Discuss games on Apple platforms.

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GameKit Matching Question. GKMatchmaker.findMatchForRequest() The function above, Can Japanese users and American users be matched? A. Japan will only match with Japanese users. B. Japanese users and American users will be matched. A or B ? How are the matching regions?
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by matsuki.
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I previously posted this problem in regards of a similar problem on iPads https://developer.apple.com/forums/thread/711905 on iPads the problem can be solved by using controller.physicalInputProfile.buttons[GCInputButtonHome].preferredSystemGestureState = GCSystemGestureStateDisabled; However this doesn't work on tvOS. A short press on the PS button is opening up some kind of menu (look at the attached screenshot) and a long press is causing the app to get minimized. Can this be avoided somehow? This is actually a very annoying problem for users when the PS button doesn't work correctly and causing the app to get minimized.
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by grill2010.
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The following page explains how to manually show the Add Friend Sheet for GameKit. However, in SwiftUI apps, UIViewControllers aren't used and I can't get the Add Friend sheet to work. What is the most simple way to show the presentFriendRequestCreator from a SwiftUI app? https://developer.apple.com/documentation/gamekit/connecting_players_with_their_friends_in_your_game?changes=_6 // Below is the code that shows how to present the add friend sheet, the problem is that I don't have a rootviewController to pass into the function as I'm using SwiftUI. do { try GKLocalPlayer.local.presentFriendRequestCreator(from: rootViewController!) } catch { print("Error: (error.localizedDescription).") }
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[GKLocalPlayer localPlayer].playerID DEPRECATED "use the teamPlayerID property to identify a player. But we make a test, transfer app from developerA to developerB, the teamPlayerID is changed! teamPlayerID changed, so how to link the game account? for example, my app in developerA. Now teamPlayerID is A some day, my app transfer to developerB, teamPlayerID changed to B, and i can't use another id link my app account. gamePlayerID is stable and unique, BUT we can't find use gamePlayerId to Verification. This link is Verification teamPlayerIdaa https://developer.apple.com/documentation/gamekit/gklocalplayer/3516283-fetchitems We can't find use gamePlayerId to Verification. Please help me, Thanks a lot!
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by bamboo49.
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Can anyone give any advice on Apple's policy regarding Amazon gift cards/gift codes, which can be redeemed in-app, based on a virtual currency generated by the User's time spent active on the App. To summarize, user X and user Y play a game and spend 2 hours of time playing. For 2 hours, they generate 10 Diamonds which can be then redeemed for a $10 gift card on Amazon. The user will receive a gift code/card to the email registered to him/her in the game. My understanding is this does not violate section 5.3 of Apple's gambling definition as it is time-based.
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We are looking to build an extension game in our app. In this app, users will be able to earn coins by playing and winning competitions. These coins can be redeemed against gifts and vouchers, e.g., apple vouchers, etc. We are wondering if you can shed some compliance light on this and if there are any rules around it under apple store.
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We have an IOS game, which has been running fine for a few months now on the App Store. Some payment terms were updated by the client, and now the IAP of the game stopped working. XCode Version: Version 13.4.1 (13F100) Log attached. XCode Log
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by JACLEMGO.
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Hello and I am new to developing apps with xcode. Is it possible to make a 3d fps game with swift?
