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

Posts under GameKit tag

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GameKit Matchmaking
Hi all im having a variety of issues with gamekit matchmaking. On the simulator the matchmaking ui pops up and I can click Quick Match, then immediately "Failed to find Players" this is the same with a real Apple ID and a sandbox account. If I use real devices the app at least discovers a match, but then the match none of the delegate methods for the match ever get called and the logs are filled with socket not connected and various errors. My questions are: Should match making via quick match work in the simulator, I have seen tutorial videos etc of this working, but I can't seem to get it to work. How do people debug issues with GameCenter / Gamekit to find out why its not able to connect? Many thanks in advance
1
0
540
Feb ’25
Leaderboard localization
Hello, I setup a leaderboard in the default language English and everything works and the app is live in the store. Now I am adding localization to the leaderboard and noticed than some languages have the data entry "Score Format Suffix" and some languages the data entries "Score Format Suffix (Singular)" and "Score Format Suffix (Plural)" instead. Is this an error or intentional? Kind Regards, Chris
2
0
933
Jan ’25
Discovering peers from Apple TV app
I have an idea for a game where the Apple TV app acts as the host and discovers nearby iOS apps that can join the game. Each iOS app needs to be able to have the user draw, tap, etc and have all the events be delivered in real time to the Apple TV where the effects will be rendered immediately (imagine a co-op game played in your lounge room where guests user their own devices to control aspects of the UI on the shared Apple TV screen) MPC is discontinued and DeviceDiscoveryUI is limited to only a single iOS device so I’m trying to figure out the best way to do the P2P networking. Reading/watching videos suggests that using GKMatchMaker and friends seems like it might suffer from latency problems (because everything has to go via Game Centre - or does it?) plus I’m not sure how I’d deal with the fact that the owner of the Apple TV is likely to signed into the same game centre id on both the Apple TV and their own devices to which would mean they wouldnt be able to play because the host can’t invite “themselves” on another device (or can it?) Soooo… I’m looking for suggestions on how best to move forward. I’ve read https://developer.apple.com/documentation/technotes/tn3151-choosing-the-right-networking-api which is very useful but there’s no clear suggestion that would work. Using the Network for the real time messaging seems doable but dealing with discovery / invites seems like a massive pain that I’d prefer to use built-in libraries if possible. Any suggestions would be gladly received. Thanks a lot
3
0
597
Jan ’25
Unity GameCenter Leaderboard issue
Hey, i have created a game in unity with the apple core and apple gamekit plugins present. I setup 5 leaderboards on the app store connect. I made a unity build and did the whole testflight build loop to test everything. When i open my gamecenter panel via the button i see my leaderboards but they show as MISSING TITLE which is weird because i have for sure set them up correctly they have a leaderboard reference name and leaderboard id as well. When debugging i can see that when i call my submit score function it gets submitted with no error but then i also dont see the score appear anywhere . Keep in mind the leaderboards are not live and are being tested on testflight first
2
0
1.3k
Jan ’25
Game Center achievements global players percent is 0%.
Hello, I’m the developer of the “stepsquad” app. Our app uses the Game Center achievement feature, but we’ve been encountering a problem: the “Global Players” always shows 0%, even though there are friends who have already achieved these achievements. Initially, I thought it might be because the app was newly launched. However, it’s now been over two months since release, and it’s still showing 0%. If anyone has any insight into this issue, please leave a comment.
1
0
651
Jan ’25
Game Center Achievement "Global Players" Always Showing 0% Issue
Hello, I’m the developer of the “ StepSquad” app. Our app uses the Game Center achievement feature, but we’ve been encountering a problem: the “Global Players” metric always shows 0%, even though there are friends who have already achieved these achievements. Initially, I thought it might be because the app was newly launched. However, it’s now been over two months since release, and it’s still showing 0%. If anyone has any insight into this issue, please leave a comment.
0
0
655
Jan ’25
How to know when an invitee declines a turn based match invite via the push notification action button.
I am developing a turn based game using GameKit. The happy path (pretty much as always) is fine; invite, accept, play, have winners/losers and match ends. Yay! But I am working on making sure I handle situations where invited friends decline to participate. I've been through the docs, and don't see how the GKTurnBasedMatch is updated to reflect the tap of the decline button in the Game Center Invite notification. When I reload the match from Game Center on the host device the status for the invitee who declined is still .invited. I also tested by setting all players that are not the host in the nextParticipants of the endTurn(...) to start the invites and the next invitee was not given a push notification to accept or decline the invite. I feel like there should be a way to determine when an invitee has declined an invite (via participant in the match.participants via status OR a delegation method somewhere that is called when the Decline or Accept buttons on that notification are tapped.) I'm missing something, please help me find it! Thank you!
