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

Posts under GameKit tag

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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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331
Sep ’25
iOS 26 Games app: Wired Switch Pro controllers (and GameSir X5 Lite) not working correctly
Hi, Since iOS 26 introduced the new Games app, I’ve noticed a problem when using a Nintendo Switch Pro Controller in wired USB-C mode, and also with third-party controllers that emulate it (like the GameSir X5 Lite). In the Games app interface, only the L/R buttons respond, but the D-Pad and analog sticks don’t work at all. Once inside actual games, the controller works fine — the issue only affects the Games app UI. What I’ve tested so far: Xbox / PlayStation controllers → work fine in both wired and Bluetooth, including inside the Games app. Switch Pro Controller (Bluetooth) → works fine, including in the Games app. Switch Pro Controller (wired) → same issue as the X5 Lite, D-Pad and sticks don’t work in the Games app. This makes it hard to use the new Games app launcher with these controllers, even though they work perfectly once a game is launched. My question: is this an iOS bug (Apple needs to add proper support for wired Switch Pro controllers in the Games app), or something that Nintendo / GameSir would need to address? Thanks in advance to anyone who can confirm this or provide more info.
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Sep ’25
Unity GameKit Plugin w/ Matchmaking Queue is not working
TLDR; I can't get QueueName to work with matchmaking a turn-based match in Unity using matchmaking rules. Long version: I'm using the apple unity plugin found here: https://github.com/apple/unityplugins/blob/main/plug-ins/Apple.GameKit/Apple.GameKit_Unity/Assets/Apple.GameKit/Documentation~/Apple.GameKit.md I have created a Queue, RuleSet and a simple Rule to match players by following these docs tightly: https://developer.apple.com/documentation/gamekit/finding-players-using-matchmaking-rules. Here is the single rule I have that drives matchmaking: { "data" : { "type" : "gameCenterMatchmakingRules", "id" : "[hiddden-rule-id]", "attributes" : { "referenceName" : "ComplimentaryFactionPreference", "description" : "default desc", "type" : "MATCH", "expression" : "requests[0].properties.preference != requests[1].properties.preference", "weight" : null }, "links" : { "self" : "https://api.appstoreconnect.apple.com/v1/gameCenterMatchmakingRules/[hidden-rule-id]" } }, "links" : { "self" : "https://api.appstoreconnect.apple.com/v1/gameCenterMatchmakingRules" } } which belongs to a rule set which belongs to a queue. I have verified these are setup and linked via the App Store Connect API. Additionally, when I tested queue-based matchmaking without a queue established, I got an error in Unity. Now, with this, I do not. However there is a problem when I attempt to use the queue for matchmaking. I have the basic C# function here: public override void StartSearch(NSMutableDictionary<NSString, NSObject> properties) { if (searching) return; base.StartSearch(properties); //Establish matchmaking requests _matchRequest = GKMatchRequest.Init(); _matchRequest.QueueName = _PreferencesToQueue(GetSerializedPreferences()); _matchRequest.Properties = properties; _matchRequest.MaxPlayers = PLAYERS_COUNT; _matchRequest.MinPlayers = PLAYERS_COUNT; _matchTask = GKTurnBasedMatch.Find(_matchRequest); } The _PreferencesToQueue(GetSerializedPreferences()); returns the exact name of the queue I added my ruleset to. After this function is called, I poll the task generated from the .Find(...) function. Every time I run this function, a new match is created almost instantly. No two players are ever added to the same match. Further, I'm running two built game instances, one on a mac and another on an ipad and when I simultaneously test, I am unable to join games this way. Can someone help me debug why I cannot seem to match make when using a queue based approach?
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Sep ’25
How to use Unity Apple GameKit Plugin For Rule-based matchmaking?
Hello, **I'm Using ** Unity 6 LTS Unity Apple GameKit + Core plugins Turn-based matchmaking interface w/ 2 players max App Store Connect API for rule-based matchmaking I have already enabled game center in app store connect (I think) authenticated players and matched via friend request I am stuck Using queues to match players automatically I'm working on a rule-based matchmaking system which aims to place two players against each other into a GKTurnBasedMatch. I have a simple Unity Project that correctly authenticates a user and proceeds to send a matchmaking request. The matchmaking script utilizes the Unity plugins' GKTurnBasedMatchmakerViewController.Request(...) request function with a GKMatchRequest.Init() request configured with a QueueName equal to the App Store Connect API Queue I created. The queue I created is also linked to a ruleset with a very basic rule that checks if the properties contains a key called 'preference' that contains a string value for what side the player wants to play for this match. If during the matchmaking, the preferences between players are different, then the match is made and both players should join the match; each player gets to play the side they have chosen. I have my rule expression designed to just check if the preferences are not equal: requests[0].properties.faction_preference != requests[1].properties.faction_preference When I launch the game with two physical iPads and begin the matchmaking request, each player is immediately presented with two options: Invite a friend, or Start game The Problem: Inviting a friend works to get two players into a game, but queue seems to not matter, and clicking start game will just put the current player into its own match (no one joins). The Question: How do I get queue based matchmaking to work in Unity for a Turn-based match with only two players who are able to select the enemy side they want to play dictated by a rule that compares enemy play-side preferences? Resources I've used: Apple Unity GameKit Plugin: https://github.com/apple/unityplugins Matchmaking: https://developer.apple.com/documentation/gamekit/matchmaking-rules Multiplayer rulesets: https://developer.apple.com/documentation/gamekit/finding-players-using-matchmaking-rules
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1.4k
Sep ’25
GameKit not working as expected in iOS 26.