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My project is ready to submit to the Appstore. The only remaining thing to do is to take the preview and screenshots for the apps page. So I needed XCode's device simulator to capture them in all the necessary resolutions. The thing is that whenever I launch a simulator the device loads properly but the app is not able to start and crashes. I am using: XCode Version 13.4.1 Pods: platform :ios, '11.0' target 'UnityFramework' do  -pod 'Firebase/Analytics', '9.1.0'  -pod 'Firebase/Auth', '9.1.0'  -pod 'Firebase/Core', '9.1.0'  -pod 'Firebase/Database', '9.1.0' Unity 2020.3.21f Device: iPad/iPhone all models, with iOS 15.5 or 14.4 Searching the App's name in the crash log I managed to find the following: Aug 17 11:36:36 MacBookPro com.apple.CoreSimulator.SimDevice.748A67FC-4467-40CC-857E-AD8634D4AE9E[2055] (com.apple.xpc.launchd.domain.pid.AppName.2230): Failed to bootstrap path: path = /Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 14.4.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks/IOKit.framework/Versions/A/IOKit, error = 2: No such file or directory Aug 17 11:36:36 MacBookPro com.apple.CoreSimulator.SimDevice.748A67FC-4467-40CC-857E-AD8634D4AE9E[2055] (com.apple.xpc.launchd.domain.pid.AppName.2230): Failed to bootstrap path: path = /Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 14.4.simruntime/Contents/Resources/RuntimeRoot/usr/lib/dyld_sim, error = 2: No such file or directory Not sure if it helps though
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I'm currently beta testing my app on TestFlight and some users reported a problem with the DualSense controller. It seems on iOS 15 a long press on the PS Button of the controller is opening the App Library and I don't receive a callback via the valueChangedHandler function. The App library which will be opened looks like this This is how I handle all controller inputs: func handleController(controller: GCController) { controller.extendedGamepad?.valueChangedHandler = { [weak self] (gamepad: GCExtendedGamepad, element: GCControllerElement) in guard let self = self else { return } // no feedback received when performing a long press on the PS button } Is there any way to suppress this behavior? Sony's PS Remote Play app somehow manages to suppress it, but I don't know how, nor can I find anything in Apple's official API documentation.
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by grill2010.
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We published an update on an already published iOS app and one non-consummable IAP we added was approved, works fine in testflight, but not in release. Details below: We are working on an app that is a game developed in Unity. We already integrated consummable in-app purchases before and they work fine since. Recently we had to add one non-consummable IAP. It worked fine in testflight. At first the IAP was rejected when we published the update because of a faulty screenshot, but we corrected that since, re-pushed the IAP for review (as well as another version of the app for other reasons) and since the IAP has been approved (its status is "approved" in the app store connect and it is cleared for sales). In testflights everything is still OK. But in release the IAP just seems to not be loaded or initialized. The others purchases continues to be loaded and work fine. The UI supposed to manage the thing, and that worked in testflight never initialize the IAP. Tbh we are not used to debug things on iOS. Do you have an idea were it could come from and otherwise how would we go about debugging this one ? Thanks :)
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My app was no issues at all on first launch, and no crash on second launch if internet turned off but have a crash on second launch if connected with internet. Any suggestions and ideas? Exception Codes: 0x0000000000000000, 0x0000000000000000 Exception Note: EXC_CORPSE_NOTIFY Termination Reason: Namespace SPRINGBOARD, Code 0x8badf00d Termination Description: SPRINGBOARD, process-exit watchdog transgression: com.123KidsAcademy.app exhausted real (wall clock) time allowance of 5.00 seconds | ProcessVisibility: Background | ProcessState: Running | WatchdogEvent: process-exit | WatchdogVisibility: Background | WatchdogCPUStatistics: ( | "Elapsed total CPU time (seconds): 10.020 (user 10.020, system 0.000), 100% CPU", | "Elapsed application CPU time (seconds): 0.841, 8% CPU" | ) Triggered by Thread: 0 Thread 0 name: Dispatch queue: com.apple.main-thread Thread 0 Crashed: 0 UnityFramework 0x0000000101959a74 0x100c00000 + 13998708 1 UnityFramework 0x000000010140280c 0x100c00000 + 8398860 2 UnityFramework 0x000000010138bf1c 0x100c00000 + 7913244 3 UnityFramework 0x0000000100c147e4 0x100c00000 + 83940 4 UIKitCore 0x00000001d752def4 -[UIApplication _terminateWithStatus:] + 220 5 UIKitCore 0x00000001d6de9d7c __98-[__UICanvasLifecycleMonitor_Compatability deactivateEventsOnly:withContext:forceExit:completion:]_block_invoke.261 + 344 6 UIKitCore 0x00000001d75320ac _runAfterCACommitDeferredBlocks + 296 7 UIKitCore 0x00000001d7520bfc _cleanUpAfterCAFlushAndRunDeferredBlocks + 352 8 UIKitCore 0x00000001d754da6c _afterCACommitHandler + 116 9 CoreFoundation 0x00000001aae3b4fc __CFRUNLOOP_IS_CALLING_OUT_TO_AN_OBSERVER_CALLBACK_FUNCTION__ + 32 10 CoreFoundation 0x00000001aae36224 __CFRunLoopDoObservers + 412 11 CoreFoundation 0x00000001aae367a0 __CFRunLoopRun + 1228 12 CoreFoundation 0x00000001aae35fb4 CFRunLoopRunSpecific + 436 13 GraphicsServices 0x00000001ad03879c GSEventRunModal + 104 14 UIKitCore 0x00000001d7526c38 UIApplicationMain + 212 15 UnityFramework 0x0000000100c18a64 0x100c00000 + 100964 16 *** 0x0000000100a57e1c 0x100a50000 + 32284 17 libdyld.dylib 0x00000001aa8f98e0 start + 4
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by Elaine07.
