Hello!
I am trying to automate iOS builds for my Unreal Engine game using Unreal Automation Tool, but I cannot produce a functionnal build with it, while packaging from XCode works perfectly.
I have tracked down the issue to a missing file. I'm using the Firebase SDK that requires a GoogleService-Info.plist file. I have copied this file at the root of my project, as the Firebase documentation suggests. I have not taken any manual action to specify that this file needs to be included in the packaged app.
The Firebase code checks the existence of this file using
NSString* Path = [[NSBundle mainBundle] pathForResource: @“GoogleService-Info” ofType: @“plist”];
return Path != nil;
If I package my app from XCode using Product -> Archive, this test returns true and the SDK is properly initialized. If I package my app using Unreal Engine's RunUAT.sh BuildCookRun, this test returns false and the SDK fails to initialize (and actually crashes upon trying).
I have tried several Unreal Engine tricks to include my file, like setting it as a RuntimeDependecies in my projects Build.cs file. Which enables Unreal Engine code to find it, but not this direct call to NSBundle.
I would like to know either how to tell Unreal Engine to include files at the root of the app bundle, or what XCode does to automatically include this file and is there a way to script it? I can provide both versions .xcarchive if needed.
Thanks!
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I am creating a vision pro app with a 3D model, it has a mesh hierarchy of head, hands, feet etc. I want the character to look towards the camera, but am not able to access head of character through sceneKit nor reality kit. when I try to print names of the child meshes, it only prints till the character, it does iterate through all the body parts. Can anyone help?
Hi everyone,
I’m currently learning about ParticleEmitterComponentParticleEmitterComponent and exploring the sample app provided in the Simulating particles in your visionOS app documentation.
In the sample app, when I set the EmitterPreset to fireworks from the settings panel on the left side of the window and choose SystemImage, I noticed two issues:
The image applied to mainEmitter appears clipped or cropped.
The image on spawnedEmitter does not update to the selected SystemImage.
What I want to achieve:
Apply the same SystemImage to both mainEmittermainEmitter and spawnedEmitterspawnedEmitter so that it displays correctly without clipping.
Remove the animation that changes the size of spawnedEmitterspawnedEmitter over time and keep it at a constant size.
Could someone explain which properties should be adjusted to achieve this behavior? Any guidance or examples would be greatly appreciated.
Thanks in advance!
We have been developing our game “Ailem Olur Musun” for 8 months and submitted it to the App Store. However, our application was rejected under Guideline 4.1 – Copycats.
Our game is a completely original project. Its story, visuals, logo, and design were all created from scratch by our team members. The main character of the game is a delivery worker, and the drawing we made for this character is used as the game’s symbol.
Despite this, our application was rejected on the grounds that it was considered to be “imitating another popular game.”
This game has also been published on the Play Store and has achieved a significant number of downloads and reviews. How can I best explain this to the review team?
Hi, I'm developing a prototype VisionOS game.
How to access the bones or joints information when exporting a USD file from Blender to RCP?
The animation in RCP works fine and the joints' information is correctly embedded in the USDA file (with usdchecker). However, RCP does not read it in USDA, USDC or USDZ. It should be possible based on Apple WWDC24 (Compose Interactive 3D content in RCP).
I want to attach and detach an entity to a particular bone in certain moments. So I need the bones' data. They are standard mixamo animations. My mesh is a single unified mesh. Using Blender 4.4
Hello,
We are experiencing an issue with apparent lag or latency when interacting with objects in Unity using the XR Interaction Toolkit. Even when interactables are configured with the Movement Type set to Instantaneous, objects exhibit a noticeable delay when following hand movement. This issue is particularly apparent when the hand moves at higher speeds.
We would like to know: is any additional configuration required, or is there something else we need to do to resolve this?
Thank you very much for your assistance.
