Discuss games on Apple platforms.

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Hello, I'm trying to submit my game to the app store, but I get rejected with the message: The package I use is iOS 14 Advertising Support package: I use the sample scene from the package with little adjustments: [ContextScreenManager.cs] using UnityEngine; using System; using System.Collections.Generic; #if UNITY_IOS using UnityEngine.iOS; #endif using System.Collections; using UnityEngine.SceneManagement; namespace Unity.Advertisement.IosSupport.Samples { /// <summary> /// This component will trigger the context screen to appear when the scene starts, /// if the user hasn't already responded to the iOS tracking dialog. /// </summary> public class ContextScreenManager : MonoBehaviour { /// <summary> /// The prefab that will be instantiated by this component. /// The prefab has to have an ContextScreenView component on its root GameObject. /// </summary> public ContextScreenView contextScreenPrefab; void Start() { #if UNITY_IOS Debug.Log("IOS detected"); // check with iOS to see if the user has accepted or declined tracking var status = ATTrackingStatusBinding.GetAuthorizationTrackingStatus(); Version currentVersion = new Version(Device.systemVersion); Version ios14 = new Version("14.5"); if (status == ATTrackingStatusBinding.AuthorizationTrackingStatus.NOT_DETERMINED && currentVersion >= ios14) { var contextScreen = Instantiate(contextScreenPrefab).GetComponent<ContextScreenView>(); // after the Continue button is pressed, and the tracking request // has been sent, automatically destroy the popup to conserve memory contextScreen.sentTrackingAuthorizationRequest += () => Destroy(contextScreen.gameObject); } #else Debug.Log("Unity iOS Support: App Tracking Transparency status not checked, because the platform is not iOS."); #endif StartCoroutine(LoadNextScene()); } private IEnumerator LoadNextScene() { #if UNITY_IOS var status = ATTrackingStatusBinding.GetAuthorizationTrackingStatus(); while (status == ATTrackingStatusBinding.AuthorizationTrackingStatus.NOT_DETERMINED) { status = ATTrackingStatusBinding.GetAuthorizationTrackingStatus(); yield return null; } #endif SceneManager.LoadScene(1); yield return null; } } } and [ContextScreenView.cs] using UnityEngine; namespace Unity.Advertisement.IosSupport.Components { /// <summary> /// This component controls an iOS App Tracking Transparency context screen. /// You should only have one of these in your app. /// </summary> public sealed class ContextScreenView : MonoBehaviour { /// <summary> /// This event will be invoked after the ContinueButton is clicked /// and after the tracking authorization request has been sent. /// It's a good idea to subscribe to this event so you can destroy /// this GameObject to free up memory after it's no longer needed. /// Once the tracking authorization request has been sent, there's no /// need for this popup again until the app is uninstalled and reinstalled. /// </summary> public event Action sentTrackingAuthorizationRequest; public void RequestAuthorizationTracking() { #if UNITY_IOS Debug.Log("Unity iOS Support: Requesting iOS App Tracking Transparency native dialog."); ATTrackingStatusBinding.RequestAuthorizationTracking(AuthorizationTrackingReceived); sentTrackingAuthorizationRequest?.Invoke(); #else Debug.LogWarning("Unity iOS Support: Tried to request iOS App Tracking Transparency native dialog, " + "but the current platform is not iOS."); #endif } private void AuthorizationTrackingReceived(int status) { Debug.LogFormat("Tracking status received: {0}", status); } } } Why do I get rejected? Is it because I display the example screens from the package? Anyone had similar problems? Glad for any help, thanks!
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Is canStartWithMinimumPlayers(false) ignored when auto-matching opponents? Without sending invites, setting the desired opponent number to 3, with a minimum of 2. canStartWithMinimumPlayers is set to false. All devices are on iOS 15. Press Start, auto-matching begins. 2 players connect and the game begins without waiting for the third. From the example video, after two friends have accepted invites, the host is allowed to start at minimum and auto-matching continues in the background. What is the expected behaviour of canStartWithMinimumPlayers when auto-matching?
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Hi, My game got rejected because of the following: Guideline 4.2 - Design - Minimum Functionality Your app provides a limited user experience as it is not sufficiently different from a mobile browsing experience. As such, the experience it provides is similar to the general experience of using Safari. Including iOS features such as push notifications, Core Location, and sharing do not provide a robust enough experience to be appropriate for the App Store. To resolve this issue, please revise your app to provide a more robust user experience by including additional native iOS functionality. Could this be resolved by implementing Game Center features like leaderboards, achievements etc? Any feedback appreciated. Thanks Kyle
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Hi, My game has been rejected based on the following: We discovered that your app contains hidden features. Specifically, this app contains functionality to load a webview of external content within the app. It would be appropriate to ‘bake-in’ content of these web pages into the submitted binary or remove them from the app’s functionality before resubmitting for review. I do have a attribution screen that i credit people who have helped me with the game and link (opens externally in Safari) to their Instagram/SoundCloud/behance/email accounts. Is this not allowed?
