Discuss games on Apple platforms.

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Spam Rejection with no appeal response
Dear Apple Developer Community, I have been facing repeated 4.3 Spam rejections for my game on the App Store, and I am struggling to understand the reason behind it. My game is a multiplayer racing and drifting game, fully designed and developed from scratch. Every aspect—including UI, 3D assets, game mechanics, and netcode—has been built independently. While I have used some paid assets, they are strictly for visuals only (such as models and textures), not game templates or code templates. Additionally, these assets have been significantly modified to fit my game’s unique style. To address the rejection, I have made numerous changes—some major and some minor—including: Modifying gameplay elements Adjusting UI and mechanics Updating the App Store listing (title, screenshots, description, and category) Despite these efforts, I continue to receive the same 4.3 Spam rejection. I have also tried to appeal multiple times but have not received any response. My game is categorized under Racing and Simulation (with Racing as the main category), but I even tried submitting it under just Games without subcategories—yet the rejection persists. I’m truly frustrated and unsure what else I can do to resolve this issue. If anyone has faced a similar situation or has any advice on how to proceed, I would greatly appreciate your insights. Thank you in advance!
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SceneKit SCNMorpher Supports SCNGeometry with Some SCNLevelOfDetail
In my project, I have several nodes (SCNNode) with some levels of detail (SCNLevelOfDetail) and everything works correctly, but when I add animation using morphing (SCNMorpher), the animation works correctly but without the levels of detail. Note: the entire scene is created in Autodesk 3D Studio Max and then exported in (.ASE) format. The goal is to make animations using morphing that have some levels of detail. Does anyone know if SCNMorpher supports geometry with some levels of detail? I appreciate any information about this case. Thanks everyone!!! Part of the code I use to load geometries (SCNGeometry) with some levels of detail (SCNLevelOfDetail) using morphing (SCNMorpher). node.morpher = [SCNMorpher new]; SCNGeometry *geometry = [self geometryWithMesh:mesh]; NSMutableArray <SCNLevelOfDetail*> *mutLevelOfDetail = [NSMutableArray arrayWithCapacity:self.mutLevelsOfDetail.count]; for (int i = 0; i < self.mutLevelsOfDetail.count; i++) { ASCGeomObject *geomObject = self.mutLevelsOfDetail[i]; SCNGeometry *geometry = [self geometryWithMesh:geomObject.mesh.mutMeshAnimation[i]]; [mutLevelOfDetail addObject:[SCNLevelOfDetail levelOfDetailWithGeometry:geometry worldSpaceDistance:geomObject.worldSpaceDistance]]; } geometry.levelsOfDetail = mutLevelOfDetail; node.morpher.targets = [node.morpher.targets arrayByAddingObject:geometry];
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Is there a way to get all the turnbasematches that can join
I am using Unity's GameKit to implement a turnbase game. I want to make a UI in Unity to show all the games I can join. I tried using var matches = await GKTurnBasedMatch.LoadMatches(); to get all the open matches. But it seems that I can only get the matcm related to the current apple account. Can you help me get all the matches? ALSO I used var match = await GKTurnBasedMatchmakerViewController.Request(request); to exit the gamecenter interface and start a game (automatic matching, no one was invited) Another device used var match = await GKTurnBasedMatch.Find(request); to find the game, but it did not find the game, but it start a new game (automatic matching). Can you help me solve these problems?
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MacOS crash, UnityPlayer.dylib
I’ve been having problems with MacOS builds. I’m making a release Appstore build and uploading it to Testflight. However when running it instantly crashes, and report screen shows the following: Current flow: I sign all files in PlugIns/ (we have a number of .bundle), and I’ve tried combinations of signing with/without --entitlements, as well as with/without --deep. After this I sign Frameworks/GameAssembly.dylib and Frameworks/UnityPlayer.dylib. Again, I’ve tried combinations of with/without --entitlements and --deep, also not signing them at all. After signing PlugIns and frameworks, I sign the .app, also tried this with/without --deep (always with --entitlements). Finally I make a .pkg and upload to Testflight. It’s not the game, as I can make an enterprise version that runs fine. We have some restricted entitlements, such as Apple Arcade. Building from an M1 mac, and architecture is Universal (Intel + ARM). Unity documentation says to use --deep, but Apple documentation highly recommend against it. So basically, my question is, how and in what order should I sign the files? Much obliged!
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Worried that Rosetta 2 will eventually be removed - I need some reassurance
I am worried that Rosetta 2 will eventually be removed. I rely on it to run x86-64 Docker containers as well as Windows games through the Game Porting Toolkit. I also use CrossOver very often, which relies on Rosetta. I also use an old version of MuseScore that needs it, and every now and then, I download a legacy Intel Mac app. Thus, I'm worried that Apple will no longer offer it for download in future macOS versions. Are there any plans to remove Rosetta? Since Rosetta is only installed on demand, I have a slight bit of reassurance that it might be offered for download indefinitely, since most casual users naturally won't install it in the future as most general consumer apps are compiled natively for ARM, and the on-demand install cuts down on the bloat included with macOS by default. I hope Rosetta could be offered indefinitely, since many pro-users and gamers rely on it very often, even 10 years from now when Intel Macs are completely unsupported. If Rosetta is removed, I might have to switch back to Windows for many tasks, so I really hope for the continued offering of Rosetta.