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Hi everyone, Could you please help TestFlight this app? This is an app that brings you first experiences on real astronomical observations. As stars are presented according to specific locations, so I wish you who are at the various places on the globe will join. Many thanks :D Here is the link: https://testflight.apple.com/join/KcPmy9Od Cheers
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by AEIOU.
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Hi there, I have been using some different (IPA) versions of the same game (Hay Day) for multiple game accounts. However, yesterday, all of the versions seem to be using a same data. Which mean, when I logged in an account A on an app version 1, the app versions 2 will logged exactly that account A in by itself. I was trying to reinstall those IPA, factory reset my device, but the problem has been still there. Does anyone know how to fix it please? Thanks so much!
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by ctran15.
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Hey guys, Seems like simple question, but was not able to find a clear answer. I am building an app (game like) and all 3D geometry is going to be created and modified at run time. What framework should I use with SwiftUI ? SceneKit or RealityKit Thanks
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by artpen.
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Hi folks, I'm excited that Apple has released these accessibility tools to use with Unity and I hopped on pretty quick to add them to my project. I've gotten them implemented in, but I have a few simple questions. In this video, the person running the tutorial uses 2020.3.32f1 to import all the Apple packages into the sample project, but in the Markdown files, it specifically mentions to use 2020.3.33f1. I was wondering if there is any issue to continue using 2020.32f1 with Apple Accessibility? For certain reasons, I am unable to update the project beyond that version for now. Second question I have, is there a way to test out the Apple Accessibility scripts and plugin within the editor? Is there a way to enable it for quick debugging? Or do I have to build to an iPhone to test the project's accessibility scripts? Thanks!
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by Treecki.
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Hello! Help please, after updating the system to Big Sur, my MacBook Pro 13 began to slow down, previously there were no such problems. MacBook Pro (Retina, 13-inch, Early 2015) 2,7 GHz 2‑core processor Intel Core i5 8 GB 1867 MHz DDR3 Intel Iris Graphics 6100 1536 MB
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by Seplaz.
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So according to this doc, recurring leaderboards have the following limitations: Leaderboards have a minimum recurrence of five minutes, a maximum recurrence of 30 days, and are not allowed to overlap. Accordingly, when configuring our leaderboard, we can only set "Duration" & "Restarts Every..." values in terms of minutes/hours/days. Is there no way to get a monthly leaderboard that lines up with the start & end of each individual month? As in, 31 days in January, 28/29 in February, &c. &c.? Given the information above, I assume the only way would be to somehow... automate the process of reconfiguring the leaderboard's duration "on the fly" to match the current month, but I'm not even sure if that's possible when the boards are Live. Has anyone gotten their leaderboards to recur once every calendar month (matching variable number of days)? If so, how?
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by nrudzicz.
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Hi all, I've looked through the forums and the docs and i cant find anything about maximum loading times for games. Is there a limit on how long a loading screen ( either/both loading into the game or between screens) can be, i know in the past on various platforms there was a max limit on black screens so you had to put a loading spinner or similar in and then there was a limit to that as well, but what about on apps tore games for phones/tablets and MAC for a digital only game? Any help or links to documentation would be very much appreciated Thanks all. Ben
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