GKAccessPoint triggerAccessPointWithState handler not invoked on iOS 26.0 and iOS 15.8.4
Incorrect/Unexpected Behaviour:
When calling [GKAccessPoint.shared triggerAccessPointWithState:GKGameCenterViewControllerStateAchievements handler:^{}] on a real device running iOS 26 beta (iOS 26), the overlay appears as expected, but the handler block is never called. This behavior also not working correctly on previous iOS versions(tested on iOS 15.8.4)
Steps to Reproduce:
Authenticate GKLocalPlayer
Call triggerAccessPointWithState:handler: with a block that logs or performs logic
Observe that overlay appears, but block is not executed
Behavior:
UI appears correctly
Handler is not invoked at all
Expected Result:
The handler should fire immediately after the dashboard is shown.
Actual Result:
The handler is never called.
Usecase:
As GKGameCenterViewController is deprecated we are moving to GKAccesspoint but due to above functionality issue we are unable to.
Environment:
Device: iPhone 16, iPhone 7
iOS: 26.0 and iOS 15.8.4
Xcode: 26.0 beta and Xcode 16.4
During the development of our 3D game project, we encountered high memory usage requirements. To address this, we enabled Apple’s Extended Virtual Addressing (EVA) and Increased Memory Limit services.
We have confirmed that both services were enabled in the developer backend as well as in Xcode, and we also used updated development and distribution certificates when building the app. However, in our validation process, it seems that EVA and Increased Memory Limit are not taking effect — the game still experiences memory overflow and crashes.
Could you please advise:
The correct steps to properly use Extended Virtual Addressing and Increased Memory Limit;
How we can confirm whether these services are functioning as expected?
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?
After updating my iPhone 16 Pro Max to iOS 26, I began experiencing serious performance issues while playing Delta Force Garena. The game struggles to maintain a stable 120 FPS, frequently dropping to 30 FPS or lower, causing severe lag and stuttering especially during intense action or in open environments.
There’s also a critical bug when I open the in-game chat: once the chat is opened, I become completely unable to move or perform any actions. The only solution is to force close and restart the game. The chat feature becomes totally unusable in this state.
What makes this even more frustrating is that I’ve seen Android devices running the game at higher resolutions and with stable 120 FPS, despite having technically weaker processors than the A18 Pro chip in my iPhone which Apple claims is the most powerful mobile chip. In reality, the game runs significantly better on my Galaxy S23 Ultra, with no frame drops and much smoother performance overall.
This makes my iPhone feel like an outdated device with poor optimization, which is disappointing given its specs and price.
I'm experiencing a specific issue where when using any of the MacOS 26 Tahoe betas with Low Power Mode enabled and using Vsync in fullscreen, my application framerate gets limited to a hard 30 fps. I have not experienced this on any older OS. For example Low Power Mode on 13.6 Ventura with Vsync fullscreen lets my application run at full 60 fps without issues.
Is this a bug or a change in behavior of Low Power Mode on Tahoe?
My application is 3D, runs at 60 fps and is sensitive to tearing, so I need Vsync and it is mostly utilized in fullscreen. And Low Power Mode is a default for many Macs, so default experience on Tahoe currently is a halved 30 fps. However there also seems to be inconsistencies of on which machines this happens, but older OSes are always fine.
App Name: Endless Zombies
Platform: iOS
Genre: Roguelike / Survival / Action
TestFlight Link: https://testflight.apple.com/join/DEIN-CODE
Status: Open Beta – limited seats available
🎮 What is Endless Zombies?
Endless Zombies is a fast-paced, top-down roguelike shooter where you must survive increasingly intense zombie waves — with fully separated movement and aiming controls for maximum precision and tactical depth.
Players can upgrade their weapons, unleash special attacks, and face progressively stronger threats including Baby Waves (fast mini-zombies) and Boss Battles against giant elite enemies with unique behavior.
This is not just about survival — climb the global leaderboard and fight your way to the top!
🏆 Compete for high scores, dominate the kill count, and earn bragging rights (and potential rewards in future tournaments).
Endless Zombies is currently in its first public beta and we’re looking for players who want to help us improve mechanics, test new systems, and shape the final experience.
🧪 Looking for beta testers to:
Test gameplay fluidity and aiming responsiveness
Evaluate performance on different iOS devices
Provide feedback on UI, game balance, and spawn pacing
Report bugs and edge-case issues
🚀 Features:
🎯 Dual control movement + aiming
🧠 Smarter, optimized enemy spawn logic
⚔️ Upgradeable weapons and energy system
👥 Online friends chat and leaderboard system (PlayFab-based)
📊 Stats, progress tracking, and UI improvements
Join via TestFlight:
👉 https://testflight.apple.com/join/DEIN-CODE
We’d love to hear what you think!
