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

Posts under GameKit tag

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Archived achievements
Hi! With my next update i want to archive 6 of my 18 achievements, and add 7 new ones. I've archived the 6, and added the 7 new ones, but i can distritibute any points due to the archived 6 still holding the active point amount. It's been about 12 hours since i archived them, so do i just wait another 12 hours or is there a better way ?
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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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App terminated by watchdog due to hang in Game Center authentication.
Hi, We are seeing watchdog-terminated app hangs reported by users on iOS 26. The hang occurs during cold launch when we set the Game Center authenticate handler. Our usage is straightforward — we follow the official guide: to set the handler once in the boot flow. localPlayer.authenticateHandler = ^(UIViewController *viewController, NSError *error){//handler code} The app never reaches our handler code. Instead, it is killed by the watchdog before the handler is invoked. Root Cause: We believe the root cause is GKDaemonProxy localPlayerAgeCategory makes a synchronous XPC call ( xpc_connection_send_message_with_reply_sync ) to the Game Center daemon ( com.apple.gamed ). The daemon does not respond, blocking the main thread indefinitely until the watchdog terminates the app. Also we haven't seen this before iOS 26. Reproduction Conditions: Unfortunately we don't have a consistent way to reproduce it. It happens intermittently. And I can't share the iOS build due to company requirements. I have pasted the stack trace below (all users report the similar stack tracks). Stack trace (representative, reported consistently across affected users): App Hang: The app was terminated while unresponsive 0 libsystem_kernel.dylib +0xcd0 _mach_msg2_trap 1 libsystem_kernel.dylib +0x4308 _mach_msg2_internal 2 libsystem_kernel.dylib +0x4228 _mach_msg_overwrite 3 libsystem_kernel.dylib +0x4074 _mach_msg 4 libdispatch.dylib +0x1c980 __dispatch_mach_send_and_wait_for_reply 5 libdispatch.dylib +0x1cd20 _dispatch_mach_send_with_result_and_wait_for_reply 6 libxpc.dylib +0x11ed8 _xpc_connection_send_message_with_reply_sync 7 Foundation +0x41710 ___NSXPCCONNECTION_IS_WAITING_FOR_A_SYNCHRONOUS_REPLY__ 8 Foundation +0x29068 -[NSXPCConnection _sendInvocation:orArguments:count:methodSignature:selector:withProxy:] 9 Foundation +0x69b7c -[NSXPCConnection _sendSelector:withProxy:arg1:] 10 Foundation +0x699e8 __NSXPCDistantObjectSimpleMessageSend1 11 GameCenterFoundation +0x986fc ___39-[GKDaemonProxy localPlayerAgeCategory]_block_invoke.109 12 GameCenterFoundation +0x1397d0 0x22cbde7d0 (0x22cbde794 + 60) 13 GameCenterFoundation +0x139610 0x22cbde610 (0x22cbde508 + 264) 14 GameCenterFoundation +0x139770 0x22cbde770 (0x22cbde6ec + 132) 15 GameCenterFoundation +0x98420 -[GKDaemonProxy localPlayerAgeCategory] 16 GameCenterFoundation +0x2ceb4 -[GKClientPreferencesSupport localPlayerAgeCategory] 17 GameCenterFoundation +0x93ba4 -[GKPreferences(AgeCategoryRestrictions) localPlayerAgeCategory] 18 GameCenterFoundation +0x93c34 -[GKPreferences(AgeCategoryRestrictions) getRestrictionLimitForLocalPlayer:] 19 GameCenterFoundation +0x93cd0 -[GKPreferences(AgeCategoryRestrictions) clampBoolRestriction:tableEntry:] 20 GameCenterFoundation +0x93d40 -[GKPreferences(AgeCategoryRestrictions) isBoolValueRestricted:tableEntry:] 21 GameCenterFoundation +0x9f7b8 -[GKPreferences(Restrictions) isBoolKeyRestricted:category:] 22 GameCenterUICore +0x2d04 -[GKLocalPlayerAuthenticator _authenticateUsingAuthUI:authenticationResults:usernameEditable:authUIDismissHandler:completionHandler:] 23 GameCenterUICore +0xd638 ___106-[GKLocalPlayer(AuthenticationPrivate) startAuthenticationForExistingPrimaryPlayerUponReturnToForeground:]_block_invoke 24 libsystem_trace.dylib +0xdb40 _os_activity_apply_f 25 GameCenterFoundation +0x181f4 -[GKActivity execute:] 26 GameCenterFoundation +0x18138 +[GKActivity named:execute:] 27 GameCenterUICore +0xd528 -[GKLocalPlayer(AuthenticationPrivate) startAuthenticationForExistingPrimaryPlayerUponReturnToForeground:] 28 libsystem_trace.dylib +0xdb40 _os_activity_apply_f 29 GameCenterFoundation +0x181f4 -[GKActivity execute:] 30 GameCenterFoundation +0x18138 +[GKActivity named:execute:] 31 GameCenterFoundation +0x4f124 ___40-[GKLocalPlayer setAuthenticateHandler:]_block_invoke 32 libdispatch.dylib +0x1b1e0 __dispatch_client_callout 33 libdispatch.dylib +0x45ac __dispatch_once_callout 34 GameCenterFoundation +0x4f070 -[GKLocalPlayer setAuthenticateHandler:] Additional Notes: This issue was not observed prior to iOS 26. We have no reports of this on iOS 17 or iOS 18. We are unable to share a build due to company policy. We cannot reproduce this consistently — it occurs intermittently in production. All affected users report the same stack trace pattern.
