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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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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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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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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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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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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?
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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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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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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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 it possible to integrate a simple custom Bluetooth gaming controller such as a Arduino built joystick with my mini watchOS game I’m creating?
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I've been approached by a gambling app developer, who wish to "sponsor" my game (have my add images for their game in mine).
This is in the UK where real money gambling apps are legal, and advertising of them is legal.
My game is not an 18+ only game, although again, from a legal perspective I don't think this is against the law.
What I'm not sure about is, does Apple allow this? Although there is plenty of info in Apple's Ts & Cs about how to submit gambling apps for review, there's nothing I can find about allowing gambling ads in a non-gambling game.
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Hey all,
My game have this specific crash, that's only reported for devices I have posted below. Do you know why this could be? What are common things between these devices that are not on iPhone 11 or newer ones? The game is being played a lot more on the newer devices so I'm %100 sure they are not affected.
Here are the specific devices:
And here's the actual crash report from Crashlytics:
Using Unity version 2021.3.1f1
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We're working on a game for iOS, tvOS, and macOS that includes GameKit/GameCenter integration. On tvOS and iOS, when we bring up the Dashboard to access GameCenter with a Gamepad, the controller continues to function properly in that Dashboard. When we do so on macOS, the controller input continues through to the game and the GameCenter Dashboard needs to be interacted with using a mouse.
We're able to disable the input falling-through to our game but not being able to use the Dashboard with a controller is an inconsistent experience.
Is there a way to fix this? Is this a bug in macOS? All three platforms are using the same exact GKAccessPoint and GKViewController code.
I'm using Unreal Engine 4 to make my game. I've run into a fatal bug where every time there's a notification from another app, specifically when it (the notification) has sound, it freezes my game for around a second. I've determined its a bug with the engine that cannot be fixed on my end. So I am wondering if there is any way to automatically enable Do Not Disturb while the game is open. Is that in the realm of possibility? If so, would anyone happen to know how to resolve this?
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I'm working on a MacOS application built in Unity3D. I'm using a native file browser plugin to open native MacOS file dialogs for selecting files. In order to generate PDFs, my app relies on using Chromium's Headless/command line functionality.
On Windows, I can easily get the path to the included Microsoft Edge as that's standard, but on Mac, unless I guess and check (which I already do), there isn't a way to guarantee a Mac user has a Chromium-based browser installed.
So I intend on allowing the user to set the path manually by selecting the .app file with a file dialog. But even when I specify .app to be a valid extension, they still don't appear selectable.
I assume this is some sort of MacOS-specific limitation or default permissions, though I can't find much info on this online.
Using C#/DotNet s there any way of allowing this behavior as needed?
For some more info: I'm just running the application using System.Diagnostics.Process.Start() with command line arguments. Based on my experiments searching for Google Chrome (though Edge or Opera are just as usable), the path I'm looking for is: /Applications/ {{APP NAME}}.app/Contents/MacOS/{{APP NAME}} Because Contents isn't accessible by most users, I figured I would just automatically go in and grab the binary with the correct name once I have the path to the .app file.
I know I could include some lightweight version of ChromeDriver with my app, but I'd rather keep everything as self-contained as possible, especially as so many people already have Chrome (or Opera, Edge, etc) installed. The challenge is that not everyone has it installed in the same place, hence my need to make it customizable.
Any ideas or help would be appreciated! Thanks!
I am updating my Watch games to use SwiftUI and am using a SpriteView to render my SpriteKit SKScene.
However, my games now show the scroll bar at the top right of the Watch screen when I turn the Digital Crown. This didn't happen in the old version.
Is there a way to hide the scroll bar? I see that ScrollView has a showsIndicators option to turn off the scroll bar, but I can't find this for SpriteView.
Does anyone have a workaround to remove the scroll bar?
This is the code I am currently using to show my GameScene.