Our game was written by Cocos Creator version 3.8.5 TypeScript, which took the team nearly 2 years to complete.
At the beginning, my application was not defined as 4.3a. The first four reviews were all normal feedback questions. We revised the questions. After the last review rejected 4.3A, we also suspected that the reasons such as game creativity, game copywriting and game art might be close to other applications. Then our team added functional innovations that other applications in the Apple Store didn't have, and the original art was original. We created new art again because of 4.3a, and also revised many places that may be similar to other developers, including that we removed all SDK modules except Apple Pay and Apple Login, and it also showed that 4.3a refused, and we have revised no less than 20 versions or failed.
Our business code except the game engine code is newly developed by us and should not be duplicated with other developers' code. Is it because the JSC file and binary file output by JavaScript code are similar to those of other developers? Can we check our original code? We really want to put it on the Apple Store. We guarantee that the game was originally written. We can provide any proof, including but not limited to (GIT code submission records and codes from the beginning to today, art original proof, proof that the game mode innovation ability is not consistent with other developers' concepts, etc.)
Cocos creator Engine Address: https://www.cocos.com/creator-download
We have been put on the shelves in app stores such as WeChat applet and Android, and we are deeply loved by users in other channels.
Dear audit, can you manually check our game code and look at the game to experience it? I believe that as the greatest technology company in the world, Apple's official staff are very professional, knowledgeable and innovative, so that Apple players can get a unique and high-quality experience. However, this repeated 4.3a refusal makes me very suspicious. So many games that use cocos game engine in the world are on the Apple store, why do we independently write the rest of the code except the game engine?
Every time the reason for refusing is this passage, we have revised it for half a year, and no less than 20 game versions have been changed in half a year.
Hello,
The issues we previously identified still need your attention.
If you have any questions, we are here to help. Reply to this message in App Store Connect and let us know.
Review Environment
Submission ID: 68bd1e18-6eaa-4a19-976e-c7b2e1ff0e44
Review date: June 28, 2025
Version reviewed: 2.3.0
Guideline 4.3(a) - Design - Spam
We noticed your app still shares a similar binary, metadata, and/or concept as apps submitted to the App Store by other developers, with only minor differences.
Submitting similar or repackaged apps is a form of spam that creates clutter and makes it difficult for users to discover new apps.
Next Steps
Since we do not accept spam apps on the App Store, we encourage you to review your app concept and submit a unique app with distinct content and functionality.
Support
Reply to this message in your preferred language if you need assistance. If you need additional support, use the Contact Us module.
Consult with fellow developers and Apple engineers on the Apple Developer Forums.
Request an App Review Appointment at Meet with Apple to discuss your app's review. Appointments subject to availability during your local business hours on Tuesdays and Thursdays.
Provide feedback on this message and your review experience by completing a short survey.
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!
Hi everyone,
I’m reaching out because I’m really struggling to understand what’s happening with my app’s review status.
My app was successfully approved and published with:
Version 1.0 on May 12, 2025
Then updated to 1.1 on May 18, 2025
Everything was going smoothly — users were engaging, and within the last 20 days alone, in-app purchases totaled $2,100.
However, when I submitted a new summer update (with fresh features and an in-app event), both:
Version 1.2 and
Version 2.1
...were rejected under guideline 4.3(A) – Spam.
This is incredibly confusing because:
My app has a completely original design and functionality
It provides distinctive value and content
There is real user activity and sales
I tried everything — submitted explanations, requested a manual review, even scheduled a Webex meeting with Apple. But the meeting was vague, and I still haven't received any concrete details on what exactly violates 4.3(A). Everything just refers back to "not complying with Apple's guidelines" without specifying how.
🆘 App ID: 6744330283
Has anyone faced something similar? Does anyone have insight on how to move forward or how to escalate this issue for a proper manual review?
Any advice or help would be greatly appreciated.