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-1003 error when reporting or loading achievements in Unity app
Hello, I'm building an unreleased game and testing it on both iOS 26.5.2 and iOS 27.0 Developer Beta, and getting the same error when trying to interact with GameKit. It doesn't seem to matter whether the game is deployed directly through Xcode or Testflight. The local player authenticates properly upon booting the game, but when trying to claim an achievement using the following code: try { var inProgressAchievements = await GKAchievement.LoadAchievements(); var gkAchievement = inProgressAchievements.FirstOrDefault(ach => ach.Identifier == "NEW_CASE"); if (gkAchievement == null) gkAchievement = GKAchievement.Init("NEW_CASE"); gkAchievement.PercentComplete = 100; await GKAchievement.Report(gkAchievement); } catch (GameKitException e) { Debug.LogError($"Failed to report achievement {achievement.IOSAchievementID}, error {e.Code} : {e.Message}"); } I get the following error: [Platform] [21.598] Failed to report achievement NEW_CASE, error -1003 : Code=-1003 Domain=NSURLErrorDomain Description=Aucun serveur ayant le nom d’hôte précisé n’a été détecté. Manavoid.Core.<<UnlockAchievement>gDoAsync|0>d:MoveNext() (at ./Library/PackageCache/com.manavoid.core@824a3b70b55f/Runtime/Platform/IOSSubsystem.cs:69) Apple.GameKit.GKAchievement:OnLoadAchievementsError(Int64, IntPtr) (at ./Library/PackageCache/com.apple.unityplugin.gamekit@1ebe01ff0665/Source/GKAchievement.cs:139) [Platform] [21.59859] Failed to report achievement , error -1003 : Code=-1003 Domain=NSURLErrorDomain Description=Aucun serveur ayant le nom d’hôte précisé n’a été détecté. Manavoid.Core.<<UnlockAchievement>gDoAsync|0>d:MoveNext() (at ./Library/PackageCache/com.manavoid.core@824a3b70b55f/Runtime/Platform/IOSSubsystem.cs:69) Apple.GameKit.GKAchievement:OnLoadAchievementsError(Int64, IntPtr) (at ./Library/PackageCache/com.apple.unityplugin.gamekit@1ebe01ff0665/Source/GKAchievement.cs:139) I currently have 18 achievements set up in Game Center. Some of them are still strictly IDs and have no localization data or artwork yet, if that matters. Opening the Game Center overlay in-game works, but I can't see any achievements listed. I did manage to see them once (with missing localization as expected), but I couldn't reproduce it consistently, most of the time Game Center simply says "0 out of 0 achievements". My Testflight build metadata looks like this: ***.app*** application-identifier: **********.com.***.*** get-task-allow: false beta-reports-active: true com.apple.developer.team-identifier: ********** com.apple.developer.game-center: true Help!
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Game Center Missing for iMessage Extensions
I have enabled Game Center in App Store Connect, as well as the entitlements in Xcode for both my parent (stub) target and extension target. I call the Game Center authentication function which returns a "Signed in as: [my username]" banner during testing. However, when it is tapped on by the user, it opens the Game Center view where "Now Playing _" shows a blank title and app icon. I have a full size app icon that App Store Connect and even GameKit recognizes (https://games.apple.com/us/game/6757935828) but not when I actually run my iMessage app. When I call the authentication function, it completes (hence the banner), but then says later on Game Center does not recognize my app and that my achievements cannot be reported to Game Center. Is Game Center fully disabled for iMessage apps? Or is there a solution I am missing? My goal is to have achievement banners show up for winning iMessage games and certain gameplay combos.
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GameCenter sometimes not working on iPadOS 26.5
We are investigating a Game Center authentication issue that appears to affect some devices consistently. Symptoms: Game Center authentication initiated from our app does not complete. The GKLocalPlayer authentication flow does not recover during the session. The issue is not limited to our app: on affected devices, the Game Center section in the iOS/iPadOS Settings app also fails to load. The Games app also fails to load. After a device restart, Game Center may work once, but then becomes unavailable again and further authentication attempts fail. We have reproduced this on iPadOS 26.5. In addition, our analytics show an unusually high percentage of unfinished Game Center authentication attempts on this OS version. We have also received individual reports from users on other devices/OS versions. Given that the Game Center Settings screen and the Games app are also affected, this appears to be a system-level Game Center availability problem rather than an issue isolated to our application. There is a description of a similar problem https://developer.apple.com/forums/thread/787749 But it belongs to beta testing and is marked as fixed.
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Blurry Game Center Achievement Images?