I just upgraded my macOS, Xcode and Simulator all to the newest beta version 26. Then I found two issues when building my app with Xcode 26 and running it on simulator 26. The game center access point no longer shows up in the app. This is how it's configured in the past. And it still works on simulator 18.4 func authenticatePlayer() { GKAccessPoint.shared.location = .topTrailing self.localPlayer.authenticateHandler = { viewController, error in if let viewController = viewController { // can present Game Center login screen } else if self.localPlayer.isAuthenticated { // game can be started } else { // user didn't log in, continue the game without game center } } } After game ended, the leaderboard won't load. This is how it's implemented in the past. It's still working in simulator 18.4 struct GameCenterView: UIViewControllerRepresentable { @Environment(\.presentationMode) var presentationMode ... func makeUIViewController(context: Context) -> GKGameCenterViewController { let viewController = GKGameCenterViewController( leaderboardID: getLeaderBoardID(with: leaderBoardGameMode), playerScope: .global, timeScope: .allTime ) viewController.gameCenterDelegate = context.coordinator return viewController } func updateUIViewController(_ uiViewController: GKGameCenterViewController, context: Context) {} func makeCoordinator() -> Coordinator { Coordinator(self) } class Coordinator: NSObject, GKGameCenterControllerDelegate { let parent: GameCenterView init(_ parent: GameCenterView) { self.parent = parent } func gameCenterViewControllerDidFinish(_ gameCenterViewController: GKGameCenterViewController) { parent.presentationMode.wrappedValue.dismiss() } } }
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Sep ’25
GameKit Manage Game Progress does not work for Leaderboards
Works fine to show achievements but not Leaderboards. Launching the Xcode Project directly on device, loading remote (not yet live) leaderboards without issue and submitting scores to them works fine as well. I was hoping that rather than going through the app store distribution leaderboards with all of their limitations I could instead run it locally and add scores to test the behaviour, but even though I can edit the achievements progress locally, I can't see any leaderboards being available... One out of 3 leaderboards started beginning of this september while the other 2 leaderboards won't launch until the game launch.
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Sep ’25
Game Activity link works when app is running, but not on cold start
I’m testing Game Activities in my Unity project with the new Apple.GameKit 2025-beta1 plugin. When I go into Xcode- Debug → GameKit → Manage Game Progress → Leaderboards → and click the generated link: If my app is already running in the background, the link opens the app and my handler (Apple.GameKit.GKGameActivity.WantsToPlay += OnWantsToPlay;) fires as expected. I can read the activity and route the player to the right level. If the app is completely closed, clicking the same link launches the app, but my OnWantsToPlay listener is never invoked. The app just boots normally and the activity intent seems lost. I’ve tried to subscribe as early as possible (in Awake() of my bootstrap scene, also tested with RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)]). Nothing works. Also, “Get Started with Game Center” video only demonstrates activation when the app already running, not a cold start from a Game Activity link. What am I missing? Environment Device/OS: iPhone on iOS 26.0 beta (Game Center sandbox) Xcode: 26.0 beta 6 Unity: 2022.3.21 Apple GameKit Unity plugin: 2025-beta1 (GameKit package) Signing: Game Center capability enabled; using development provisioning profile GameKit resources: GameCenterResources.gamekit in project (Target: Unity-iPhone), appears under Build Phases → Copy Bundle Resources
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Sep ’25
Game Center Challenges and Activities are not appearing
Hi, I'm trying to add game center challenges and activities to an already live game, but they are not appearing in game for testing, GameCenter, or the Games app. I know the game is setup with GameKit entitlements since this is a live game and it has working leaderboards and achievements. I've updated to Tahoe beta 8, added a challenge and activity on app store connect, added that to a new distribution and added that distribution to 'Add for Review' I'm using Unity and the Apple Unity plugin Not sure what other steps I'm missing Thanks
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Sep ’25
GKLeaderboard.LoadLeaderboards() return empty when testing on Xcode with local gamekit file (Unity)