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For me who just switched from android to iphone (iphone11-ios14.4.2), I feel very strange about the animation performance of ios in e-sports games (MOBA), although the animation of ios is very good and very smooth, but I found that In the case of "slightly hot mobile phone", it often happens that the operation does not follow the hand when playing games, that is, under high-speed and frequent finger operations, some operations will always fail or be lost. Pay attention to the game animation at this time. Played strangely slow. [Remarks: There is a character (Luna) in the game of King of Glory that has very high requirements on the operation speed of the fingers. The performance when using this character is demonstrated in the link (bilibili.com/video/BV1Ct411A7X9)], the fingers need to slide very frequently and at high speed . My doubt is when comparing with Android phones. When using the Luna character of the above game, the above situation will always happen under the high speed combo. In MOBA games, even if the operation fails for a moment, you may lose the whole game. This made me feel very frustrated after buying the iPhone 11, because according to the performance of the A13 processor, this should not happen, and it should completely surpass Android's Snapdragon processor. But in fact, a similar situation will never happen in android. As long as the operation is pressed by the player, it will definitely be triggered. Although the animation of android may drop frames or freeze, the operation will never fail and lost. Under ios, the animation will never be stuck, but it will be played slowly, but the finger operation will always fail in extreme cases, that is, there is no response when you press it. This has led to iPhones always missing opportunities on the battlefield when playing MOBA games. I suspect that this is related to some optimizations of the ios system, and I hope that the developers of ios can help to solve the confusion. And whether it is possible to add relevant options in the system settings to turn off this optimization, so that when using specific games that require high fingers, ios can respond quickly to finger operations like android?
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Working with a student who wants to build a game in SpriteKit as a Mac app, and I was wondering if there are any good tutorials out there for this? Secondary, is there a better way to do key controls for a macOS games in Swift? Using the KeyDown function with the key code has been more of an annoying process than I would like. Is there any way of simply doing if keyPressed == "D" {...}?
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Hi, I'm having a problem with the inclusion of board.h in the first code space (player.h) I've included the file but the terminal gives an error: "unknown type name Board" #ifndef PLAYER_H #define PLAYER_H #define SPEED 1 #include <ncurses.h> #include "board.h" class Player{ public:     Player(int y, int x, char c);          void mvup();     void mvdown();     void mvleft();     void mvright();     int getmv();     void display(); protected:     Board board;     int xLoc, yLoc, xM, yM;     char character; }; #endif #ifndef BOARD_H #define BOARD_H #include <ncurses.h> #include "game.h" class Board{ public:     Board();     Board(int height, int width);     void construct(int height, int width);     void initialized();     void addBorder();     void clear();     void refresh();     void addAt(int y, int x, chtype ch);     chtype getInput(); protected:     WINDOW * playwin; }; #endif
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Recently i have install freefire game in iphone13 mobile and my software is updated with Ios15.4 version Issue is when i try to play my game in Ultra graphics mode it start lagging and heating issue i dont know what happen with my mobile it was running smoothly and after update the software version it start lagging. Pixel also breaking while playing the game
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Ok, so I'm building with Unity and play testing in there and it's fine, no errors. I export a build to Xcode and build and run in there, I play the game extensively and it works fine. No errors reported. Then when I archive and upload the game and download a TestFlight version - all of a sudden the main game action scene doesn't load. The loading screen is stuck and it doesn't fully load all features. The game background music is playing and only some interaction with menu items is available. No crash. What could be happening here?
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Game Center seems to be not working after iOS updated to 15.4. When attempting to log into Game Center an error stating “unable to connect to server for reasons unknown” appears and you can click on “cancel or okay” but nothing happens. anyone else having this issues?
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I am using xcode 13.3 beta 3 to make a game in spritekit using swift. The game is working pretty good and i am very happy with it so far. There is a problem i am trying to figure out. The game is a block type game where you drag a block into the game area from a holding area and drop it in an open spot. When you first touch and hold the block or touch and move the block, a method moves the block a certain number of points above the touch area Y axis using SKAction.moveby. The block x axis matches the touch area. Then you move the block to an open are and drop it. If you do this very slow, there is no problem. But if you try to do it fast, you can see it do the SKAction.moveby first and complete, then the block quickly moves from where it finished the moveby animation to where you current touch position is it. This makes it feel very jerky and unnatural. Is there a way to make the block follow your fingers position AND animate using moveby at the same time? I feel that the problem is with the skaction.moveby because if you move your finger fast enough, you can be way above where the animation would normally finish and thats why you see the block jump to the touch. I wonder if there is a way to use the update() method to somehow change the blocks position without using moveby or move to. Thank you for any help you can provide me. I can also you show you my touchesBegin, moved and ended methods if that will help.