Hey all — I’ve been building out my first set of Game Center Achievements for a game I’m working on, and I’ve run into something odd with the image quality. The specs say to upload icons at 512x512 or 1024x1024@2x. I’ve been uploading 1024x1024 PNGs (without explicitly naming them “@2x” since there’s only one upload slot), assuming that Game Center would just handle the scaling automatically — kind of like how a lot of things are getting more streamlined across platforms lately. But in testing, the icons are showing up a bit blurry, especially in the Game Center interface. It’s not horrible, but it’s definitely softer than I expected — more like low-res than Retina. All my test devices (outside the Simulator) are running iOS 26, so I’m also wondering if this might be a beta-related display bug? Has anyone else run into this? Curious if I’m missing a best practice here, or if I really do need to ensure I’m uploading it with the @2x suffix, or maybe something else entirely? Thanks!
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Setting GKLocalPlayer.local.authenticateHandler may cause whole window to be obfuscated by alert "No Internet Connection"
My game supports both GameCenter, setting up a custom host and local games against bots. To log in to GameCenter and be able to handle invitations from other players, I set GKLocalPlayer.local.authenticateHandler after the app finished loading. But it seems that whenever I’m disconnected from the internet for more than 24 hours, setting GKLocalPlayer.local.authenticateHandler causes the whole window to be obfuscated by an alert telling me that I have no internet connection. When this happens, if I connect to the internet and disconnect again, the alert is not shown anymore. This is a huge problem because the alert prevents a user from using any other feature of the app unrelated to GameCenter, since there's no way to dismiss it. Is this really intended behaviour or how is a user supposed to continue using the app that supports GameCenter and does not rely on it, while being disconnected from the internet? I created FB22951946.
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IAP
My auto-renewable subscription products are approved in App Store Connect, but fetchProducts() returns 0 products when testing in Production & Testflight. Debug output shows: "products.size is 0 - no products fetched! Expected 6 products." All my business agreements are active. Has anyone faced this before? What do you recommend? Thank you.
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May ’26
Questions regarding Guidelines 5.1.1, 4.5.3, and 4.5.5 for cross-save and custom backend integration
Hello, I am developing an macOS app and planning to implement a cross-platform save feature. I have two questions regarding the App Store Review Guidelines and Game Center integration. 1. Requiring Game Center exclusively for an optional "Cross-Save" feature (Guideline 5.1.1 & HIG) in macOS To comply with Guideline 5.1.1(v), we do not force users to sign in to Game Center upon app launch. Users can fully access the core features, play locally, and even use standard iCloud sync without any Game Center authentication. However, to use the specific, optional "Cross-Save" feature (which syncs data across different platforms via our proprietary backend), we intend to require Game Center login. Question: Is it acceptable to prompt for and require Game Center authentication only when the user explicitly tries to enable this specific cross-save feature? 2. Associating Game Center IDs with a proprietary backend account (Guidelines 4.5.3 & 4.5.5) To facilitate cross-progression, our backend server plans to authenticate the user using Game Center's identity verification signature via fetchItems(forIdentityVerificationSignature:). Once authenticated, we want to link the user's Game Center ID (specifically, teamPlayerID or gamePlayerID) to our proprietary service account in our own database. Question: Guidelines 4.5.3 and 4.5.5 state that we should not share Player IDs with "any third party." Does storing and linking the Game Center ID to our own backend server account (strictly to manage our game's cross-saves) fall under this "third party" restriction, or is our proprietary backend considered a permitted, first-party use? I want to ensure our implementation fully complies with Apple's privacy and user experience standards. Any insights would be greatly appreciated. Thank you.
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May ’26
GKLeaderboard.submitScore succeeds in development but no production users appear on leaderboard
I'm building an iOS word game (Gramfall) and no production App Store users can see their own scores on any leaderboard, despite Game Center authentication succeeding and no errors being thrown. The same code works correctly in development and all 6 leaderboard submissions fire "Score submitted" notifications on my dev device. 6 leaderboards in App Store Connect (3 Classic all-time, 3 Recurring monthly) and all are Live Production App Store users: authenticated, scores submitted, no errors — scores never appear Development build: all 6 submissions confirmed via Settings → Developer → Notify About Score Submissions Affected users cannot see their own score on the leaderboard from their own device. This rules out privacy/visibility restrictions as a player should always see their own score. This suggests submissions are either silently failing or being accepted but not recorded in the production Game Center environment. What we have ruled out Leaderboard ID mismatch (Everything in App Store Connect matches) Authentication failure (GKLocalPlayer.local.isAuthenticated is true, app shows "Connected") All 6 leaderboards load with releaseState(rawValue: 1), isHidden: false Account-level restrictions effectively ruled out as it affects all users, not one account endGame() fires correctly, confirmed in dev Questions Is there a known difference in how GKLeaderboard.submitScore behaves between the sandbox and production Game Center environments that could cause silent failures? Is there any way for a submission to return no error yet still not be recorded in production? Code func submitGameResult(timeSeconds: Int, score: Int, longestWordLength: Int) { guard GKLocalPlayer.local.isAuthenticated else { return } Task { do { try await GKLeaderboard.submitScore(timeSeconds, context: 0, player: GKLocalPlayer.local, leaderboardIDs: ["gramfall.lb.time", "gramfall.lb.time.monthly"]) try await GKLeaderboard.submitScore(score, context: 0, player: GKLocalPlayer.local, leaderboardIDs: ["gramfall.lb.score", "gramfall.lb.score.monthly"]) try await GKLeaderboard.submitScore(longestWordLength, context: 0, player: GKLocalPlayer.local, leaderboardIDs: ["gramfall.lb.longestword", "gramfall.lb.longestword.monthly"]) } catch { print("[GameCenter] submitGameResult failed: \(error)") } } }