var allLeaderboards = await GKLeaderboard.LoadLeaderboards(); Log(allLeaderboards.Count); // returns 0 What am I missing?? What doesn’t work: await GKGameActivityDefinition.LoadGameActivityDefinitions() → count = 0 await GKLeaderboard.LoadLeaderboards() (no args) → 0 leaderboards await GKLeaderboard.LoadLeaderboards("MY ID") → returns 0 GkGameActivity.SetScoreOnLeaderboard(Leaderboard, score, context); returns an error since my Leaderboard is null. Activities and leaderboards are defined in GameCenterResources.gamekit in Xcode. Achievements that I add locally in the .gamekit file do not appear at runtime either; only ASC live ones show. ** What works:** xcode- debug- Gamekit- Manage Game progress- I can submit new scores with the plus button and see the notification on my device. await GKLocalPlayer.Authenticate() succeeds. await GKAchievement.LoadAchievements() returns the list of achievements configured in App Store Connect- but not any new local achievements created in Xcode in GameCenterResources.gamekit Environment Device/OS: iPhone on iOS 26.0 beta (Game Center sandbox) Xcode: 26.0 beta 6 Unity: 2022.3.21 Apple GameKit Unity plugin: 2025-beta1 (GameKit package) Signing: Game Center capability enabled; using development provisioning profile GameKit resources: GameCenterResources.gamekit in project (Target: Unity-iPhone), appears under Build Phases → Copy Bundle Resources
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Sep ’25
Unity GameKit plugin beta GameKit Activity UnsupportedOperationForOSVersion
I’m running into unexpected problems with the Unity GameKit plugin setup with the new Activities. I didn’t see anyone else mentioning these issues, so my guess is that it’s a problem with my setup. The authentication (GKLocalPlayer.Authenticate()) works as expected, but any call to the new GameActivity functionality (e.g. GKGameActivityDefinition.LoadGameActivityDefinitions() or GKGameActivity.WantsToPlay) gives me an exception with a 'UnsupportedOperationForOSVersion' reason despite it running on an iOS 18.6.1 device. I’m using a completely empty Unity 2022.3.62f1 project that only contains the official authentication example, followed by an event handler for activities from another example and the Unity core and gamekit plugins. The setup: macOS 15.6 Xcode 26 beta 6 (also tried with 5) Physical iPhone device running iOS 18.6.1 Unity 2022.3.62f1, which satisfies the requirements Unity plugin, Xcode setup, and build steps: I Followed the official beta branch build steps for Unity plugins with python3 build.py -m iOS iPhoneSimulator macOS -p Core GameKit which ran through after a slight modification for the macOS target that somehow contained an unknown team reference for the GameKitWrapper project, which I changed to not reference a team and use ‘sign to run locally’, as was the case for the other packages. As far as I understood the macOS version is not strictly necessary either way just for running it on a local iOS device(?) I Imported these as tarball packages into the empty Unity 2022.3.62f1 project as per the official instructions, which seems to work as expected Added a single script with the mentioned example code added in a MonoBehavior.Start Building in Unity works as expected as well, creating the Xcode project The Unity-iPhone target has the GameKit framework linked (’do not embed’) and the GameCenter capability was added automatically as expected The GameKit framework seems to not be added to the UnityFramework target, but I don’t think this is necessary? Quickly testing this with the GameKit framework added there as well didn’t make a difference The linked GameKit framework is indeed the expected Xcode 26 beta version I can then build and run this on the physical iPhone iOS 18.6.1 device, where I get an ‘UnsupportedOperationForOSVersion’ as soon as I try to subscribe to deeplinking events (GKGameActivity.WantsToPlay) or use other GameKit Activity functionality from the official examples: // log showing that it's actually running on iOS 18.6: [Apple.Core Plug-In Runtime] Availability Runtime Environment: iOS 18.6 Apple.Core.Availability:OnApplicationStart() // and the exception I get: 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. I unfortunately didn’t find any clues as to why this happens and how to resolve it on this forum or otherwise. Changing the minimum iOS version - up to 18.6 from the previously used (Unity export default) 12.0 for any and all targets - did not yield a different result I'd rather not update the phone to use the iOS 26 beta, though as far as I understood this is not necessary Any pointers to what I might be missing or doing wrong are greatly appreciated! Thank you very much in advance!
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Aug ’25
Where's the replacement for Quartz Debug?
