Discuss games on Apple platforms.

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Unable to create PhysicsJoint using Entity's Geometric Pin
Hello, I'm trying to attach one entity to another entity via the new PhysicsFixedJoint. I have a usdz that contains a skeletal pose which expose the joints as pins as desired. However the when I access the pin, it is returning a GeometricPin, instead of an EntityGeometricPin as you would expect. I can't use the returned GeometricPin to create the joint. Am I missing something? Shouldn't access the Entity's pins object return EntityGeometricPins instead of GeometricPin? Here is the code sample: var body: some View { RealityView { content in if let scene = try? await Entity(named: "Scene", in: untitledBundle) { content.add(scene) let attack = try! Entity.load(named: "Attack01_SingleSword") let anchor = scene.findEntity(named: "Root") anchor?.addChild(attack) let sword = try! Entity.load(named: "OHS08_Sword") anchor?.addChild(sword) if let swordEntity = findModelComponentEntity(entity: sword) { let swordPin = swordEntity.pins.set( named: "test", position: SIMD3<Float>.zero ) if let attackEntity = findModelComponentEntity(entity: attack) { let attackPin = attackEntity.pins["root/pelvis/spine_01/spine_02/spine_03/clavicle_r/upperarm_r/lowerarm_r/hand_r/weapon_r"]! // This is returning GeomtricPin instead of the EntityGeometricPin that the "pins" object contains let joint = PhysicsFixedJoint( pin0: swordPin, pin1: attackPin // This is a compile error since it is not an EntityGeometricPin type ) try! joint.addToSimulation() } } } } }
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IOS issues... Guideline 4.3(a) - Design - Spam
Hey everyone, My game got rejected due to Guideline 4.3. Here's the gameplay video: https://www.youtube.com/watch?v=Vb6uBUsOSDg Does anyone have experience dealing with Guideline 4.3 and can share some insights? I already appealed, explaining that my game has online multiplayer battles, but no response yet. Feeling frustrated after spending six months on this game. Any advice or suggestions would be appreciated. Thanks!
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in-app purchase with free tier
Hi, I am developing Cordova apps/games with in-app purchase products as well as an initial product as non-paid (Free) tier: New users will be able to play freely for a set of games as default at the beginning. Then, if they would like to have more games with different set of attributes or themes, they can add more games with in-app purchases. It is similar to a game called Subway Surfers in App Store I would play in the past. A new player initiates games as Free Tier. After, let us say 3 games, the user is asked if he/she would like to have more games to play with different scenes/themes in different Tiers, in addition to their disposal: Tier 1, Tier 2 and Tier 3. For example Tier 1 adds 3 more games into the Free Tier games so they can play 6 games in the set;Tier 2 add 6 more games and so 9 games they can play and so on. Each individual game in their set is a variant of others in differing Tiers. If they don't wish and play Free Tier games, they may play them too, with limited set of themes but infinite times. If a user chooses a tier, let us say Tier 1, and when they play 6 games, they are asked if they would like advance to Tier 2 or Tier 3. If they choose Tier 2, as they complete the respective games they will be asked for Tier 3. However, if they don't wish to advance, again they can play current Tier games as many times as they wish. It is like non-subscription apps then converted to subscription-based ones. In App Store Connect, I created a number of products for in-app purchases for an app. How I can deliver this Free Tier games in the app and let users try it and allow them to choose in-app purchase products available in AppStore Connect. I would appreciate response and support. Best Lexxyacc
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May ’24
Guideline 4.3(a) Original game misinterpreted as Spam
Hello, our game Nerd Survivors has been identified as spam. The game is based on an original IP and the only games that should share any resemblance with it are from our company. Today we got notified the rejection due to the violation of Guideline 4.3 but there is no reference to the other application or even a contact to the other developer. We do use Unity as our game engine, so some parts of the code might be shared across different games, but i cannot find any other justification of the failure. "Guideline 4.3(a) - Design - Spam We noticed your app 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."
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324
May ’24
My game (made with unity) becomes unplayable due to the scrolling shortcuts in the safe area at the bottom.
Hello. My game, which I have been preparing for a long time on Unity, has been completed. But I have a big problem. My game is a game focused on constantly drawing lines. For this reason, I need to draw lines in the safe area at the bottom of the iPhone. However, due to the shortcuts on the iPhone, my game is constantly put in the background or switched to another application. Since there are so many levels in my game, it is almost impossible to redesign the levels and since I am a game with lines drawn, I will always have this problem again. What I want is to cancel the shortcut to switch to another application and put it in the background when I swipe from left to right or right to left when my game opens. When my game opens, the priority is on the lines in my game. I also marked the defer system gestures on edges section on Unity for postponement, but it did not help. Also, postponing it will not solve the problem. For example, they disabled these shortcuts in the (mini metro) game and you can never use these shortcuts in the game. I did a lot of research on forum sites and chatgpt and tried different codes, but I couldn't find a solution. Can you help me with this? When my game is opened, I want to prevent and cancel the transition to another application by drawing a line left and right in the safe area section at the bottom and the game from being placed in the background. I would be very happy if you could help me with a hint or a code on what to do.
