内创建了2个角色:角色1、角色2,请问: 当用户将角色1与 Game Center 绑定后,数据将上报至 Game Center。此时玩家想要将角色1与 Game Center 解除绑定,解绑后,再将角色2与 Game Center 绑定。那么这时角色1的数据是留存在 Game Center 中,还是将被移除?
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Oct ’25
GKAccessPoint triggerAccessPointWithState handler not invoked on iOS 26.0 and iOS 15.8.4
GKAccessPoint triggerAccessPointWithState handler not invoked on iOS 26.0 and iOS 15.8.4 Incorrect/Unexpected Behaviour: When calling [GKAccessPoint.shared triggerAccessPointWithState:GKGameCenterViewControllerStateAchievements handler:^{}] on a real device running iOS 26 beta (iOS 26), the overlay appears as expected, but the handler block is never called. This behavior also not working correctly on previous iOS versions(tested on iOS 15.8.4) Steps to Reproduce: Authenticate GKLocalPlayer Call triggerAccessPointWithState:handler: with a block that logs or performs logic Observe that overlay appears, but block is not executed Behavior: UI appears correctly Handler is not invoked at all Expected Result: The handler should fire immediately after the dashboard is shown. Actual Result: The handler is never called. Usecase: As GKGameCenterViewController is deprecated we are moving to GKAccesspoint but due to above functionality issue we are unable to. Environment: Device: iPhone 16, iPhone 7 iOS: 26.0 and iOS 15.8.4 Xcode: 26.0 beta and Xcode 16.4
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Oct ’25
Xcode 26 – "Manage Game Progress" not showing achievements/leaderboards on macOS
Hello, When testing GameKit "Manage Game Progress" in Xcode 26: On iOS devices, achievements, leaderboards, and party code data display and work correctly. On macOS devices, none of these data appear in "Manage Game Progress." Is this a known issue with macOS GameKit, or is there a limitation compared to iOS? If it is not a bug, is there any additional configuration needed to make achievements and leaderboards visible on macOS? I also included the GameKit bundle in my macOS app and enabled Enable Debug Mode in GameKit Configuration in the scheme options. Thank you.
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Sep ’25
macOS 26 Games app – Achievement description shows incorrect text before unlocking
Hello, I found an issue with the Games app on macOS 26 (Tahoe) when viewing achievements: In App Store Connect, each achievement has different values set for the pre-earned description and the post-earned description. When testing with GameKit directly (GKAchievementDescription), both values are returned correctly. However, in the macOS Games app, the post-earned description is shown even before the achievement is earned. This seems to be a display issue specific to the Games app on macOS. Could you confirm if this is a known bug in the Games app, or if there is a reason why pre-earned descriptions are not being shown? Thank you.
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Sep ’25