Hi, This can't be right. Is there really no replacement for Quartz Debug?!? As the sole developer on a project who has an Intel Mac and Quartz Debug, I am basically a god now. Everyone else has Apple Silicon and... I think they're randomly guessing at this point. Because I have entire teams sending me Intel Mac builds of stuff just so I can test it in QD. This is THE TOOL we used at NewTek to find performance issues, and THE TOOL I used for a dozen companies after that, to help them with similar issues. If there's no replacement, is there a reason there's no replacement? This feels like a massive step backwards, having to guess at problems like this. -Chilton
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Aug ’25
GameKit Achievements, Leaderboards and Challenges not showing on iOS 26 beta 4 in the Game Center UI (opened from GKAccessPoint)
On an iPad running iPadOS 26 beta 4, when tapping the Game Center Access Point, the overlay doesn’t show the configured achievements, leaderboards or challenges. I should specify this is an in-development app and the achievements and leaderboards are in the “Not Live” state, however they show on other devices running iOS 18 in the Access Point UI. Anyone else having this issue? If so, how should I test achievements and leaderboards while iOS 26 beta is out? The UI looks like this on iPadOS 26:
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Aug ’25
App not showing in Game Center “All Activity” after release
Hello — I shipped an App Store build that signs in to Game Center using the Apple Unity Plugins (GameKit). The login banner appears, but my app still doesn’t show up in Game Center’s “All activity” (You started playing XXX 2d ago) What I’ve done Call await GKLocalPlayer.Authenticate(); “Game Center” is enabled for the current version in App Store Connect Confirmed: other App Store games do appear under “All Activity” on the same device/account Timeline: This is the first version that enables Game Center (not the app’s first release), and it has been about 2 hours since this build went live. Questions Is authentication alone sufficient for “Recently Played,” or is at least one Game Center component (leaderboards, achievements, activities, multiplayer) required? Is there a typical propagation delay before “Recently Played” starts showing a newly enabled app/version? Is there anything else I should configure in App Store Connect or entitlements to make “Recently Played” visible? Thanks for any help.
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Aug ’25
Human Interface guideline for Game Center Login.
I can't find any documentation on design guidelines for "Login with Game Center" button. My app allows users to "Play as Guest" or "Login with Game Center". Since Apple provides somewhat strict guidelines for designing "Sign in with Apple" button, i was wondering how to design the button for Game Center login. Should i use Game Center icon. And will Apple review reject this?
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Aug ’25
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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Jul ’25
WWDC25 Metal & game technologies group lab
Hello, Thank you for attending today’s Metal & game technologies group lab at WWDC25! We were delighted to answer many questions from developers and energized by the community engagement. We hope you enjoyed it and welcome your feedback. We invite you to carry on the conversation here, particularly if your question appeared in Slido and we were unable to answer it during the lab. If your question received feedback let us know if you need clarification. You may want to ask your question again in a different lab e.g. visionOS tomorrow. (We realize that this can be confusing when frameworks interoperate) We have a lot to learn from each other so let’s get to Q&A and make the best of WWDC25! 😃 Looking forward to your questions posted in new threads.
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Jul ’25
How to verify with the appropriate signing authority that Apple signed the public key
Hello I trying to implement authentication via apple services in unity game with server made as another unity app On client side I succesfully got teamPlayerID signature salt timestamp publicKeyUrl According to this documentation https://developer.apple.com/documentation/gamekit/gklocalplayer/fetchitems(foridentityverificationsignature:)?language=objc I have to Verify with the appropriate signing authority that Apple signed the public key. As I said my server is special build of unity project So now I have this kind of C# programm to check apple authority over public certificate i got from publicKeyUrl TextAsset textAsset; byte[] bytes; textAsset = Resources.Load&lt;TextAsset&gt;("AppleRootCA-G3"); bytes = textAsset.bytes; rootCert.ChainPolicy.ExtraStore.Add(new X509Certificate2(bytes)); textAsset = Resources.Load&lt;TextAsset&gt;("AppleRootCA-G2"); bytes = textAsset.bytes; rootCert.ChainPolicy.ExtraStore.Add(new X509Certificate2(bytes)); textAsset = Resources.Load&lt;TextAsset&gt;("AppleIncRootCertificate"); bytes = textAsset.bytes; rootCert.ChainPolicy.ExtraStore.Add(new X509Certificate2(bytes)); rootCert.Build(cert); Where cert is X509Certificate2 object I ge from publicKeyUrl AppleIncRootCertificate AppleRootCA-G2 AppleRootCA-G3 is certificates I got from https://www.apple.com/certificateauthority/ But it is not work Anytime rootCert.Build(cert); return false Why it is not work? May be I build keychain using wrong root CA cert? Or whole approach incorrect? Please help
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Jun ’25
Game Center Challenges not showing in App Store Connect or xcode 16.4
Apple just introduced a new Challenges feature in Game Center (WWDC 2025). I have Game Center enabled for my app and have working leaderboards (and achievements). Now I want to implement challenges (connected to my leaderboards). But the Game Center Challenges not showing in App Store Connect or Xcode 16.4 I have a working GameCenterResources file in Xcode and it allows me to add Achievement, Leaderboard, Leaderboard Set, but no Challenges. I'm based out of Europe. Any ideas?