3
0
851
Dec ’24
IOS 18.2 Beta Issues
i was update my iPhone 15 pro max on IOS 18.2 beta versio. I am fasing the issu. When i am playing Pubg Game, the notification always Come down and game stop. And when i try to On “Guided Access” the Guided access also not workin. Plzzz fix it. And i have another issue with iPhone when i open any app or any documents its very difficult to Go Back. i have to use left hand to go back or always Use Both hands. If it’s possible the “Go Back” option is available on both left and right side. right hander also easily use iPhone on One hand. give us a option “Go Back” option on Right also. Its very easy for us. Thank u soo much🩷🩷
1
0
660
Nov ’24
Crash after using Apply unity plugin (GameKit-3.0.0)
Hi, I tried to save the game progress using the official Apple plugin for Unity but the crash happened when I active the "iCloud Documents" inside capabilities and when deactivated it this error message appeared: Code=27 Domain=GKErrorDomain Description=The requested operation could not be completed because you are not signed in to iCloud or have not enabled iCloud Drive. (UbiquityContainerUnavailable) Authentication with Game Center works fine using the Core plugin, but nothing works correctly when I use the GameKit plugin. Note: I already active iCloud for app Identifier. Tichnecal informations: Unity version: 2022.3.47f1 LTS XCode 16 Swift 6 GameKit-3.0.0 (Apply unity plugin) Core-3.1.5 (Apply unity plugin)
2
0
1.1k
Nov ’24
GKGameCenterViewController Is Blank On iOS 18
I'm displaying a GKGameCenterViewController after successfully authenticating and on iOS 18.0 and 18.1, I get a black screen. As a sanity check GKLocalPlayer.local.isAuthenticated is also returning true. The same code works just fine on iOS 17. Is there something that needs to be done on iOS 18 and above?
4
1
929
Nov ’24
Unable to load saved game data in Simulator since update to XCode 16
The update was the only change I can see. Which I did just the other day. I did log on to iCloud.com, I also looked at Apple Developer. I didn't see any additional updates of terms that needed to be accepted. I am sure to log into iCloud on the simulator. It seems to stay logged in. Until I fetchSavedGames. Where I have it exit at 20 seconds due to timing out. Then when I go back to check my account in Settings, it's asking to "Sign in to iCloud" again. It does work properly on a device. So it doesn't stay logged into iCloud on the simulator but it seems like the fetchSavedGame from GKLocalPlayer is what resets that. Any help or suggestions would be appreciated. Thanks.
1
0
745
Oct ’24
Leaderboard not updating immediately after submitting score via GameKit API
Hello, I’m working with the GameKit API, and I am encountering an issue when submitting a player’s score to a leaderboard at the end of a game. Goal: After submitting the new score to a leaderboard, I want to immediately fetch and display the updated leaderboard that reflects the new score. Problem: After successfully submitting the player’s score, when I fetch the leaderboard, the entries are not updated right away. The fetched leaderboard still shows the outdated player score. Is this delay in updating the leaderboard expected behavior, or am I missing something in my implementation? Steps to Reproduce: Submit the local player’s score to Leaderboard X. On successful submission, fetch the leaderboard entries for Leaderboard X. Expected Result: The fetched leaderboard should reflect the updated player score immediately. Actual Result: The fetched leaderboard shows the outdated score, with no immediate update. As a workaround, I update the leaderboard myself locally, that does the job, but is error-prone and require more efforts.
2
0
790
Sep ’24
referral Program/ Invites
Hi guys, I want to build a referral program wherein current users are rewarded for inviting friends to join my app/website. I also wanted to keep the accounts linked so that recruiting users can get rewarded every time a new user they recruited purchases something. I want to just give the users points, I'm not offering cash or subscription discounts. similar to how game invites work. through my research into the topic I have found dynamic links with flutter and firebase. deep deferred links, QR code deferred links, and some work around that included taking the user to a website copying the code to their clipboard, then pasting it into a hidden textfield to verify and track the code can anyone help me get started?
