Discuss games on Apple platforms.

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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 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 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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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 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 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 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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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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Before update the system version to iOS 15, it all works well. error url: https://game.ivydad.com.cn/chinese-wordL2/?nodeId=206962&env=production&source=ios&memId=2470906&color=65d1a7&hide_next_btn=0&language=chinese&autoPlay=1 Using Safiri, it couldn't show game content any more. Watch carefully, game shows at the top of the page and seems showing as a line. But after I rotate the iPhone device and rotate back, it turns OK. The operation video url: https://game.ivydad.com/temp/normal_video.mp4 We have tried to redispatch event "resize" or modify the canvas style such as left top, error still exists. How can we solve this? Begger for helps.
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Good day. Want to know how to get permission to publish real money games in the App Store for a specific country? We have all the permits that are required in this country. Could there be some form?
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the new ios 14.8 update makes codm unplayable, it crashes mid game when im playing 20-30 minutes of game time my device is iphone 8, i tried everything you guys recommended, like reinstalling the app (also offloading the app), hard reset, turn on and off my phone, but all of these techniques i try is not working, i hope you guys can help me out.
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Hello everyone, I am French and I am working on a game application. The goal of this application is simple. It's a drinking game of questions/answers and debates about sports. The sips are indicated by a "glass" with a number on it. My question is: what is the legislation for drinking game apps? I haven't found anything on the subject, do you have any records to give me? Can the language of this file be in French? Thank you and have a nice day
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When I try to implement the demo of the video "Bring Recurring Leaderboards to your game" I get this: Thread 1: breakpoint 1.1 (1). I followed the video step by step and I enter the Game Center but it crashes at line overrided fun touchesEnded. Thanks for your help
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I've run into a weird problem trying to use an XBox One Wireless gamepad via the GameController SDK. The controller works fine on two different Macs running Big Sur (and previously worked under Catalina), but is reported as a GCMicroGamepad on an iMac running Mojave. I can't seem to find a list of devices supported by the GameController framework, but I assumed the XBox One controller was a safe bet. Is this device not supported on the older OS?
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