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250
Jun ’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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1
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331
Activity
Sep ’25
iOS 26 Games app: Wired Switch Pro controllers (and GameSir X5 Lite) not working correctly
Hi, Since iOS 26 introduced the new Games app, I’ve noticed a problem when using a Nintendo Switch Pro Controller in wired USB-C mode, and also with third-party controllers that emulate it (like the GameSir X5 Lite). In the Games app interface, only the L/R buttons respond, but the D-Pad and analog sticks don’t work at all. Once inside actual games, the controller works fine — the issue only affects the Games app UI. What I’ve tested so far: Xbox / PlayStation controllers → work fine in both wired and Bluetooth, including inside the Games app. Switch Pro Controller (Bluetooth) → works fine, including in the Games app. Switch Pro Controller (wired) → same issue as the X5 Lite, D-Pad and sticks don’t work in the Games app. This makes it hard to use the new Games app launcher with these controllers, even though they work perfectly once a game is launched. My question: is this an iOS bug (Apple needs to add proper support for wired Switch Pro controllers in the Games app), or something that Nintendo / GameSir would need to address? Thanks in advance to anyone who can confirm this or provide more info.
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2
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911
Activity
Sep ’25
Unity GameKit Plugin w/ Matchmaking Queue is not working
TLDR; I can't get QueueName to work with matchmaking a turn-based match in Unity using matchmaking rules. Long version: I'm using the apple unity plugin found here: https://github.com/apple/unityplugins/blob/main/plug-ins/Apple.GameKit/Apple.GameKit_Unity/Assets/Apple.GameKit/Documentation~/Apple.GameKit.md I have created a Queue, RuleSet and a simple Rule to match players by following these docs tightly: https://developer.apple.com/documentation/gamekit/finding-players-using-matchmaking-rules. Here is the single rule I have that drives matchmaking: { "data" : { "type" : "gameCenterMatchmakingRules", "id" : "[hiddden-rule-id]", "attributes" : { "referenceName" : "ComplimentaryFactionPreference", "description" : "default desc", "type" : "MATCH", "expression" : "requests[0].properties.preference != requests[1].properties.preference", "weight" : null }, "links" : { "self" : "https://api.appstoreconnect.apple.com/v1/gameCenterMatchmakingRules/[hidden-rule-id]" } }, "links" : { "self" : "https://api.appstoreconnect.apple.com/v1/gameCenterMatchmakingRules" } } which belongs to a rule set which belongs to a queue. I have verified these are setup and linked via the App Store Connect API. Additionally, when I tested queue-based matchmaking without a queue established, I got an error in Unity. Now, with this, I do not. However there is a problem when I attempt to use the queue for matchmaking. I have the basic C# function here: public override void StartSearch(NSMutableDictionary<NSString, NSObject> properties) { if (searching) return; base.StartSearch(properties); //Establish matchmaking requests _matchRequest = GKMatchRequest.Init(); _matchRequest.QueueName = _PreferencesToQueue(GetSerializedPreferences()); _matchRequest.Properties = properties; _matchRequest.MaxPlayers = PLAYERS_COUNT; _matchRequest.MinPlayers = PLAYERS_COUNT; _matchTask = GKTurnBasedMatch.Find(_matchRequest); } The _PreferencesToQueue(GetSerializedPreferences()); returns the exact name of the queue I added my ruleset to. After this function is called, I poll the task generated from the .Find(...) function. Every time I run this function, a new match is created almost instantly. No two players are ever added to the same match. Further, I'm running two built game instances, one on a mac and another on an ipad and when I simultaneously test, I am unable to join games this way. Can someone help me debug why I cannot seem to match make when using a queue based approach?
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1.1k
Activity
Sep ’25
How to use Unity Apple GameKit Plugin For Rule-based matchmaking?
Hello, **I'm Using ** Unity 6 LTS Unity Apple GameKit + Core plugins Turn-based matchmaking interface w/ 2 players max App Store Connect API for rule-based matchmaking I have already enabled game center in app store connect (I think) authenticated players and matched via friend request I am stuck Using queues to match players automatically I'm working on a rule-based matchmaking system which aims to place two players against each other into a GKTurnBasedMatch. I have a simple Unity Project that correctly authenticates a user and proceeds to send a matchmaking request. The matchmaking script utilizes the Unity plugins' GKTurnBasedMatchmakerViewController.Request(...) request function with a GKMatchRequest.Init() request configured with a QueueName equal to the App Store Connect API Queue I created. The queue I created is also linked to a ruleset with a very basic rule that checks if the properties contains a key called 'preference' that contains a string value for what side the player wants to play for this match. If during the matchmaking, the preferences between players are different, then the match is made and both players should join the match; each player gets to play the side they have chosen. I have my rule expression designed to just check if the preferences are not equal: requests[0].properties.faction_preference != requests[1].properties.faction_preference When I launch the game with two physical iPads and begin the matchmaking request, each player is immediately presented with two options: Invite a friend, or Start game The Problem: Inviting a friend works to get two players into a game, but queue seems to not matter, and clicking start game will just put the current player into its own match (no one joins). The Question: How do I get queue based matchmaking to work in Unity for a Turn-based match with only two players who are able to select the enemy side they want to play dictated by a rule that compares enemy play-side preferences? Resources I've used: Apple Unity GameKit Plugin: https://github.com/apple/unityplugins Matchmaking: https://developer.apple.com/documentation/gamekit/matchmaking-rules Multiplayer rulesets: https://developer.apple.com/documentation/gamekit/finding-players-using-matchmaking-rules
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1.4k
Activity
Sep ’25
GameKit not working as expected in iOS 26.
