Discuss games on Apple platforms.

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i have a macOS app that uses Game Center. how do i make it available to beta testers? i understand that TestFlight is available to developers running macOS v12. but my testers are normal users who are running macOS v11. my first thought was to sign with a Developer ID and let testers download the app. except that Game Center is not supported in Developer ID apps. Can I sign and upload to App Store Connect and somehow offer the binary to testers?
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I am developing a simple game. I see some of the apps do not have any link to their Terms of Use and Privacy Policy in app. itself, but only at the app. store. Is it OK to be like that?
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Hi Team, i am facing a strange issue in my iOS game where the local data gets resets for quite few times a day when the game is resumed from background. This causes the game preferences reset and other local data saved by plugins. Any hint on Xcode projects settings, entitlements settings required to avoid this issue?
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I am using Metal Debugger / Instruments to profile my game in iPhone. And I am having problem finding a counter that could profile the "Tiling Phase" for a drawcall. Counters I got from XCode GPU frame captures are: "GPU Time", "Vertex Stage Time". I wonder if "Vertex Stage Time" contains both of Tiling phase execution time and Vertex Shader execution time? As far as I know from Qualcomm GPU, the "Tiling phase" (Called "binning pass" in Qualcomm) is going to shade all vertices once and bin primitives to tiles. And then for each tile, execute VS and PS for primitives in this tile. I am not sure if Apple GPU is doing the same thing. Could anyone expalin what is "Tiling phase" actually doing and how can I profile this "Tiling phase" in XCode? Thanks! My XCode Version is 12.4, and I am using iPhone XS max (IOS14.3)
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Hi, I'm getting this error on Crashlytics. What can cause this error? Here is crash log. Crashed: com.apple.main-thread 0 UnityFramework 0x1ad50 (Missing) 1 UnityFramework 0x3057a48 (Missing) 2 UnityFramework 0x98268 (Missing) 3 UnityFramework 0x20377fc DllCanUnloadNow + 95032 4 UnityFramework 0x2038140 DllCanUnloadNow + 97404 5 UnityFramework 0x20380d0 DllCanUnloadNow + 97292 6 UnityFramework 0x2141754 swift::swift51override_conformsToSwiftProtocol(swift::TargetMetadata<swift::InProcess> const*, swift::TargetProtocolDescriptor<swift::InProcess> const*, __swift::__runtime::llvm::StringRef, swift::TargetProtocolConformanceDescriptor<swift::InProcess> const* (*)(swift::TargetMetadata<swift::InProcess> const*, swift::TargetProtocolDescriptor<swift::InProcess> const*, __swift::__runtime::llvm::StringRef)) + 5472 7 UnityFramework 0x1840878 operator delete[](void*, std::nothrow_t const&) + 2504448 8 UnityFramework 0x1842a20 operator delete[](void*, std::nothrow_t const&) + 2513064 9 UnityFramework 0x187ff80 operator delete[](void*, std::nothrow_t const&) + 2764296 10 UnityFramework 0x184fe04 operator delete[](void*, std::nothrow_t const&) + 2567308 11 UnityFramework 0x18501ec operator delete[](void*, std::nothrow_t const&) + 2568308 12 UnityFramework 0x184fd60 operator delete[](void*, std::nothrow_t const&) + 2567144 13 UnityFramework 0x1891d14 operator delete[](void*, std::nothrow_t const&) + 2837404 14 UnityFramework 0x1891b10 operator delete[](void*, std::nothrow_t const&) + 2836888 15 UnityFramework 0x1891a64 operator delete[](void*, std::nothrow_t const&) + 2836716 16 UnityFramework 0x1759d24 operator delete[](void*, std::nothrow_t const&) + 1559468 17 UnityFramework 0x175a010 operator delete[](void*, std::nothrow_t const&) + 1560216 18 UnityFramework 0x1759930 operator delete[](void*, std::nothrow_t const&) + 1558456 19 UnityFramework 0x1759604 operator delete[](void*, std::nothrow_t const&) + 1557644 20 UnityFramework 0x175a8b0 operator delete[](void*, std::nothrow_t const&) + 1562424 21 UnityFramework 0x175afd8 operator delete[](void*, std::nothrow_t const&) + 1564256 22 UnityFramework 0x174cd00 operator delete[](void*, std::nothrow_t const&) + 1506184 23 UnityFramework 0x174cd40 operator delete[](void*, std::nothrow_t const&) + 1506248 24 UnityFramework 0x174d00c operator delete[](void*, std::nothrow_t