1
0
1.1k
Sep ’24
Position of Game Center dashboard
When opening the Game Center dashboard via the Access Point, the Game Center dashboard appears BEHIND any content in the window with z depth (default type not volumetric). It obscures the dashboard and this makes it unusable. Alerts have the same placement. The new defaultWindowPlacement would probably suffice, but I don't think there's a way to apply that to the Game Center window. What to do? Thanks.
0
0
536
Sep ’24
Leaderboard/achievements and testing
Hi, I created a leaderboard in my application, and a method to record a new score: GKLeaderboard.loadLeaderboards(IDs: [leaderboardID]) { (leaderboards, error) in if let error = error { print("Error loading leaderboards: \(error.localizedDescription)") } guard let leaderboard = leaderboards?.first else { print("Leaderboard not found") return } leaderboard.submitScore(score, context: 0, player: self.localPlayer) { error in if let error = error { print("Error reporting score: \(error.localizedDescription)") } else { print("Score reported successfully!") } } } } When debuging, this method is correctly called and I have a success, so I tried to test it with an internal TestFlight release. The leaderboard is never updated. Is there a way to perform a test of a leaderboard before publishing the app? I have the same question for achievements: let achievement = GKAchievement(identifier: identifier) achievement.percentComplete = percentComplete GKAchievement.report([achievement]) { error in if let error = error { print("Error reporting achievement: \(error.localizedDescription)") } } } Thanks!
2
0
899
Sep ’24
How to add articulated and deformable object in APP
Hi, I am a new developer. I want to add articulated objects and deformable objects into my AR game. I haven't found any tutorial on this, I hope to interact with these objects. Please let me know if this is available in visionOS.
Replies
1
Boosts
0
Views
329
Activity
Feb ’25
GameKit Matchmaking
Hi all im having a variety of issues with gamekit matchmaking. On the simulator the matchmaking ui pops up and I can click Quick Match, then immediately "Failed to find Players" this is the same with a real Apple ID and a sandbox account. If I use real devices the app at least discovers a match, but then the match none of the delegate methods for the match ever get called and the logs are filled with socket not connected and various errors. My questions are: Should match making via quick match work in the simulator, I have seen tutorial videos etc of this working, but I can't seem to get it to work. How do people debug issues with GameCenter / Gamekit to find out why its not able to connect? Many thanks in advance
Replies
1
Boosts
0
Views
540
Activity
Feb ’25
Leaderboard localization
Hello, I setup a leaderboard in the default language English and everything works and the app is live in the store. Now I am adding localization to the leaderboard and noticed than some languages have the data entry "Score Format Suffix" and some languages the data entries "Score Format Suffix (Singular)" and "Score Format Suffix (Plural)" instead. Is this an error or intentional? Kind Regards, Chris
Replies
2
Boosts
0
Views
933
Activity
Jan ’25
Discovering peers from Apple TV app
I have an idea for a game where the Apple TV app acts as the host and discovers nearby iOS apps that can join the game. Each iOS app needs to be able to have the user draw, tap, etc and have all the events be delivered in real time to the Apple TV where the effects will be rendered immediately (imagine a co-op game played in your lounge room where guests user their own devices to control aspects of the UI on the shared Apple TV screen) MPC is discontinued and DeviceDiscoveryUI is limited to only a single iOS device so I’m trying to figure out the best way to do the P2P networking. Reading/watching videos suggests that using GKMatchMaker and friends seems like it might suffer from latency problems (because everything has to go via Game Centre - or does it?) plus I’m not sure how I’d deal with the fact that the owner of the Apple TV is likely to signed into the same game centre id on both the Apple TV and their own devices to which would mean they wouldnt be able to play because the host can’t invite “themselves” on another device (or can it?) Soooo… I’m looking for suggestions on how best to move forward. I’ve read https://developer.apple.com/documentation/technotes/tn3151-choosing-the-right-networking-api which is very useful but there’s no clear suggestion that would work. Using the Network for the real time messaging seems doable but dealing with discovery / invites seems like a massive pain that I’d prefer to use built-in libraries if possible. Any suggestions would be gladly received. Thanks a lot
Replies
3
Boosts
0
Views
597
Activity
Jan ’25
Unity GameCenter Leaderboard issue
Hey, i have created a game in unity with the apple core and apple gamekit plugins present. I setup 5 leaderboards on the app store connect. I made a unity build and did the whole testflight build loop to test everything. When i open my gamecenter panel via the button i see my leaderboards but they show as MISSING TITLE which is weird because i have for sure set them up correctly they have a leaderboard reference name and leaderboard id as well. When debugging i can see that when i call my submit score function it gets submitted with no error but then i also dont see the score appear anywhere . Keep in mind the leaderboards are not live and are being tested on testflight first
Replies
2
Boosts
0
Views
1.3k
Activity
Jan ’25
Lag
I facing to many lags in pubgmobile when i m playing its not running properly
Replies
2
Boosts
0
Views
629
Activity
Jan ’25
Game Center achievements global players percent is 0%.