I just upgraded my macOS, Xcode and Simulator all to the newest beta version 26. Then I found two issues when building my app with Xcode 26 and running it on simulator 26. The game center access point no longer shows up in the app. This is how it's configured in the past. And it still works on simulator 18.4 func authenticatePlayer() { GKAccessPoint.shared.location = .topTrailing self.localPlayer.authenticateHandler = { viewController, error in if let viewController = viewController { // can present Game Center login screen } else if self.localPlayer.isAuthenticated { // game can be started } else { // user didn't log in, continue the game without game center } } } After game ended, the leaderboard won't load. This is how it's implemented in the past. It's still working in simulator 18.4 struct GameCenterView: UIViewControllerRepresentable { @Environment(\.presentationMode) var presentationMode ... func makeUIViewController(context: Context) -> GKGameCenterViewController { let viewController = GKGameCenterViewController( leaderboardID: getLeaderBoardID(with: leaderBoardGameMode), playerScope: .global, timeScope: .allTime ) viewController.gameCenterDelegate = context.coordinator return viewController } func updateUIViewController(_ uiViewController: GKGameCenterViewController, context: Context) {} func makeCoordinator() -> Coordinator { Coordinator(self) } class Coordinator: NSObject, GKGameCenterControllerDelegate { let parent: GameCenterView init(_ parent: GameCenterView) { self.parent = parent } func gameCenterViewControllerDidFinish(_ gameCenterViewController: GKGameCenterViewController) { parent.presentationMode.wrappedValue.dismiss() } } }
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556
Activity
Sep ’25
GameKit Manage Game Progress does not work for Leaderboards
Works fine to show achievements but not Leaderboards. Launching the Xcode Project directly on device, loading remote (not yet live) leaderboards without issue and submitting scores to them works fine as well. I was hoping that rather than going through the app store distribution leaderboards with all of their limitations I could instead run it locally and add scores to test the behaviour, but even though I can edit the achievements progress locally, I can't see any leaderboards being available... One out of 3 leaderboards started beginning of this september while the other 2 leaderboards won't launch until the game launch.
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0
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170
Activity
Sep ’25
Game Activity link works when app is running, but not on cold start
I’m testing Game Activities in my Unity project with the new Apple.GameKit 2025-beta1 plugin. When I go into Xcode- Debug → GameKit → Manage Game Progress → Leaderboards → and click the generated link: If my app is already running in the background, the link opens the app and my handler (Apple.GameKit.GKGameActivity.WantsToPlay += OnWantsToPlay;) fires as expected. I can read the activity and route the player to the right level. If the app is completely closed, clicking the same link launches the app, but my OnWantsToPlay listener is never invoked. The app just boots normally and the activity intent seems lost. I’ve tried to subscribe as early as possible (in Awake() of my bootstrap scene, also tested with RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)]). Nothing works. Also, “Get Started with Game Center” video only demonstrates activation when the app already running, not a cold start from a Game Activity link. What am I missing? Environment Device/OS: iPhone on iOS 26.0 beta (Game Center sandbox) Xcode: 26.0 beta 6 Unity: 2022.3.21 Apple GameKit Unity plugin: 2025-beta1 (GameKit package) Signing: Game Center capability enabled; using development provisioning profile GameKit resources: GameCenterResources.gamekit in project (Target: Unity-iPhone), appears under Build Phases → Copy Bundle Resources
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191
Activity
Sep ’25
Game Center Challenges and Activities are not appearing
Hi, I'm trying to add game center challenges and activities to an already live game, but they are not appearing in game for testing, GameCenter, or the Games app. I know the game is setup with GameKit entitlements since this is a live game and it has working leaderboards and achievements. I've updated to Tahoe beta 8, added a challenge and activity on app store connect, added that to a new distribution and added that distribution to 'Add for Review' I'm using Unity and the Apple Unity plugin Not sure what other steps I'm missing Thanks
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1.2k
Activity
Sep ’25
GKLeaderboard.LoadLeaderboards() return empty when testing on Xcode with local gamekit file (Unity)
var allLeaderboards = await GKLeaderboard.LoadLeaderboards(); Log(allLeaderboards.Count); // returns 0 What am I missing?? What doesn’t work: await GKGameActivityDefinition.LoadGameActivityDefinitions() → count = 0 await GKLeaderboard.LoadLeaderboards() (no args) → 0 leaderboards await GKLeaderboard.LoadLeaderboards("MY ID") → returns 0 GkGameActivity.SetScoreOnLeaderboard(Leaderboard, score, context); returns an error since my Leaderboard is null. Activities and leaderboards are defined in GameCenterResources.gamekit in Xcode. Achievements that I add locally in the .gamekit file do not appear at runtime either; only ASC live ones show. ** What works:** xcode- debug- Gamekit- Manage Game progress- I can submit new scores with the plus button and see the notification on my device. await GKLocalPlayer.Authenticate() succeeds. await GKAchievement.LoadAchievements() returns the list of achievements configured in App Store Connect- but not any new local achievements created in Xcode in GameCenterResources.gamekit Environment Device/OS: iPhone on iOS 26.0 beta (Game Center sandbox) Xcode: 26.0 beta 6 Unity: 2022.3.21 Apple GameKit Unity plugin: 2025-beta1 (GameKit package) Signing: Game Center capability enabled; using development provisioning profile GameKit resources: GameCenterResources.gamekit in project (Target: Unity-iPhone), appears under Build Phases → Copy Bundle Resources
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813
Activity
Sep ’25
How can I create a custom Matchmaker View Controller in Game Center (macOS)
I am creating a shooting game which uses Game Center for multiplayer and I want to make the Matchmaker view look different. How can I do that?