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Unity GameKit: signature does not match the authentication request data
I have a Unity application in which I'm implementing a GameCenter login with PlayFab. I fetch the items and use them in the PlayFab request, which returns me the error 'Authentication failed. Signature does not match the authentication request data'. I've reproduced the request using Insomnia with the same results. I have this exact same flow implemented in another application, which works normally. I'm positive that the PlayFab verification is correct, and there's indeed an issue with the data being sent, but I can't find any information about this kind of situation anywhere, and I don't know how to either reproduce the verification myself, or how to inspect the data to check for issues. I have reviewed my app's data on AppstoreConnect and have filled every form, document, and even its store page. I've also checked it's bundle identifier settings to make sure it had all the permissions necessary, which seems to be only GameCenter. I fetch the authentication items through this code try { Debug.Log("Fetching authentication items"); var fetchItemsResponse = await GKLocalPlayer.Local.FetchItems(); PlayFabGameCenterLogin(fetchItemsResponse); } catch (Exception ex) { Debug.Log("Error fetching authentication items: " + ex.Message); OnLoginFailure(); } Which is then sent to this method to start the login request static void PlayFabGameCenterLogin(GKIdentityVerificationResponse authenticationItems) { var request = new LoginWithGameCenterRequest(); request.CreateAccount = true; request.PlayerId = GKLocalPlayer.Local.GamePlayerId; request.InfoRequestParameters = new GetPlayerCombinedInfoRequestParams { GetUserAccountInfo = true }; if (authenticationItems != null) { request.PublicKeyUrl = authenticationItems.PublicKeyUrl; request.Salt = Convert.ToBase64String(authenticationItems.GetSalt()); request.Signature = Convert.ToBase64String(authenticationItems.GetSignature()); request.Timestamp = authenticationItems.Timestamp.ToString(); } else Debug.Log("Playfab Login with no authentication items"); // Login PlayFabClientAPI.LoginWithGameCenter(request, OnLoginSuccess, (e) => { I'm on Unity 2022.3.10f1 Apple.Core 3.1.3 Apple.GameKit 2.2.2 Xcode 16.2 I need information on what could be the cause of this, if it's a SDK issue, a lack of filling information somewhere, if it's some data compatibility issue (maybe data on the app that's not the same on the appstoreconnect or developer?), or if it's possible to verify the authentication data manually to investigate.
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2w
Game is rejected due to Safety - Objectionable Content
Hello everyone, i created a game that is related to doctor operation simulator. In this game, user perform different operations on different organs like face, elbow, foot etc. Game is live on play store and here is the link: https://play.google.com/store/apps/details?id=com.nexthope.doctor.hospital.surgery.games&hl=en_US&gl=US But it was rejected by app store review team. Similar games are already there on app store. Please help me on this issue.
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My Game is Rejected (Has Unique Features and Art Style) - Guideline 4.3(a) - Design - Spam
Hi everyone, I recently received a rejection for my app submission on the App Store. The rejection reason was: "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." (Guideline 4.3(a) - Design - Spam) However, my game is quite different. It features a unique pixel art style and introduces fresh mechanics, such as cleaning tasks, accepting additional missions from NPCs, and even an idle clicker-style system where players can hire workers to gather in-game points. These elements differentiate it from other apps in the same category. My game's name is quite different as well: "My Pixel Market Sim - AppID: 6742187384" Additionally, the code behind the game is completely my own, and I even sell a popular Unity Asset on the Unity Asset Store for this category. So, I can assure you the app isn’t a repackage of anything existing. (I am the owner and publisher: https://assetstore.unity.com/packages/templates/systems/market-shop-store-and-retail-game-creator-for-both-pc-and-mobile-291107) Can anyone shed some light on why this might have been flagged as spam? I'd really appreciate any advice or guidance on how to proceed with re-submitting my app. Thank you in advance!
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Feb ’25
UE 5.4 Game Instantly Crash on iOS devices on Testflight
Hi, I'm working on a game for the past few years using first Unreal Engine 4, and now Unreal Engine 5.4.4. I'm experiencingan unusual crash on startup on some devices . The crash is so fast that I'm barely able to see the launching screen sometimes because the app closes itself before that. I got a EXC_CRASH (SIGABRT) so I know that it's a null pointer reference, but I can't quite wrap my head about the cause, I think that's something messed up in the packaging of the app, but here is where I'm blocked, I'm not that accustomed with apple devices. If someone has some advise to give, please, any help will be very valuable. Many thanks. Log : Crash Log on Ipad
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Feb ’25
Can we now launch an app for trading mobile game accounts on the AppStore?