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Apr ’26
انشاء تطبيق جديد
اريد انشاء لعبه في ابل ستور و تكون اول صفحه تكون شروط و الاحكام و خيار بدا اللعبه200 فئات من السعوديه من مسلسل من العب من بنات و بس وقطر و الإمارات وانمي ومسلسلات تركيه و السياحه و الدول وشركات عالميه و شركات كترونيه
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Mar ’26
Clarifying when Game Center activity events fire relative to authentication
Hello, In our game we enforce an age gate before showing Game Center sign‑in. Only after the user passes the age gate do we call GKLocalPlayer.localPlayer.authenticateHandler. The reason I’m asking is that we want to reliably detect if the game was launched from a Game Center activity in the Games app (iOS 26+). If the user prefers to enter via activities, we don’t want to miss that event during cold start. Our current proposal is: Register a GKLocalPlayerListener early in didFinishLaunchingWithOptions: so the app is ready to catch events. Queue any incoming events in our dispatcher. Only process those events after the user passes the age gate and authentication succeeds. My questions are: Does player:wantsToPlayGameActivity:completionHandler: ever fire before authentication, or only after the local player is authenticated? If it only fires after authentication, is our “register early but gate processing” approach the correct way to ensure we don’t miss activity launches? Is there any recommended pattern to distinguish “activity launch” vs. “normal launch” in this age‑gate scenario? We want to respect Apple’s age gate requirements, but also ensure activity launches are not lost if the user prefers that entry point. Sorry if this is a stupid question — I just want to be sure we’re following the right pattern. Thanks for any clarification or best‑practice guidance!
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Feb ’26
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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3.0k
Feb ’26
Transferring Apps with iCloud KVS
Hi All! I'm being asked to migrate an app which utilizes iCloud KVS (Key Value Storage). This ability is a new-ish feature, and the documentation about this is sparse [1]. Honestly, the entire documentation about the new iCloud transfer functionality seems to be missing. Same with Game Center / GameKit. While the docs say that it should work, I'd like to understand the process in more detail. Has anyone migrated an iCloud KVS app? What happens after the transfer goes through, but before the first release? Do I need to do anything special? I see that the Entitlements file has the TeamID in the Key Value store - is that fine? <key>com.apple.developer.ubiquity-kvstore-identifier</key> <string>$(TeamIdentifierPrefix)$(CFBundleIdentifier)</string> Can someone please share their experience? Thank you! [1] https://developer.apple.com/help/app-store-connect/transfer-an-app/overview-of-app-transfer
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Feb ’26
Present GameCentre Overlay Programmatically
As GKGameCenterViewController has been deprecated, it seems that GKAccessPoint is now the correct way to present the GameCentre leaderboard. But the placement options for the GKAccessPoint are very limited and lead to misaligned UI that looks clunky, as the GKAccessPoint does not align with the system navigation toolbar. Am I missing something here or am I just stuck with a lopsided UI now? I much preferred how this previously worked, where I could present the GKGameCenterViewController in a sheet from my own button
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Feb ’26
GameKit Leaderboards not working in iOS 26.2
Leaderboards working fine in iOS 26.1 but seem to be broken in 26.2 and also in the 26.3 developer beta. Players cannot submit scores and neither can they view scores on Apple's default leaderboards. Custom leaderboards that rely on pulling information using GameKit APIs also fail. Is there a workaround or patch for this?
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Jan ’26
GameKit Turn Based Matches Push Notifications
I'm developing a game that supports GameKit turn based matches. What I don't understand is this: Is tapping on the Game Center notification push messages the only way for the GKTurnBasedEventListener to trigger? What if someone misses the push message (swiping it away by accident or something like that) but still wants to join? Is there some inbox somewhere where the pending messages can be seen or fetched? Also it was mentioned in a very old WWDC video (from 2013, I think that's the latest with information about turn based matches) that the notification also includes a badge for the icon. However, I do not understand how to implement that. Is there any documentation for that?
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Jan ’26
Archived achievements
Hi! With my next update i want to archive 6 of my 18 achievements, and add 7 new ones. I've archived the 6, and added the 7 new ones, but i can distritibute any points due to the archived 6 still holding the active point amount. It's been about 12 hours since i archived them, so do i just wait another 12 hours or is there a better way ?
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Views
189
Activity
1h
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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4
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1
Views
904
Activity
1d
App terminated by watchdog due to hang in Game Center authentication.