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149
Activity
Sep ’25
Unity GameKit plugin beta GameKit Activity UnsupportedOperationForOSVersion
I’m running into unexpected problems with the Unity GameKit plugin setup with the new Activities. I didn’t see anyone else mentioning these issues, so my guess is that it’s a problem with my setup. The authentication (GKLocalPlayer.Authenticate()) works as expected, but any call to the new GameActivity functionality (e.g. GKGameActivityDefinition.LoadGameActivityDefinitions() or GKGameActivity.WantsToPlay) gives me an exception with a 'UnsupportedOperationForOSVersion' reason despite it running on an iOS 18.6.1 device. I’m using a completely empty Unity 2022.3.62f1 project that only contains the official authentication example, followed by an event handler for activities from another example and the Unity core and gamekit plugins. The setup: macOS 15.6 Xcode 26 beta 6 (also tried with 5) Physical iPhone device running iOS 18.6.1 Unity 2022.3.62f1, which satisfies the requirements Unity plugin, Xcode setup, and build steps: I Followed the official beta branch build steps for Unity plugins with python3 build.py -m iOS iPhoneSimulator macOS -p Core GameKit which ran through after a slight modification for the macOS target that somehow contained an unknown team reference for the GameKitWrapper project, which I changed to not reference a team and use ‘sign to run locally’, as was the case for the other packages. As far as I understood the macOS version is not strictly necessary either way just for running it on a local iOS device(?) I Imported these as tarball packages into the empty Unity 2022.3.62f1 project as per the official instructions, which seems to work as expected Added a single script with the mentioned example code added in a MonoBehavior.Start Building in Unity works as expected as well, creating the Xcode project The Unity-iPhone target has the GameKit framework linked (’do not embed’) and the GameCenter capability was added automatically as expected The GameKit framework seems to not be added to the UnityFramework target, but I don’t think this is necessary? Quickly testing this with the GameKit framework added there as well didn’t make a difference The linked GameKit framework is indeed the expected Xcode 26 beta version I can then build and run this on the physical iPhone iOS 18.6.1 device, where I get an ‘UnsupportedOperationForOSVersion’ as soon as I try to subscribe to deeplinking events (GKGameActivity.WantsToPlay) or use other GameKit Activity functionality from the official examples: // log showing that it's actually running on iOS 18.6: [Apple.Core Plug-In Runtime] Availability Runtime Environment: iOS 18.6 Apple.Core.Availability:OnApplicationStart() // and the exception I get: 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. I unfortunately didn’t find any clues as to why this happens and how to resolve it on this forum or otherwise. Changing the minimum iOS version - up to 18.6 from the previously used (Unity export default) 12.0 for any and all targets - did not yield a different result I'd rather not update the phone to use the iOS 26 beta, though as far as I understood this is not necessary Any pointers to what I might be missing or doing wrong are greatly appreciated! Thank you very much in advance!
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735
Activity
Aug ’25
Where's the replacement for Quartz Debug?