Thanks in advance,
Bao Duy
I just got the new iOS 26 beta, and I LOVE the games app, but it show all of my games, even from years back. Is there a way to remove games from your library on the app?
So game I created a racing game with open world , all content was made by me from scratch , I understand the appstore was flooded by racing games like mine , but if u compare , test and etc it has been much better , when I started to develop this game , I think about quallity and good experience for users because I've seen what a trash games on the appstore , with screenshots from gta 5 and the game by itself is really just an asset , I aldo bought an asset , but I modified amd added an half of things in this car physics asset , more than half of this asset modified , I'm worked on this game about 4 years , I have big plans for this to update and work more to give to users a console like physics and experience , right now I tried to add some features to my game and adding online mode , the main idea of The game was an open world racing game like forza horizon , with similar car physics , tuning system , and in feature updates with online races , rankings and etc , so what to do right now idk , just to add this online , I've spend 4 years for nothing guys ?)
My high-level goal is to add support for Game Mode in a Java game, which launches via a macOS "launcher" app that runs the actual java game as a separate process (e.g. using the java command line tool).
I asked this over in the Graphics & Games section and was told this, which is why I'm reposting this here.
I'm uncertain how to speak to CLI tools and Java games launched from a macOS app. These sound like security and sandboxing questions which we recommend you ask about in those sections of the forums.
The system seems to decide whether to enable Game Mode based on values in the Info.plist (e.g. for LSApplicationCategoryType and GCSupportsGameMode). However, the child process can't seem to see these values. Is there a way to change that?
(The rest of this post is copied from my other forums post to provide additional context.)
Imagine a native macOS app that acts as a "launcher" for a Java game.** For example, the "launcher" app might use the Swift Process API or a similar method to run the java command line tool (lets assume the user has installed Java themselves) to run the game.
I have seen How to Enable Game Mode. If the native launcher app's Info.plist has the following keys set:
LSApplicationCategoryType set to public.app-category.games
LSSupportsGameMode set to true (for macOS 26+)
GCSupportsGameMode set to true
The launcher itself can cause Game Mode to activate if the launcher is fullscreened. However, if the launcher opens a Java process that opens a window, then the Java window is fullscreened, Game Mode doesn't seem to activate. In this case activating Game Mode for the launcher itself is unnecessary, but you'd expect Game Mode to activate when the actual game in the Java window is fullscreened.
Is there a way to get Game Mode to activate in the latter case?
** The concrete case I'm thinking of is a third-party Minecraft Java Edition launcher, but the issue can also be demonstrated in a sample project (FB13786152). It seems like the official Minecraft launcher is able to do this, though it's not clear how. (Is its bundle identifier hardcoded in the OS to allow for this? Changing a sample app's bundle identifier to be the same as the official Minecraft launcher gets the behavior I want, but obviously this is not a practical solution.)
Topic:
Privacy & Security
SubTopic:
General
Tags:
Games
Inter-process communication
macOS
Performance
Imagine a native macOS app that acts as a "launcher" for a Java game.** For example, the "launcher" app might use the Swift Process API or a similar method to run the java command line tool (lets assume the user has installed Java themselves) to run the game.
I have seen How to Enable Game Mode. If the native launcher app's Info.plist has the following keys set:
LSApplicationCategoryType set to public.app-category.games
LSSupportsGameMode set to true (for macOS 26+)
GCSupportsGameMode set to true
The launcher itself can cause Game Mode to activate if the launcher is fullscreened. However, if the launcher opens a Java process that opens a window, then the Java window is fullscreened, Game Mode doesn't seem to activate. In this case activating Game Mode for the launcher itself is unnecessary, but you'd expect Game Mode to activate when the actual game in the Java window is fullscreened.
Is there a way to get Game Mode to activate in the latter case?
** The concrete case I'm thinking of is a third-party Minecraft Java Edition launcher, but the issue can also be demonstrated in a sample project (FB13786152). It seems like the official Minecraft launcher is able to do this, though it's not clear how. (Is its bundle identifier hardcoded in the OS to allow for this? Changing a sample app's bundle identifier to be the same as the official Minecraft launcher gets the behavior I want, but obviously this is not a practical solution.)
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.