Hi, We are seeing watchdog-terminated app hangs reported by users on iOS 26. The hang occurs during cold launch when we set the Game Center authenticate handler. Our usage is straightforward — we follow the official guide: to set the handler once in the boot flow. localPlayer.authenticateHandler = ^(UIViewController *viewController, NSError *error){//handler code} The app never reaches our handler code. Instead, it is killed by the watchdog before the handler is invoked. Root Cause: We believe the root cause is GKDaemonProxy localPlayerAgeCategory makes a synchronous XPC call ( xpc_connection_send_message_with_reply_sync ) to the Game Center daemon ( com.apple.gamed ). The daemon does not respond, blocking the main thread indefinitely until the watchdog terminates the app. Also we haven't seen this before iOS 26. Reproduction Conditions: Unfortunately we don't have a consistent way to reproduce it. It happens intermittently. And I can't share the iOS build due to company requirements. I have pasted the stack trace below (all users report the similar stack tracks). Stack trace (representative, reported consistently across affected users): App Hang: The app was terminated while unresponsive 0 libsystem_kernel.dylib +0xcd0 _mach_msg2_trap 1 libsystem_kernel.dylib +0x4308 _mach_msg2_internal 2 libsystem_kernel.dylib +0x4228 _mach_msg_overwrite 3 libsystem_kernel.dylib +0x4074 _mach_msg 4 libdispatch.dylib +0x1c980 __dispatch_mach_send_and_wait_for_reply 5 libdispatch.dylib +0x1cd20 _dispatch_mach_send_with_result_and_wait_for_reply 6 libxpc.dylib +0x11ed8 _xpc_connection_send_message_with_reply_sync 7 Foundation +0x41710 ___NSXPCCONNECTION_IS_WAITING_FOR_A_SYNCHRONOUS_REPLY__ 8 Foundation +0x29068 -[NSXPCConnection _sendInvocation:orArguments:count:methodSignature:selector:withProxy:] 9 Foundation +0x69b7c -[NSXPCConnection _sendSelector:withProxy:arg1:] 10 Foundation +0x699e8 __NSXPCDistantObjectSimpleMessageSend1 11 GameCenterFoundation +0x986fc ___39-[GKDaemonProxy localPlayerAgeCategory]_block_invoke.109 12 GameCenterFoundation +0x1397d0 0x22cbde7d0 (0x22cbde794 + 60) 13 GameCenterFoundation +0x139610 0x22cbde610 (0x22cbde508 + 264) 14 GameCenterFoundation +0x139770 0x22cbde770 (0x22cbde6ec + 132) 15 GameCenterFoundation +0x98420 -[GKDaemonProxy localPlayerAgeCategory] 16 GameCenterFoundation +0x2ceb4 -[GKClientPreferencesSupport localPlayerAgeCategory] 17 GameCenterFoundation +0x93ba4 -[GKPreferences(AgeCategoryRestrictions) localPlayerAgeCategory] 18 GameCenterFoundation +0x93c34 -[GKPreferences(AgeCategoryRestrictions) getRestrictionLimitForLocalPlayer:] 19 GameCenterFoundation +0x93cd0 -[GKPreferences(AgeCategoryRestrictions) clampBoolRestriction:tableEntry:] 20 GameCenterFoundation +0x93d40 -[GKPreferences(AgeCategoryRestrictions) isBoolValueRestricted:tableEntry:] 21 GameCenterFoundation +0x9f7b8 -[GKPreferences(Restrictions) isBoolKeyRestricted:category:] 22 GameCenterUICore +0x2d04 -[GKLocalPlayerAuthenticator _authenticateUsingAuthUI:authenticationResults:usernameEditable:authUIDismissHandler:completionHandler:] 23 GameCenterUICore +0xd638 ___106-[GKLocalPlayer(AuthenticationPrivate) startAuthenticationForExistingPrimaryPlayerUponReturnToForeground:]_block_invoke 24 libsystem_trace.dylib +0xdb40 _os_activity_apply_f 25 GameCenterFoundation +0x181f4 -[GKActivity execute:] 26 GameCenterFoundation +0x18138 +[GKActivity named:execute:] 27 GameCenterUICore +0xd528 -[GKLocalPlayer(AuthenticationPrivate) startAuthenticationForExistingPrimaryPlayerUponReturnToForeground:] 28 libsystem_trace.dylib +0xdb40 _os_activity_apply_f 29 GameCenterFoundation +0x181f4 -[GKActivity execute:] 30 GameCenterFoundation +0x18138 +[GKActivity named:execute:] 31 GameCenterFoundation +0x4f124 ___40-[GKLocalPlayer setAuthenticateHandler:]_block_invoke 32 libdispatch.dylib +0x1b1e0 __dispatch_client_callout 33 libdispatch.dylib +0x45ac __dispatch_once_callout 34 GameCenterFoundation +0x4f070 -[GKLocalPlayer setAuthenticateHandler:] Additional Notes: This issue was not observed prior to iOS 26. We have no reports of this on iOS 17 or iOS 18. We are unable to share a build due to company policy. We cannot reproduce this consistently — it occurs intermittently in production. All affected users report the same stack trace pattern.
