Discuss games on Apple platforms.

Posts under Games tag

74 Posts
Sort by:
Post not yet marked as solved
290 Replies
151k Views
Hello! Help please, after updating the system to Big Sur, my MacBook Pro 13 began to slow down, previously there were no such problems. MacBook Pro (Retina, 13-inch, Early 2015) 2,7 GHz 2‑core processor Intel Core i5 8 GB 1867 MHz DDR3 Intel Iris Graphics 6100 1536 MB
Posted
by
Post not yet marked as solved
2 Replies
1.8k Views
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
Posted
by
Post not yet marked as solved
1 Replies
1.7k Views
Hi there, Working on my first game project and I'm really at a loss here. I have Unity Ads installed in my mobile game project and it works perfectly fine in Unity and if I directly upload a build from Xcode to my iPhone. If I try to Archive the build in Xcode and load it for Distribution on the App Store, all of the Ads don't play. I'm not sure how to see if TestFlight is throwing any errors with regards to the Ads, but everything else in the game works perfectly fine including IAPs. I'd greatly appreciate any suggestions, guidance, or just outright instructions. Thanks so much in advance!
Posted
by
Post not yet marked as solved
3 Replies
1.4k Views
Hi! I am trying to use the Apple Unity Plugins to add VoiceOver support to my game. I have built the plugins, and followed along with the video shown at https://developer.apple.com/videos/play/wwdc2022/10151/ However, I am seeing odd behaviour that I hope someone could help me with. For what it's worth, I am using Unity 2021.3.10f1 to build my game. I used the recommended version of Unity (2020.3.33f1) to build the plugins. Odd behaviour #1: I cannot work out what determines the order of AccessibilityNodes. If I have three GameObjects at the same level in the hierarchy, all marked with the trait button, using VoiceOver's single swipe right to go to each element in turn, seems to go to the last element first, then the first, then the second. At first I wondered if it was related to alphabetical order (GameObjects are called 'Music', 'SFX', 'Delete'), but renaming them to prefix numbers to the start of the names doesn't change the order. I have also tried removing the Label from the AccessibilityNode, but this did not help. Odd behaviour #1.5: The video says that Buttons don't need labels, and that if you use standard Unity UI controls, the label should be picked up automatically. I am not seeing this behaviour. I have a GameObject with a Button component, with a child GameObject with a TextMeshPro component. The label is not being picked up automatically. Odd behaviour #2: Once I have a button selected, I am unable to trigger it, with a VoiceOver 1-finger double tap. It just seems to repeat the label of the button. The GameObject I am trying to trigger just has a Button component, and the configuration looks the same as in the video. Does anyone have any successful experience using this plugin and could give me any insight? Thanks, Stephen
Posted
by
Post not yet marked as solved
2 Replies
1.2k Views
I love Xcode as an IDE and want to develop my UE5 games using Xcode. However, Xcode's "Jump to Definition" and "Auto-completion" props seems not working with non-Swift projects. I have tried to add UE5 source files' path to the Project/Build Settings/Search Paths but it did not work. I could do that via VS Code but I do want to use Xcode for development. Any help please?
Posted
by
Post not yet marked as solved
2 Replies
973 Views
Hello community this post is for show my complete unsatisfied with Apple specially on developing games for Apples platforms there is lack of support for it for example some new gaming technologies and still that there is no profit or worth from all the work and money invested to develop for it I will close the journey with Apple very unsatisfied I'm going to give opportunities with my business to other platforms that are really worth it and give support to all new technologies in gaming and yes Apple destroyed other gaming makers with their new services like arcade and seems no future for gaming in Apples platforms. Quit goodbye and good luck to everyone.
Posted
by
Post not yet marked as solved
7 Replies
1.4k Views
An issue appeared on IOS 16.4 when presenting GKMatchmakerViewController with the matchmakingMode set to inviteOnly. The view controller appears with the invite option as expected. But trying to tap it, the GKMatchmakerViewController disappears immediately. No problem on the previous IOS versions. It works also when matchmakingMode is not used at all.
Posted
by
Post not yet marked as solved
0 Replies
594 Views
Hi everyone. I am developing an application that works with a collection of iOS games and, in order to improve its accuracy, I was wondering if there is an official API to retrieve the following informations about games available on the store: title, genres, keywords, app store link. Currently I am using a third party service and I am not satisfied with the results. Thank you! :)
Posted
by
Post not yet marked as solved
0 Replies
674 Views
well I finish to design and polish a game my question is the game have a saving and load option for the progress of game I will not be any problem when I submit the game to Store? Thanks
Posted
by
Post not yet marked as solved
1 Replies
616 Views
I hope this is a simple question, but just wanted to check how GkLocalPlayer.isMultiplayerGamingRestricted is determined. I am curious if this parameter is set to true in one, some, or all of the following scenarios or if I am missing some information. If the user is underage relative to COPPA requirements for who is allowed to participate in multiplayer games If some parental block settings have indicated that this user should not be able to play multiplayer games If the user has somehow been banned from all multiplayer games through GameCenter My question would be relevant for iOS and macOS in case that wasn't obvious. The documentation available online is less specific, so any help would be appreciated!