@State private var crownPosition = 0.0
var body: some View {
GeometryReader { reader in
SpriteView(scene: GameScene(size: reader.size, crownPosition: $crownPosition))
.focusable()
.digitalCrownRotation($crownPosition)
}
}
Thanks!
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(Using Deepl Translate)
My name is p_dev and I am a private developer of game apps for iOS.
(I use Unity 2020.3.33f1 as my development tool.)
I have two questions about "How to support "quick start" (transfer function) when developing iOS apps".
I have a question about the "Quick Start" feature of iOS application develop.
I am planning to implement the "Quick Start" feature of iOS so that data and account information can be "transferred" via "Quick Start".
I have researched existing apps and documentation on the web in relation to this.
However, I could not figure out how to implement the transfer function.
(As a result of our research, we found the following two types of existing apps.
Those that can be transferred with the data and account information remaining in the "quick start" mode.
Those that can not be transferred with the data and account information remaining in the "Quick Start" function.)
(Also, I could not find any official documentation.)
Here are my questions
(1)
How do I develop and implement an app that supports the "quick start" transfer function?
(How do I develop and implement data that can be transferred with "Quick Start"?)
(What is the difference between apps that can and cannot use "quick start"...?)
(2)
Is there any documentation that provides information on how to implement a "quick start" function?
(I would appreciate it if you can provide me with either official or unofficial documentation).
If you know anything about this, I would appreciate your help.
Thank you for reading.
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we are working on accessible games for years and appreciate the initiative to bring IOS core functionalities for unity game developement. But to bring this project further, we need a short communication to let you ( Jaron Marsau + Eric Lang) know the problems. To speak it out frankly, not even the demo files work. So lets connect
hansjoerg @EuMentalhome
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Today, July 17, I received a letter from Apple:
This letter serves as notice of termination of the Apple Developer Program License Agreement (the “ADP Agreement”) and the Apple Developer Agreement (the “Developer Agreement”) between you and Apple effective immediately.
Pursuant to Section 3.2(f) of the ADP Agreement, you agreed that you would not “commit any act intended to interfere with the Apple Software or Services, the intent of this Agreement, or Apple’s business practices including, but not limited to, taking actions that may hinder the performance or intended use of the App Store, Custom App Distribution, or the Program.” Apple has good reason to believe that you violated this Section due to documented indications of fraudulent conduct associated with your account.
Apple is exercising its right to terminate your status as an Apple developer pursuant to the Apple Developer Agreement and is terminating you under the ADP Agreement for dishonest and fraudulent acts relating to that agreement. We would like to remind you of your obligations with regard to all software and other confidential information that you obtained from Apple as an Apple developer and under the ADP Agreement. You must promptly cease all use of and destroy such materials and comply with all the other termination obligations set forth in Section 11.3 of the ADP Agreement and Section 10 of the Apple Developer Agreement.
If applicable, no further payments will be made to you pursuant to Section 7.1 of the Paid Applications agreement (Schedules 2 and 3 to the ADP Agreement).
This letter is not intended to be a complete statement of the facts regarding this matter, and nothing in this letter should be construed as a waiver of any rights or remedies Apple may have, all of which are hereby reserved. Finally, please note that we will deny your reapplication to the Apple Developer Program for at least a year considering the nature of your acts. If you want to file an official complaint pursuant to an applicable Platform Regulation in your country or region you may Contact Us.
I log into my account and see that it was closed on July 16.
I have not committed any fraudulent actions and I do not intend to do so.
11 months ago I created an app that helps people develop attention and memory. During this time, I updated it 1 time.
My game does not contain anything that violates the license agreements. It doesn't even collect any data from users.
On July 15, I receive a letter of renewal of membership in the Apple Developer Program for the next year.
On July 16, I am creating a new version of the app (1.2) in the app store connect for its further update.
And on July 16, Apple blocks my account and removes the app from the App Store.
I ask you to resolve this misunderstanding and return my application, and allow me to further improve it.