Hi, This can't be right. Is there really no replacement for Quartz Debug?!? As the sole developer on a project who has an Intel Mac and Quartz Debug, I am basically a god now. Everyone else has Apple Silicon and... I think they're randomly guessing at this point. Because I have entire teams sending me Intel Mac builds of stuff just so I can test it in QD. This is THE TOOL we used at NewTek to find performance issues, and THE TOOL I used for a dozen companies after that, to help them with similar issues. If there's no replacement, is there a reason there's no replacement? This feels like a massive step backwards, having to guess at problems like this. -Chilton
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408
Activity
Aug ’25
GameKit Achievements, Leaderboards and Challenges not showing on iOS 26 beta 4 in the Game Center UI (opened from GKAccessPoint)
On an iPad running iPadOS 26 beta 4, when tapping the Game Center Access Point, the overlay doesn’t show the configured achievements, leaderboards or challenges. I should specify this is an in-development app and the achievements and leaderboards are in the “Not Live” state, however they show on other devices running iOS 18 in the Access Point UI. Anyone else having this issue? If so, how should I test achievements and leaderboards while iOS 26 beta is out? The UI looks like this on iPadOS 26:
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543
Activity
Aug ’25
App not showing in Game Center “All Activity” after release
Hello — I shipped an App Store build that signs in to Game Center using the Apple Unity Plugins (GameKit). The login banner appears, but my app still doesn’t show up in Game Center’s “All activity” (You started playing XXX 2d ago) What I’ve done Call await GKLocalPlayer.Authenticate(); “Game Center” is enabled for the current version in App Store Connect Confirmed: other App Store games do appear under “All Activity” on the same device/account Timeline: This is the first version that enables Game Center (not the app’s first release), and it has been about 2 hours since this build went live. Questions Is authentication alone sufficient for “Recently Played,” or is at least one Game Center component (leaderboards, achievements, activities, multiplayer) required? Is there a typical propagation delay before “Recently Played” starts showing a newly enabled app/version? Is there anything else I should configure in App Store Connect or entitlements to make “Recently Played” visible? Thanks for any help.
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625
Activity
Aug ’25
Human Interface guideline for Game Center Login.
I can't find any documentation on design guidelines for "Login with Game Center" button. My app allows users to "Play as Guest" or "Login with Game Center". Since Apple provides somewhat strict guidelines for designing "Sign in with Apple" button, i was wondering how to design the button for Game Center login. Should i use Game Center icon. And will Apple review reject this?
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342
Activity
Aug ’25
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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824
Activity
Jul ’25
WWDC25 Metal & game technologies group lab
Hello, Thank you for attending today’s Metal & game technologies group lab at WWDC25! We were delighted to answer many questions from developers and energized by the community engagement. We hope you enjoyed it and welcome your feedback. We invite you to carry on the conversation here, particularly if your question appeared in Slido and we were unable to answer it during the lab. If your question received feedback let us know if you need clarification. You may want to ask your question again in a different lab e.g. visionOS tomorrow. (We realize that this can be confusing when frameworks interoperate) We have a lot to learn from each other so let’s get to Q&A and make the best of WWDC25! 😃 Looking forward to your questions posted in new threads.
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526
Activity
Jul ’25
How to verify with the appropriate signing authority that Apple signed the public key
Hello I trying to implement authentication via apple services in unity game with server made as another unity app On client side I succesfully got teamPlayerID signature salt timestamp publicKeyUrl According to this documentation https://developer.apple.com/documentation/gamekit/gklocalplayer/fetchitems(foridentityverificationsignature:)?language=objc I have to Verify with the appropriate signing authority that Apple signed the public key. As I said my server is special build of unity project So now I have this kind of C# programm to check apple authority over public certificate i got from publicKeyUrl TextAsset textAsset; byte[] bytes; textAsset = Resources.Load&lt;TextAsset&gt;("AppleRootCA-G3"); bytes = textAsset.bytes; rootCert.ChainPolicy.ExtraStore.Add(new X509Certificate2(bytes)); textAsset = Resources.Load&lt;TextAsset&gt;("AppleRootCA-G2"); bytes = textAsset.bytes; rootCert.ChainPolicy.ExtraStore.Add(new X509Certificate2(bytes)); textAsset = Resources.Load&lt;TextAsset&gt;("AppleIncRootCertificate"); bytes = textAsset.bytes; rootCert.ChainPolicy.ExtraStore.Add(new X509Certificate2(bytes)); rootCert.Build(cert); Where cert is X509Certificate2 object I ge from publicKeyUrl AppleIncRootCertificate AppleRootCA-G2 AppleRootCA-G3 is certificates I got from https://www.apple.com/certificateauthority/ But it is not work Anytime rootCert.Build(cert); return false Why it is not work? May be I build keychain using wrong root CA cert? Or whole approach incorrect? Please help
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201
Activity
Jun ’25
Game Center Challenges not showing in App Store Connect or xcode 16.4
Apple just introduced a new Challenges feature in Game Center (WWDC 2025). I have Game Center enabled for my app and have working leaderboards (and achievements). Now I want to implement challenges (connected to my leaderboards). But the Game Center Challenges not showing in App Store Connect or Xcode 16.4 I have a working GameCenterResources file in Xcode and it allows me to add Achievement, Leaderboard, Leaderboard Set, but no Challenges. I'm based out of Europe. Any ideas?
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250
Activity
Jun ’25