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4
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7
Views
710
Activity
2d
-1003 error when reporting or loading achievements in Unity app
Hello, I'm building an unreleased game and testing it on both iOS 26.5.2 and iOS 27.0 Developer Beta, and getting the same error when trying to interact with GameKit. It doesn't seem to matter whether the game is deployed directly through Xcode or Testflight. The local player authenticates properly upon booting the game, but when trying to claim an achievement using the following code: try { var inProgressAchievements = await GKAchievement.LoadAchievements(); var gkAchievement = inProgressAchievements.FirstOrDefault(ach => ach.Identifier == "NEW_CASE"); if (gkAchievement == null) gkAchievement = GKAchievement.Init("NEW_CASE"); gkAchievement.PercentComplete = 100; await GKAchievement.Report(gkAchievement); } catch (GameKitException e) { Debug.LogError($"Failed to report achievement {achievement.IOSAchievementID}, error {e.Code} : {e.Message}"); } I get the following error: [Platform] [21.598] Failed to report achievement NEW_CASE, error -1003 : Code=-1003 Domain=NSURLErrorDomain Description=Aucun serveur ayant le nom d’hôte précisé n’a été détecté. Manavoid.Core.<<UnlockAchievement>gDoAsync|0>d:MoveNext() (at ./Library/PackageCache/com.manavoid.core@824a3b70b55f/Runtime/Platform/IOSSubsystem.cs:69) Apple.GameKit.GKAchievement:OnLoadAchievementsError(Int64, IntPtr) (at ./Library/PackageCache/com.apple.unityplugin.gamekit@1ebe01ff0665/Source/GKAchievement.cs:139) [Platform] [21.59859] Failed to report achievement , error -1003 : Code=-1003 Domain=NSURLErrorDomain Description=Aucun serveur ayant le nom d’hôte précisé n’a été détecté. Manavoid.Core.<<UnlockAchievement>gDoAsync|0>d:MoveNext() (at ./Library/PackageCache/com.manavoid.core@824a3b70b55f/Runtime/Platform/IOSSubsystem.cs:69) Apple.GameKit.GKAchievement:OnLoadAchievementsError(Int64, IntPtr) (at ./Library/PackageCache/com.apple.unityplugin.gamekit@1ebe01ff0665/Source/GKAchievement.cs:139) I currently have 18 achievements set up in Game Center. Some of them are still strictly IDs and have no localization data or artwork yet, if that matters. Opening the Game Center overlay in-game works, but I can't see any achievements listed. I did manage to see them once (with missing localization as expected), but I couldn't reproduce it consistently, most of the time Game Center simply says "0 out of 0 achievements". My Testflight build metadata looks like this: ***.app*** application-identifier: **********.com.***.*** get-task-allow: false beta-reports-active: true com.apple.developer.team-identifier: ********** com.apple.developer.game-center: true Help!
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141
Activity
3d
Game Center Missing for iMessage Extensions
I have enabled Game Center in App Store Connect, as well as the entitlements in Xcode for both my parent (stub) target and extension target. I call the Game Center authentication function which returns a "Signed in as: [my username]" banner during testing. However, when it is tapped on by the user, it opens the Game Center view where "Now Playing _" shows a blank title and app icon. I have a full size app icon that App Store Connect and even GameKit recognizes (https://games.apple.com/us/game/6757935828) but not when I actually run my iMessage app. When I call the authentication function, it completes (hence the banner), but then says later on Game Center does not recognize my app and that my achievements cannot be reported to Game Center. Is Game Center fully disabled for iMessage apps? Or is there a solution I am missing? My goal is to have achievement banners show up for winning iMessage games and certain gameplay combos.
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1
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258
Activity
1w
GameCenter sometimes not working on iPadOS 26.5
We are investigating a Game Center authentication issue that appears to affect some devices consistently. Symptoms: Game Center authentication initiated from our app does not complete. The GKLocalPlayer authentication flow does not recover during the session. The issue is not limited to our app: on affected devices, the Game Center section in the iOS/iPadOS Settings app also fails to load. The Games app also fails to load. After a device restart, Game Center may work once, but then becomes unavailable again and further authentication attempts fail. We have reproduced this on iPadOS 26.5. In addition, our analytics show an unusually high percentage of unfinished Game Center authentication attempts on this OS version. We have also received individual reports from users on other devices/OS versions. Given that the Game Center Settings screen and the Games app are also affected, this appears to be a system-level Game Center availability problem rather than an issue isolated to our application. There is a description of a similar problem https://developer.apple.com/forums/thread/787749 But it belongs to beta testing and is marked as fixed.
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431
Activity
2w
Blurry Game Center Achievement Images?
Hey all — I’ve been building out my first set of Game Center Achievements for a game I’m working on, and I’ve run into something odd with the image quality. The specs say to upload icons at 512x512 or 1024x1024@2x. I’ve been uploading 1024x1024 PNGs (without explicitly naming them “@2x” since there’s only one upload slot), assuming that Game Center would just handle the scaling automatically — kind of like how a lot of things are getting more streamlined across platforms lately. But in testing, the icons are showing up a bit blurry, especially in the Game Center interface. It’s not horrible, but it’s definitely softer than I expected — more like low-res than Retina. All my test devices (outside the Simulator) are running iOS 26, so I’m also wondering if this might be a beta-related display bug? Has anyone else run into this? Curious if I’m missing a best practice here, or if I really do need to ensure I’m uploading it with the @2x suffix, or maybe something else entirely? Thanks!