Hello, I’m the developer of the “stepsquad” app. Our app uses the Game Center achievement feature, but we’ve been encountering a problem: the “Global Players” always shows 0%, even though there are friends who have already achieved these achievements. Initially, I thought it might be because the app was newly launched. However, it’s now been over two months since release, and it’s still showing 0%. If anyone has any insight into this issue, please leave a comment.
Replies
1
Boosts
0
Views
651
Activity
Jan ’25
Game Center Achievement "Global Players" Always Showing 0% Issue
Hello, I’m the developer of the “ StepSquad” app. Our app uses the Game Center achievement feature, but we’ve been encountering a problem: the “Global Players” metric always shows 0%, even though there are friends who have already achieved these achievements. Initially, I thought it might be because the app was newly launched. However, it’s now been over two months since release, and it’s still showing 0%. If anyone has any insight into this issue, please leave a comment.
Replies
0
Boosts
0
Views
655
Activity
Jan ’25
How to know when an invitee declines a turn based match invite via the push notification action button.
I am developing a turn based game using GameKit. The happy path (pretty much as always) is fine; invite, accept, play, have winners/losers and match ends. Yay! But I am working on making sure I handle situations where invited friends decline to participate. I've been through the docs, and don't see how the GKTurnBasedMatch is updated to reflect the tap of the decline button in the Game Center Invite notification. When I reload the match from Game Center on the host device the status for the invitee who declined is still .invited. I also tested by setting all players that are not the host in the nextParticipants of the endTurn(...) to start the invites and the next invitee was not given a push notification to accept or decline the invite. I feel like there should be a way to determine when an invitee has declined an invite (via participant in the match.participants via status OR a delegation method somewhere that is called when the Decline or Accept buttons on that notification are tapped.) I'm missing something, please help me find it! Thank you!
Replies
3
Boosts
0
Views
851
Activity
Dec ’24
Can I use GCVirtualController with SwiftUI?
Hi, I’m creating a game and I’m just wondering if I can integrate GCVirtualController in my SwiftUI app.
Replies
1
Boosts
0
Views
847
Activity
Dec ’24
IOS 18.2 Beta Issues
i was update my iPhone 15 pro max on IOS 18.2 beta versio. I am fasing the issu. When i am playing Pubg Game, the notification always Come down and game stop. And when i try to On “Guided Access” the Guided access also not workin. Plzzz fix it. And i have another issue with iPhone when i open any app or any documents its very difficult to Go Back. i have to use left hand to go back or always Use Both hands. If it’s possible the “Go Back” option is available on both left and right side. right hander also easily use iPhone on One hand. give us a option “Go Back” option on Right also. Its very easy for us. Thank u soo much🩷🩷
Replies
1
Boosts
0
Views
660
Activity
Nov ’24
Crash after using Apply unity plugin (GameKit-3.0.0)
Hi, I tried to save the game progress using the official Apple plugin for Unity but the crash happened when I active the "iCloud Documents" inside capabilities and when deactivated it this error message appeared: Code=27 Domain=GKErrorDomain Description=The requested operation could not be completed because you are not signed in to iCloud or have not enabled iCloud Drive. (UbiquityContainerUnavailable) Authentication with Game Center works fine using the Core plugin, but nothing works correctly when I use the GameKit plugin. Note: I already active iCloud for app Identifier. Tichnecal informations: Unity version: 2022.3.47f1 LTS XCode 16 Swift 6 GameKit-3.0.0 (Apply unity plugin) Core-3.1.5 (Apply unity plugin)
Replies
2
Boosts
0
Views
1.1k
Activity
Nov ’24
GKGameCenterViewController Is Blank On iOS 18
I'm displaying a GKGameCenterViewController after successfully authenticating and on iOS 18.0 and 18.1, I get a black screen. As a sanity check GKLocalPlayer.local.isAuthenticated is also returning true. The same code works just fine on iOS 17. Is there something that needs to be done on iOS 18 and above?