Posted
by
Post not yet marked as solved
1 Replies
1k Views
Hi, wondering if soon anyone here has experience with packaging for iOS in UE5? I've recently started getting these errors and been stuck on it for days now, it worked before but after updating to the latest iOS/Xcode I was unable to build UATHelper: Packaging (IOS): ** BUILD FAILED ** UATHelper: Packaging (IOS): The following build commands failed: UATHelper: Packaging (IOS): CodeSign /*****\ ***/Epic\ Games/UE_5.1/Engine/Binaries/IOS/Payload/UnrealGame.app (in target 'UE5' from project 'UE5') UATHelper: Packaging (IOS): (1 failure) UATHelper: Packaging (IOS): ERROR: CodeSign Failed UATHelper: Packaging (IOS): (see /Unreal Engine/LocalBuildLogs/Log.txt for full exception trace) UATHelper: Packaging (IOS): AutomationTool executed for 0h 0m 54s UATHelper: Packaging (IOS): AutomationTool exiting with ExitCode=32 (Error_FailedToCodeSign) PackagingResults: Error: CodeSign Failed UATHelper: Packaging (IOS): RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 32 PackagingResults: Error: AutomationTool was unable to run successfully. Exited with code: 32 PackagingResults: Error: Failed to Code Sign I'm also not seeing this popup anymore, which never happened before. I always had to enter my system password, which tells me Unreal isn't even accessing Codesign?
Posted
by
Post not yet marked as solved
0 Replies
829 Views
I've been working for several days to prepare my app for beta testing and to get reviewed by Apple. However, I've encountered a persistent issue. When attempting to transfer my app through the Transfer App, the app icon does not appear, and even when it does transfer, it only appears to load briefly on the App Store Connect site before disappearing. Furthermore, when attempting to upload the same build again, I receive a message indicating that I have already uploaded that build. I am feeling frustrated and unsure how to proceed. Can you please provide some guidance? Thank you. MacBook Pro Apple M2 Pro Ventura 13.2.1 Unreal Engine 5.1.1
Posted
by
Post not yet marked as solved
0 Replies
565 Views
Hello everyone, I encountered an error while compiling shaders using UE4, with the following prompt: The files in this path look like this metal_array-Q86JBNM0Z4V2.pcm metal_atomic-Q86JBNM0Z4V2.pcm metal_command_buffer-Q86JBNM0Z4V2.pcm The names of these files look like metal library files. How were these files generated? Can I modify the paths of these files? I would like to modify the default path to solve the UE4 error problem. Can this be done? This issue has been bothering me for a while. Thank you all for extending your helping hand. Thank you again!
Posted
by
Post not yet marked as solved
5 Replies
1.6k Views
Trying to figure out a particularly odd crash report. Crashed: com.apple.root.user-initiated-qos.cooperative 0 GameCenterFoundation 0xe2054 __swift_project_boxed_opaque_existential_1 + 19952 1 libswift_Concurrency.dylib 0x41948 swift::runJobInEstablishedExecutorContext(swift::Job*) + 416 2 libswift_Concurrency.dylib 0x42868 swift_job_runImpl(swift::Job*, swift::ExecutorRef) + 72 3 libdispatch.dylib 0x15944 _dispatch_root_queue_drain + 396 4 libdispatch.dylib 0x16158 _dispatch_worker_thread2 + 164 5 libsystem_pthread.dylib 0xda0 _pthread_wqthread + 228 6 libsystem_pthread.dylib 0xb7c start_wqthread + 8 We're using Unity 2021.3.16f1, we haven't touched the gamecenter login code for ages but this error started happening. It looks like it's only appearing on iOS 16.4 and subversions.
Posted
by
Post not yet marked as solved
0 Replies
435 Views
Hello fellow developers. I am struggling with this app submitting to appstore. I was transfering my app from another store to my store. I built the app, uploaded it to appstore. but on the final step, I received this. And I thought it was okay. I could clearly saw that version 1.0.33 was on the testflight page I waited a few minutes and it's gone ! Now it has been a day, still like that. Can you guy help me out? Thank you so much
Posted
by
Post not yet marked as solved
2 Replies
936 Views
I render with func drawIndexedPrimitives( type primitiveType: MTLPrimitiveType, indexType: MTLIndexType, indexBuffer: MTLBuffer, indexBufferOffset: Int, indirectBuffer: MTLBuffer, indirectBufferOffset: Int ), when I use Argument Buffer to set textures(e.g. to fragnent shader), everything is fine. But is there a way to set textures without Argument Buffer? Argument Buffer is the only way?