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3
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1.2k
Activity
2w
Setting GKLocalPlayer.local.authenticateHandler may cause whole window to be obfuscated by alert "No Internet Connection"
My game supports both GameCenter, setting up a custom host and local games against bots. To log in to GameCenter and be able to handle invitations from other players, I set GKLocalPlayer.local.authenticateHandler after the app finished loading. But it seems that whenever I’m disconnected from the internet for more than 24 hours, setting GKLocalPlayer.local.authenticateHandler causes the whole window to be obfuscated by an alert telling me that I have no internet connection. When this happens, if I connect to the internet and disconnect again, the alert is not shown anymore. This is a huge problem because the alert prevents a user from using any other feature of the app unrelated to GameCenter, since there's no way to dismiss it. Is this really intended behaviour or how is a user supposed to continue using the app that supports GameCenter and does not rely on it, while being disconnected from the internet? I created FB22951946.
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3
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367
Activity
4w
IAP
My auto-renewable subscription products are approved in App Store Connect, but fetchProducts() returns 0 products when testing in Production & Testflight. Debug output shows: "products.size is 0 - no products fetched! Expected 6 products." All my business agreements are active. Has anyone faced this before? What do you recommend? Thank you.
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268
Activity
May ’26
Questions regarding Guidelines 5.1.1, 4.5.3, and 4.5.5 for cross-save and custom backend integration
Hello, I am developing an macOS app and planning to implement a cross-platform save feature. I have two questions regarding the App Store Review Guidelines and Game Center integration. 1. Requiring Game Center exclusively for an optional "Cross-Save" feature (Guideline 5.1.1 & HIG) in macOS To comply with Guideline 5.1.1(v), we do not force users to sign in to Game Center upon app launch. Users can fully access the core features, play locally, and even use standard iCloud sync without any Game Center authentication. However, to use the specific, optional "Cross-Save" feature (which syncs data across different platforms via our proprietary backend), we intend to require Game Center login. Question: Is it acceptable to prompt for and require Game Center authentication only when the user explicitly tries to enable this specific cross-save feature? 2. Associating Game Center IDs with a proprietary backend account (Guidelines 4.5.3 & 4.5.5) To facilitate cross-progression, our backend server plans to authenticate the user using Game Center's identity verification signature via fetchItems(forIdentityVerificationSignature:). Once authenticated, we want to link the user's Game Center ID (specifically, teamPlayerID or gamePlayerID) to our proprietary service account in our own database. Question: Guidelines 4.5.3 and 4.5.5 state that we should not share Player IDs with "any third party." Does storing and linking the Game Center ID to our own backend server account (strictly to manage our game's cross-saves) fall under this "third party" restriction, or is our proprietary backend considered a permitted, first-party use? I want to ensure our implementation fully complies with Apple's privacy and user experience standards. Any insights would be greatly appreciated. Thank you.
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1
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274
Activity
May ’26
GKLeaderboard.submitScore succeeds in development but no production users appear on leaderboard
I'm building an iOS word game (Gramfall) and no production App Store users can see their own scores on any leaderboard, despite Game Center authentication succeeding and no errors being thrown. The same code works correctly in development and all 6 leaderboard submissions fire "Score submitted" notifications on my dev device. 6 leaderboards in App Store Connect (3 Classic all-time, 3 Recurring monthly) and all are Live Production App Store users: authenticated, scores submitted, no errors — scores never appear Development build: all 6 submissions confirmed via Settings → Developer → Notify About Score Submissions Affected users cannot see their own score on the leaderboard from their own device. This rules out privacy/visibility restrictions as a player should always see their own score. This suggests submissions are either silently failing or being accepted but not recorded in the production Game Center environment. What we have ruled out Leaderboard ID mismatch (Everything in App Store Connect matches) Authentication failure (GKLocalPlayer.local.isAuthenticated is true, app shows "Connected") All 6 leaderboards load with releaseState(rawValue: 1), isHidden: false Account-level restrictions effectively ruled out as it affects all users, not one account endGame() fires correctly, confirmed in dev Questions Is there a known difference in how GKLeaderboard.submitScore behaves between the sandbox and production Game Center environments that could cause silent failures? Is there any way for a submission to return no error yet still not be recorded in production? Code func submitGameResult(timeSeconds: Int, score: Int, longestWordLength: Int) { guard GKLocalPlayer.local.isAuthenticated else { return } Task { do { try await GKLeaderboard.submitScore(timeSeconds, context: 0, player: GKLocalPlayer.local, leaderboardIDs: ["gramfall.lb.time", "gramfall.lb.time.monthly"]) try await GKLeaderboard.submitScore(score, context: 0, player: GKLocalPlayer.local, leaderboardIDs: ["gramfall.lb.score", "gramfall.lb.score.monthly"]) try await GKLeaderboard.submitScore(longestWordLength, context: 0, player: GKLocalPlayer.local, leaderboardIDs: ["gramfall.lb.longestword", "gramfall.lb.longestword.monthly"]) } catch { print("[GameCenter] submitGameResult failed: \(error)") } } }
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1.1k
Activity
Apr ’26
Xcode 26.4 Simulator Won't Load Game Center Data
For apps that support Game Center, calling presentViewController on a GKGameCenterViewController yields no data for leaderboards or achievements, regardless of which iOS version you're simulating (works fine on device, but doesn't work in simulator).
