GameplayKit

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Architect and organize your game logic and incorporate common gameplay behaviors in your app using GameplayKit.

Posts under GameplayKit tag

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Game Porting Toolkit installation fails: CMake compatibility error in game-porting-toolkit-compiler
I'm encountering a build failure when trying to install the Game Porting Toolkit via Homebrew. The installation fails during the game-porting-toolkit-compiler dependency build phase with a CMake compatibility error. Error Message: CMake Error at CMakeLists.txt:3 (cmake_minimum_required): Compatibility with CMake < 3.5 has been removed from CMake. Update the VERSION argument <min> value. Or, use the <min>...<max> syntax to tell CMake that the project requires at least <min> but has been updated to work with policies introduced by <max> or earlier. Or, add -DCMAKE_POLICY_VERSION_MINIMUM=3.5 to try configuring anyway. -- Configuring incomplete, errors occurred! Environment: macOS: 15.6.1 (Sequoia) Homebrew: 5.0.1 CMake: 3.20.2 Architecture: x86_64 (via Rosetta) Formula: apple/apple/game-porting-toolkit-compiler v0.1 Source: crossover-sources-22.1.1.tar.gz Steps to Reproduce: Install x86_64 Homebrew for Rosetta compatibility Run: arch -x86_64 /usr/local/bin/brew install apple/apple/game-porting-toolkit Build fails during dependency installation Root Cause: The LLVM/Clang sources included in crossover-sources-22.1.1.tar.gz contain a CMakeLists.txt file that specifies a minimum CMake version lower than 3.5. Modern CMake versions (3.5+) have removed backward compatibility with these older version requirements. Potential Solutions: Update the Homebrew formula to patch the CMakeLists.txt with cmake_minimum_required(VERSION 3.5) or higher Update to newer CrossOver sources with updated CMake requirements Add the -DCMAKE_POLICY_VERSION_MINIMUM=3.5 flag to the CMake build command in the formula Is this a known issue? Are there plans to update the formula or the source package to resolve this compatibility problem? Any guidance on a workaround would be appreciated. Full log available at: /Users/kentarovadney/Library/Logs/Homebrew/game-porting-toolkit-compiler/02.cmake.log Thanks for any assistance!
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AVAssetReaderOutput.Provider Missing symbols
Recurring crash on install of any app with the new sourceVideoTrackProvider.next() dyld[41966]: Symbol not found: _$sSo19AVAssetReaderOutputC12AVFoundationE8ProviderC4nextxSgyYaKFTjTu Referenced from: <79AA2BE0-A6B4-32F5-A804-E84BBE5D1AEA> /Users/<username>/Library/Developer/Xcode/DerivedData/TrackProviderCrash-bbbhjptcxnmfdcackxtpucnunxyc/Build/Products/Debug-maccatalyst/TrackProviderCrash.app/Contents/MacOS/TrackProviderCrash.debug.dylib Expected in: <1B847AF9-7973-3B28-95C2-09E73F6DD50B> /usr/lib/swift/libswiftAVFoundation.dylib Can be reproduced with the current Xcode Beta 4 by running on to MacCatalyst and macOS https://developer.apple.com/documentation/AVFoundation/converting-projected-video-to-apple-projected-media-profile Crash goes away of you comment out lines 154-158 and 164-170 which are while let sampleBuffer = try await sourceVideoTrackProvider.next(){/*other code*/} Can also be reproduced if you add the code below to a MacCatalyst project import AVKit let asset: AVURLAsset = .init(url: Bundle.main.url(forResource: "SomeVideo.mp4", withExtension: nil)!) let videoReader = try! AVAssetReader(asset: asset) let videoTracks = try! await asset.loadTracks(withMediaCharacteristic: .visual) // Get the side-by-side video track. let videoTrack = videoTracks.first! let videoInputTrack = AVAssetReaderTrackOutput(track: videoTrack, outputSettings: nil) let sourceVideoTrackProvider: AVAssetReaderOutput.Provider<CMReadySampleBuffer<CMSampleBuffer.DynamicContent>> = videoReader.outputProvider(for: videoInputTrack) //Comment out this while let sb = try! await sourceVideoTrackProvider.next() { }
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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
Publish old demo code from Apple on GitHub
I was searching for demo code from WWDC 2015 (Maze: Getting Started with GamePlayKit). Turns out, Apple remove the project from their website. But I finally found the project on my Mac because I must have downloaded it in the past. Does anyone know if I'm allowed to put that project to a public GitHub page without any modifications? Has anyone of you experience with this? I think it's really bad that Apple is removing those old projects. And as this particular project is in ObjC it compiles with only minor adjustments.
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Jun ’25
"Conduct marketing and request technological support."
A few months ago, I had the opportunity to receive a 2018 iMac, and I’ve been using it to create content for my social media. I was truly impressed by the power of its processors. Even with this older model, I’ve been able to grow my presence online—something I couldn’t achieve with newer computers from other brands that I previously purchased. I would love to become a promoter of your brand in the gaming world. All I ask for is technological support with more recent equipment and a minimal payment for collaborating with you. I am genuinely interested in being part of your company and leveraging the potential and reputation of Apple to reach even greater heights.
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Mar ’25