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How can I make the nft game which can be approved in apple store, I am using my custom market place from where players can buy/sell cars/parts etc. But it is not allowed by rules of App store, if I add in app purchases for those cars/parts, can my game be approved by apple store? Or any other solution to this issue
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I've been considering for some time, to pitch a version of one of my games for Apple Arcade. Originally, I did not because the website says "If you’re working on a groundbreaking, unreleased game and would like it to be considered for Apple Arcade, we’d love to hear from you.". The fact that Apple is asking for an unreleased game makes me wonder if it's worth submitting. Nowadays I realise that Apple Arcade has "classic" games, so maybe it is now possible. I'm also wondering about things such as: How many languages do I need to have the game localised for? Are there specific languages that are must-have? (Some may require special work to ensure they look correct) Do I need to provide controller support on Apple TV if the app already supports the Siri Remote? Does the game still have to support offline play? Answers to these questions will give me a sense of what I might need to do to make the game fit in, and whether it's actually viable to pitch. Regards PKCLsoft
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Ohai everyone, I am the developer of Stress Ball Breaker, a little breakout game. The three versions are compatible with game controllers, these are required on the tvOS version and remain optional on others versions. The game is available on the App Store for iOS, macOS and tvOS. On Wednesday, I have submitted an update on the App Store. The iOS and macOS versions were quickly accepted, but the tvOS version was suddenly rejected. Previous builds were accepted without any problem. The build was "out of compliance with Guideline 2.1 - Performance - App Completeness", because my app would not respond when user attempts to start game. When I'm testing it on my Apple TV and a game controller connected to it, everything works like a charm. The game controller I am using is a Nimbus Steelseries controller and is MFI-compliant. I have submitted two more builds of the tvOS version with little changes (I have made game controllers working on tvOS simulator). Both builds were rejected too. Now, I am asked to provide additional informations and to "update my plist to include the appropriate External Protocols for the associated MFi accessory. Accessories that use an External Accessory protocol [...] must complete the MFi self-certification process, under the MFi Program". I am also asked to join the MFI program, as if my app was only compatible with a custom game controller of which I would be the manufacturer! My app uses the GameController framework, which is part of the public APIs, so my app can use any Bluetooth gamepad connected to an iPhone, iPad, MacBook or Apple TV. The only thing I have to do is to check the "Extended Gamepad" option on Xcode under the "Signing and Capabilities" tab in my project settings. That's all! I don't know why my app is rejected. I have submitted an appeal, which was closed. The App Store Review requests additional information I can't provide! I don't see any other solution than to cancel my app submission and to remove the tvOS version from the App Store, because future builds will be probably rejected for the same reason. Can someone help me to solve this issue? Thanks in advance! Best regards, Frédéric
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Hi everyone. I recently submitted one of my Unity games for App Review today and it got rejected. The rejection was related to an In-App Purchase issue in iOS 15.3 (which, at the time of writing, is the latest version). Their response is below: We found that your in-app purchase products exhibited one or more bugs when reviewed on iPhone running iOS 15.3 on Wi-Fi. --Next Steps-- When validating receipts on your server, your server needs to be able to handle a production-signed app getting its receipts from Apple’s test environment. The recommended approach is for your production server to always validate receipts against the production App Store first. If validation fails with the error code "Sandbox receipt used in production," you should validate against the test environment instead. A couple things to note. I'm not even using server-side validation for my IAPs. For this particular game, I'm using local validation. My IAPs also worked in the sandbox environment. Both the test builds and production builds are running identical code. Any ideas on what could be causing this?
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this GKAccessPoint code fails on macOS. The AccessPoint button appears, but disappears when clicked -- no modal window. works fine on iOS but not macOS. what am i doing wrong? import SwiftUI import GameKit struct AccessPoint: View { var body: some View { ZStack { Color.clear Text("GKAccessPoint") } .onAppear() { GKLocalPlayer.local.authenticateHandler = { viewController, error in GKAccessPoint.shared.isActive = true } } } }
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Hi! I recently moved from iphone 12 pro max to a new iPhone 13 pro max hoping to get 90fps on PUBG MOBILE. I can't believed what I have experienced. The 90 fps is so worst that iphone 12 pro max was far better. I buy the new phone just for 90fps but the game is so lag and also the screen is a kind of laggy. What Can I do??
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GCVirtualController supports setting a UIBezierPath for configuring controller elements. This seems to work fine for things like A/B/X/Y buttons but it seems to be silently ignored when trying to set against the analog stick elements. This doesn't seem to be a documented limitation. Is this just a bug in GCVirtualController or an intentional limitation?
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I'm trying to use GCVirtualController in an app and am running into an apparent bug when trying to use it in portrait mode. If I create "left side" and "right side" elements such as a left analog stick and right analog stick, things appear as expected when in landscape mode. When I switch to portrait mode only the right side elements appear. This doesn't appear to be a documented limitation and I'd like to be able to use the GCVirtualController in both orientations. Any advice? Is this just a bug or an intentional design limitation.
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