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642
Activity
Apr ’26
The Problem with TestLight
I successfully registered an account a few days ago and tested the app internally, but when I published the link, the application automatically expired. When I submitted it again, I received the message: "There was an error processing your request. Please try again later." I have contacted support but have not received a response. Case ID: 102861441465
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185
Activity
Apr ’26
انشاء تطبيق جديد
اريد انشاء لعبه في ابل ستور و تكون اول صفحه تكون شروط و الاحكام و خيار بدا اللعبه200 فئات من السعوديه من مسلسل من العب من بنات و بس وقطر و الإمارات وانمي ومسلسلات تركيه و السياحه و الدول وشركات عالميه و شركات كترونيه
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3
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620
Activity
Mar ’26
Clarifying when Game Center activity events fire relative to authentication
Hello, In our game we enforce an age gate before showing Game Center sign‑in. Only after the user passes the age gate do we call GKLocalPlayer.localPlayer.authenticateHandler. The reason I’m asking is that we want to reliably detect if the game was launched from a Game Center activity in the Games app (iOS 26+). If the user prefers to enter via activities, we don’t want to miss that event during cold start. Our current proposal is: Register a GKLocalPlayerListener early in didFinishLaunchingWithOptions: so the app is ready to catch events. Queue any incoming events in our dispatcher. Only process those events after the user passes the age gate and authentication succeeds. My questions are: Does player:wantsToPlayGameActivity:completionHandler: ever fire before authentication, or only after the local player is authenticated? If it only fires after authentication, is our “register early but gate processing” approach the correct way to ensure we don’t miss activity launches? Is there any recommended pattern to distinguish “activity launch” vs. “normal launch” in this age‑gate scenario? We want to respect Apple’s age gate requirements, but also ensure activity launches are not lost if the user prefers that entry point. Sorry if this is a stupid question — I just want to be sure we’re following the right pattern. Thanks for any clarification or best‑practice guidance!
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3
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1.3k
Activity
Feb ’26
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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11
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4
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3.0k
Activity
Feb ’26
Transferring Apps with iCloud KVS
Hi All! I'm being asked to migrate an app which utilizes iCloud KVS (Key Value Storage). This ability is a new-ish feature, and the documentation about this is sparse [1]. Honestly, the entire documentation about the new iCloud transfer functionality seems to be missing. Same with Game Center / GameKit. While the docs say that it should work, I'd like to understand the process in more detail. Has anyone migrated an iCloud KVS app? What happens after the transfer goes through, but before the first release? Do I need to do anything special? I see that the Entitlements file has the TeamID in the Key Value store - is that fine? <key>com.apple.developer.ubiquity-kvstore-identifier</key> <string>$(TeamIdentifierPrefix)$(CFBundleIdentifier)</string> Can someone please share their experience? Thank you! [1] https://developer.apple.com/help/app-store-connect/transfer-an-app/overview-of-app-transfer
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5
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3.0k
Activity
Feb ’26
Present GameCentre Overlay Programmatically
As GKGameCenterViewController has been deprecated, it seems that GKAccessPoint is now the correct way to present the GameCentre leaderboard. But the placement options for the GKAccessPoint are very limited and lead to misaligned UI that looks clunky, as the GKAccessPoint does not align with the system navigation toolbar. Am I missing something here or am I just stuck with a lopsided UI now? I much preferred how this previously worked, where I could present the GKGameCenterViewController in a sheet from my own button
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1
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649
Activity
Feb ’26
GameKit Leaderboards not working in iOS 26.2
Leaderboards working fine in iOS 26.1 but seem to be broken in 26.2 and also in the 26.3 developer beta. Players cannot submit scores and neither can they view scores on Apple's default leaderboards. Custom leaderboards that rely on pulling information using GameKit APIs also fail. Is there a workaround or patch for this?
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2
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1k
Activity
Jan ’26
GameKit Turn Based Matches Push Notifications
I'm developing a game that supports GameKit turn based matches. What I don't understand is this: Is tapping on the Game Center notification push messages the only way for the GKTurnBasedEventListener to trigger? What if someone misses the push message (swiping it away by accident or something like that) but still wants to join? Is there some inbox somewhere where the pending messages can be seen or fetched? Also it was mentioned in a very old WWDC video (from 2013, I think that's the latest with information about turn based matches) that the notification also includes a badge for the icon. However, I do not understand how to implement that. Is there any documentation for that?
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1.6k
Activity
Jan ’26