AppStore download link:https://apps.apple.com/cn/app/%E7%9B%BC%E4%B9%8B%E4%BB%A3%E5%94%AE-%E4%B8%93%E4%B8%9A%E7%9A%84%E6%B8%B8%E6%88%8F%E6%9C%8D%E5%8A%A1%E5%B9%B3%E5%8F%B0/id6737429967. Why can this app be listed on the AppStore when it involves game account transactions? I have recorded and reported many times, but it has no effect. Is it possible to launch the app for game account trading in Chinese Mainland now? Seeking answers.
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Feb ’25
Problem with App Review
Hello, My app was rejected because of App Review Guideline 4.3 – Design Spam. I developed Dynasty of Sic Bo, an exciting game that combines elements of roulette and dice rolling. Players can bet on different dice combinations, testing their luck and strategy to win virtual riches. The game is designed to be simple and enjoyable for beginners while still engaging for experienced players. I’ve tried multiple times to understand the exact reasons for this rejection, but all my efforts have been ignored by App Review. None of the changes I implemented resolved the issue, and I still don’t know what specifically needs to be addressed. The app’s concept, gameplay, and design are entirely original, and I haven’t copied or reused content from other apps. While the game shares a general theme of dice-based gambling, I worked hard to create a unique experience with polished visuals, engaging mechanics, and a dynamic atmosphere. I don’t understand how to proceed or demonstrate the originality of my app, as I can’t identify any apps that are identical to mine. I would really appreciate any advice or insights on how to resolve this issue. Kind regards, Nick Bohdan Malashina
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Jan ’25
App keeps crashing due to Game Center account??
I play this game called Sonic Forces: Speed Battle that's available in the app store and I completed a quest outside of the app on this site called TapResearch for some rewards as I've done before and has worked, but after this one time I can no longer enter back into the game without crashing immediately. I tried deleting and reinstalling but nothing. I even tried signing into a different account but that didn't work either. So then I tried to make a new game center account to try and see if it works, and it did, though all my progress has been restarted. Does anyone know how to fix this?
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440
Jan ’25
Extremely Original AI/ML Game Rejected due to 4.3 Spam. Tips on appealing?
I have submitted my game app for review (first release) but it was rejected due to "Regarding guideline 4.3, we continue to 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.". I've made attempts to explain to the reviewer on the originality but no success. Some unique features of the app: Arcade style platform with multiple mini-games All games have unique mechanics, and they are supported by AI/ML algorithms to alter the difficulty based on the user's prior performances Various modes to compete with other users for rewards There are more but I prefer not to go too much into detail publicly as I strongly believe that it's an original game app, and don't want to disclose the full design; Happy to be proven otherwise. Essentially, I didn't find any games in the app store with AI/ML to alter the settings per play with competitive aspect involved. This was explained to an app reviewer during a 1:1 consultation, and they fully supported the originality, and my only task was to explain this to the app reviewer; I initially did not do a good job explaining this in full detail. However, still getting 4.3 spam rejection. My only assumption is that I'm no artist, so I'm using open source assets, which I've altered the colors and sizes to deviate from complete 1:1 copy of graphics. I've submitted an appeal (pending) and was also recommended to post on dev forums for guidance. Posting here in the hopes of getting guidance around 4.3 spam. Thank you.
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348
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.
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479
Jan ’25
Why My App Got Rejected?
I got this below rejection. I was asking why and which aspects of mine was a spam/similarity to which app, but they told me that they can't give a review for my app. I don't know how to resolve this, because I think I did this app done by myself and copying nothing from outside. Can anyone help me? Thank you so much. Hello, The issues we previously identified still need your attention. Review Environment Submission ID: cb12182d-504f-4c1f-851b-1595820da7ec Review date: January 03, 2025 Version reviewed: 1.0.2 Guideline 4.3(a) - Design - Spam We continued to notice your app shares a similar binary, metadata, and/or concept as apps submitted to the App Store by other developers, with only minor differences. 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.
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354
Jan ’25
App review says - Objectionable content to the core gameplay loop for a party game.
Hey All, I would appreciate suggestions on how to resolve this problem as this is my first time publishing app on iOS store. So, I made a party game which simulates a user urinating into ****** and you have shoot some targets in ****** by controlling motion sensor. During testing on test flight no problem was shown but during official rollout, App store review says it's to remove the content which is basically the whole gameplay. I submitted a reply clarifying everything but it seems they have an automated response which was same as previous one. On the other hand, there's a similar game on app store with somewhat same idea. Can someone please guide me how to approach this problem. My game is published on Android without any problem but here.
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Jan ’25
Snap to Item with Assistive Touch does not work when building an Game from Unity.
Hi all, I have been trying to get Apple's assistive touch's snap to item to work for a unity game built using Apple's Core & Accessibility API. The switch control recognises these buttons however, eye tracking will not snap to them. The case in which it needs to snap is when an external eye tracking device is connected and utilises assistive touch & assistive touch's snap to item. All buttons in the game have a AccessibilityNode with the trait 'Button' on them & an appropriate label, which, following the documentation and comments on the developer forum, should allow them to be recognised by snap to item. This is not the case, devices (iPads and iPhones) do not recognise the buttons as a snap to target. Does anyone know why this is the case, and if this is a bug?
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530
Dec ’24