Replies
4
Boosts
1
Views
929
Activity
Nov ’24
ArView no camera feed bug
Once GKAccessPoint is active, then enter an arview page, the arview will lose camera feed. OSVersion: iOS 18.0.1, iOS 18.1
Replies
0
Boosts
0
Views
560
Activity
Nov ’24
GameKit welcome message off screen
The welcome banner is off the top left side of the screen instead of coming down the center. This behavior is encountered when running my iOS application on macOS.
Replies
0
Boosts
0
Views
667
Activity
Oct ’24
Unable to load saved game data in Simulator since update to XCode 16
The update was the only change I can see. Which I did just the other day. I did log on to iCloud.com, I also looked at Apple Developer. I didn't see any additional updates of terms that needed to be accepted. I am sure to log into iCloud on the simulator. It seems to stay logged in. Until I fetchSavedGames. Where I have it exit at 20 seconds due to timing out. Then when I go back to check my account in Settings, it's asking to "Sign in to iCloud" again. It does work properly on a device. So it doesn't stay logged into iCloud on the simulator but it seems like the fetchSavedGame from GKLocalPlayer is what resets that. Any help or suggestions would be appreciated. Thanks.
Replies
1
Boosts
0
Views
745
Activity
Oct ’24
Leaderboard not updating immediately after submitting score via GameKit API
Hello, I’m working with the GameKit API, and I am encountering an issue when submitting a player’s score to a leaderboard at the end of a game. Goal: After submitting the new score to a leaderboard, I want to immediately fetch and display the updated leaderboard that reflects the new score. Problem: After successfully submitting the player’s score, when I fetch the leaderboard, the entries are not updated right away. The fetched leaderboard still shows the outdated player score. Is this delay in updating the leaderboard expected behavior, or am I missing something in my implementation? Steps to Reproduce: Submit the local player’s score to Leaderboard X. On successful submission, fetch the leaderboard entries for Leaderboard X. Expected Result: The fetched leaderboard should reflect the updated player score immediately. Actual Result: The fetched leaderboard shows the outdated score, with no immediate update. As a workaround, I update the leaderboard myself locally, that does the job, but is error-prone and require more efforts.
Replies
2
Boosts
0
Views
790
Activity
Sep ’24
referral Program/ Invites
Hi guys, I want to build a referral program wherein current users are rewarded for inviting friends to join my app/website. I also wanted to keep the accounts linked so that recruiting users can get rewarded every time a new user they recruited purchases something. I want to just give the users points, I'm not offering cash or subscription discounts. similar to how game invites work. through my research into the topic I have found dynamic links with flutter and firebase. deep deferred links, QR code deferred links, and some work around that included taking the user to a website copying the code to their clipboard, then pasting it into a hidden textfield to verify and track the code can anyone help me get started?
Replies
1
Boosts
0
Views
1.1k
Activity
Sep ’24
Position of Game Center dashboard
When opening the Game Center dashboard via the Access Point, the Game Center dashboard appears BEHIND any content in the window with z depth (default type not volumetric). It obscures the dashboard and this makes it unusable. Alerts have the same placement. The new defaultWindowPlacement would probably suffice, but I don't think there's a way to apply that to the Game Center window. What to do? Thanks.
Replies
0
Boosts
0
Views
536
Activity
Sep ’24
Leaderboard/achievements and testing
Hi, I created a leaderboard in my application, and a method to record a new score: GKLeaderboard.loadLeaderboards(IDs: [leaderboardID]) { (leaderboards, error) in if let error = error { print("Error loading leaderboards: \(error.localizedDescription)") } guard let leaderboard = leaderboards?.first else { print("Leaderboard not found") return } leaderboard.submitScore(score, context: 0, player: self.localPlayer) { error in if let error = error { print("Error reporting score: \(error.localizedDescription)") } else { print("Score reported successfully!") } } } } When debuging, this method is correctly called and I have a success, so I tried to test it with an internal TestFlight release. The leaderboard is never updated. Is there a way to perform a test of a leaderboard before publishing the app? I have the same question for achievements: let achievement = GKAchievement(identifier: identifier) achievement.percentComplete = percentComplete GKAchievement.report([achievement]) { error in if let error = error { print("Error reporting achievement: \(error.localizedDescription)") } } } Thanks!
Replies
2
Boosts
0
Views
899
Activity
Sep ’24