const&) + 1506964 25 UnityFramework 0x1b9a228 MetalHeap::AliasResources() + 133064 26 UnityFramework 0x16e68 (Missing) 27 UnityFramework 0x16dd0 (Missing) 28 QuartzCore 0x147b8 CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) + 672 29 QuartzCore 0xf37f4 display_timer_callback(__CFMachPort*, void*, long, void*) + 280 30 CoreFoundation 0x7ea0c __CFMachPortPerform + 176 31 CoreFoundation 0xa421c __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 60 32 CoreFoundation 0xa359c __CFRunLoopDoSource1 + 596 33 CoreFoundation 0x9d180 __CFRunLoopRun + 2372 34 CoreFoundation 0x9c308 CFRunLoopRunSpecific + 600 35 GraphicsServices 0x3734 GSEventRunModal + 164 36 UIKitCore 0xbca75c -[UIApplication _run] + 1072 37 UIKitCore 0xbcffcc UIApplicationMain + 168 38 UnityFramework 0x168a0 (Missing) 39 DodgeMaster 0x7d54 main + 28 (main.mm:28) 40 libdyld.dylib 0x1cf8 start + 4
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I am developing a multiplayer AR game based on this repo https://github.com/Unity-Technologies/arfoundation-samples/tree/main/Assets/Scenes/ARKit/ARCollaborationData and this demo https://developer.apple.com/documentation/arkit/creating_a_collaborative_session?language=objc When I had two devices in the game, everything was good. But when I increased the number of devices to four, the devices got over-heated quickly and the network got jammed very often. Since it is a peer-to-peer network, each device send its ARCollaborationData to all other devices every frame, I don't know if MultipeerConnectivity is capable of handling such amount of data in realtime with low energy consuming. I have tested the Round Trip Time of MultipeerConnectivity in this question https://developer.apple.com/forums/thread/694882, and found it is not very stable for a realtime game. My question is that, is MultipeerConnectivity a good choice for a realtime AR game with more than 4 devices? I know Airdrop is implemented using this technology, so I guess maybe it is designed for high throughput instead of low latency and stability? Should I use another network solution like Photon-Realtime?
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I have a game that is built as a PWA and the minute I add sounds that overlap, everything goes to pot on mobile. The sounds work perfectly on desktop, but on an iPhone X the behavior is drawing and sounds get randomly delayed and serialized. So even though on the desktop the visual of a block dropping is accompanied by the sound of a block dropping, on mobile I get one or the other first, and if I do 16 in a row, I'll get some set of each before or after one another (3 sounds, 8 visual animations, 6 sounds, 5 visual animations, 2 sound, 3 visual animations). I'd rather not use a dependency like Howler.js, but have decided to do so. I've tried both DOM audio elements and new Audio() objects in javascript. Nothing seems to make it better. Thoughts? To see this in action - https://staging.likeme.games
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I would want to get a Unity game up for free download on iOS but I'm not sure about the policy of copyright for the platform. The game is a fan imagination of Valve's cancelled game "Prospero" titled "Uno-Prospero". It's not gonna have any major resources from other games and I will credit the original artists for their unfinished title. I've just started developing it but I want to know if I can submit it for iOS at all. It's a free game with credits for the original creators.
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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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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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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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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 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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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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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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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 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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