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May ’24
Memory corruption crash
Hello! We are experiencing crashes on iOS both in debug and release builds in a game made in Godot 3.5.1. The main problem is that we don’t know where exactly the problem is and cannot understand how could we find a way to fix it. We don't expect that someone here will know how to fix this on Godot's side, but we would appreciate some help on how to get more info about the problem and potentially fix it. Debug builds: It is way more frequent in debug builds when we make a build, open it in Xcode, and install it directly on an iOS device. The first type of the crash in debug build is occurring like 70% of the time when the game is loading and trying to get into its main menu. The thing we are getting in Xcode looks like on first image below. Another type of crash happens when we open some save files and start the actual playable part of the game. It happens just after moving the character a few steps and it looks like on second image below. We are aware that the log recommends using breakpoints to find where exactly the problem is, but the thing is that we don’t know where we could do that in Xcode. We are not sure if we are missing something in Xcode or if we cannot do that when opening a project made in Godot. We tried many different builds with removed shader files, and scenes and changed different kinds of settings. We would get the same crash every time. When we made a new build, we cleared the build’s folder. Also, we occasionally deleted the .import folder of the project during development and reimported it. The problem occurred on many different iOS devices with more than 4GB of RAM. Release builds: These builds are uploaded on TestFlight. In release builds crashes wouldn’t occur like in debug builds. They would happen like totally randomly. In some testing sessions, it would happen like 10 minutes in the game, and in others in a few hours. Some testers couldn’t get the crash and altogether and we couldn’t find some repro steps to produce these crashes. In the attached files, you can find logs that we managed to collect from TestFlight. The most frequent type of the crash that we got, is following: Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Subtype: KERN_INVALID_ADDRESS Additional info: From reading Apple’s documentation Investigating memory access crashes, we got it that the problem is in “Invalid memory fetch”, but we couldn’t find how this could help us with further investigation. When we used Address Sanitizer tool and made a build, suddently the game stopped crashing in debug builds like it did before. Also we then didn't receive logs in Xcode that would hint us that something is going on. Tried to build our project in newer version of Godot, but the problem still persisted. Used software and hardware: Godot 3.5.1 macOS, Ventura, 13.5 Xcode, 15.2 iPad Air (5th generation), 17.4.1 MacBook Pro, Apple M1 If you have some clues or ideas on how to fix this problem, please write it, it would mean us a lot. Don’t hesitate to ask questions if something is unclear. Thank you very much in advance!
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May ’24
What Platform to Use To Make a Game in Xcode?
I am wanting to create a 3D video game in Xcode for macOS, iOS, iPadOS, tvOS, and visionOS. I have heard that there are a few different ways to go about this such as MetalKit or SceneKit. These libraries seem to have little examples and documentation so I am wondering: Are they still be developed/supported? Which platform should I make a game in? Where are some resources to learn how to use these platforms? Are there other better platforms that I am just not aware of? Thanks!
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May ’24
collision detecting is not working in my Watch app
Wanted to reach out for some assistance with troublshooting my watch app not detecting collision, I have set up a few breakpoints and determined that it is not running the game over struct even if it had detected the collision, I have also tried to generate a log file when a collision is detected and that does not work either. I have considered that the objects may not be on the same layer so they are now in the same zstack.
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Apr ’24
Test Game Center integration for new game
Hi! I have a new game and I have setup the leaderboards and achievements in App Store Connect but all of them are "not live" and in console I see this warning: "No AchievementDescription could be found for Achievement with ID: {my_ID}" I did not do a fresh Game Center setup for a long time, but is there any way to test if achievements and leaderboards are working for nonreleased game? Thank you!
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Apr ’24
I delete Gaming Port Kit and want to redownload it again, than it happened.
I've installed the GPTK before, but it pops up with some problems so I want to reinstall it again. So I deleted home brew and redownload all the materials I needed. But when it comes to install the game-porting-toolkit formula, I can't download it, did anyone have the same problem with me? jimmy@Jimmymbp14 ~ % brew -v install apple/apple/game-porting-toolkit Error: Formulae found in multiple taps: * apple/apple/game-porting-toolkit-compiler * gcenx/apple/game-porting-toolkit-compiler Please use the fully-qualified name (e.g. apple/apple/game-porting-toolkit-compiler) to refer to a specific formula. jimmy@Jimmymbp14 ~ %
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Mar ’24
Excluding Apple TV 5,3 (Apple TV HD 2015) from supported device list for for our game?
We have built the game on Unreal engine 4 and we have optimised the game to run on tvOS devices newer than 2017 (viz. Apple TV 4k and above). We could not bring it down to support Apple TV HD (2015) due to its visual and memory requirements. Is there a way to exclude Apple TV HD from support list. We couldnt find any required device capability to add to info.plist (eg: iphone-ipad-minimum-performance-a12, we tried it but this does not work for tvOS build).
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371
Mar ’24
Failed To Find Players
I am trying to test a two-player game that I am building on XCode. I am using my iPhone and an iPhone simulator but the simulator always displays a popup with the error message "Failed to find players" when I try to connect using Game Center's match-maker. I have had this issue with my phone as well but it is an issue with the simulator 100% and I can connect successfully if I replace the simulator with my friend's iPhone for testing. I am wondering what I can do to use the simulator so that I can test the project on my own. Both devices are using sandbox accounts. Here is some more info incase it is helpful: Date and time of issue: Sat Mar 16 2024 12:03PM (GMT-5) run on iPhone 15 simulator with iOS version 17.2 and iPhone SE with iOS version 17.3.1 Xcode Version 15.3 (15E204a)
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Mar ’24