Posted
by
Post not yet marked as solved
1 Replies
3.1k Views
Hi all, I installed the game porting toolkit, installed Battle.net.exe, and finished downloading Diablo IV. Clicking the Play button returns "No GPUs found! A GPU is required to play Diablo IV. This might occur if you are currently installing GPU drivers." Could anyone tell me how to fix this issue? How can I install the driver and run the game? I am not good at typing command lines so I really appreciate it if you guys can show me some codes to fix it. Thanks!
Posted
by
Post not yet marked as solved
3 Replies
855 Views
hey i want my character to add a jumping animation to my doodlejump clone style. I think I know how to specify the sprites but I fail with the query isJumping = true. can someone help me? the coin provides the platform on which the player lands the ground is only at the start // GameScene.swift // megaJump // // Created by Dennis Sergel on 26.06.23. // import Foundation import SpriteKit class GameScene: SKScene, SKPhysicsContactDelegate{ let background = SKSpriteNode(imageNamed: "background") let player = SKSpriteNode(imageNamed: "Monster2") let ground = SKSpriteNode(imageNamed: "ground") let coin = SKSpriteNode(imageNamed: "coin") enum bitmasks: UInt32 { case player = 0b1 case coin = 0b10 } override func didMove(to view: SKView) { self.size = CGSize(width: UIScreen.main.bounds.width, height: UIScreen.main.bounds.height) self.anchorPoint = .zero background.position = CGPoint(x: size.width / 2, y: 1060) background.zPosition = 1 background.setScale(1.3) addChild(background) physicsWorld.contactDelegate = self ground.position = CGPoint(x: size.width / 2, y: 80) ground.zPosition = 5 ground.setScale(2.5) ground.physicsBody = SKPhysicsBody(rectangleOf: ground.size) ground.physicsBody?.isDynamic = false ground.physicsBody?.affectedByGravity = false addChild(ground) player.position = CGPoint(x: size.width / 2, y: 150) player.zPosition = 80 player.setScale(0.14) player.physicsBody = SKPhysicsBody(circleOfRadius: player.size.height / 2) player.physicsBody?.isDynamic = false // later is true player.physicsBody?.restitution = 1 player.physicsBody?.friction = 0 player.physicsBody?.angularDamping = 0 player.physicsBody?.categoryBitMask = bitmasks.player.rawValue player.physicsBody?.collisionBitMask = 0 player.physicsBody?.contactTestBitMask = bitmasks.coin.rawValue addChild(player) animatePlayer(isJumping: true) makeCoin() } func animatePlayer (isJumping: Bool){ if isJumping { player.texture = SKTexture(imageNamed: "monster") }else{ player.texture = SKTexture(imageNamed: "Monster2") } } func didBegin(_ contact: SKPhysicsContact) { let contactA: SKPhysicsBody let contactB: SKPhysicsBody if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask{ contactA = contact.bodyA // player contactB = contact.bodyB // Coin } else { contactA = contact.bodyB // player contactB = contact.bodyA // coin } if contactA.categoryBitMask == bitmasks.player.rawValue && contactB.categoryBitMask == bitmasks.coin.rawValue{ if player.physicsBody!.velocity.dy < 0 { player.physicsBody?.velocity = CGVector(dx: player.physicsBody!.velocity.dx, dy: 120) } } } override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) { for touch in touches { let location = touch.location(in: self) player.position.x = location.x } } override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) { player.physicsBody?.isDynamic = true player.physicsBody?.applyImpulse(CGVector(dx: 0, dy: 120)) } func makeCoin() { coin.position = CGPoint(x: size.width / 2, y: 150) coin.zPosition = 5 coin.setScale(0.14) coin.physicsBody = SKPhysicsBody(rectangleOf: coin.size) coin.physicsBody?.isDynamic = false coin.physicsBody?.allowsRotation = false coin.physicsBody?.affectedByGravity = false coin.physicsBody?.categoryBitMask = bitmasks.coin.rawValue coin.physicsBody?.collisionBitMask = 0 coin.physicsBody?.contactTestBitMask = bitmasks.player.rawValue addChild(coin) } }
Posted
by
Post not yet marked as solved
4 Replies
2.5k Views
I have a Macbook Pro 16 M1Pro 16Gb Ram MacOS 14 Sonoma Beta 4 and GPT 1.0.2 and currently testing Diablo 4 V 1.04 (latest Update on 08.08.2023). The game is awesome and it runs in 2560x1440 in 50-60fps on my 4K-LG Display over HDMI very smoothly, until .... see Problem 1 and Problem 2 Graphics details are in full detail. smooth shadows and even FSR2 works perfectly. Diablo4 needs around 9-11 GB Ram on my system. There are no background activities running! Problem 1: exploring new areas causes Ram Buffer overflow, freezes the screen, and crashes, and a new system reboot is needed. Problem 2: when trying to buy/sell an item, or just the characters menu will be opened, the game freezes. A game reboot is necessary! While running the HUD in games I can see what's going on and could analyze, that while it's the case Problem 1 and Problem 2 happening, The RAM jumps from 9-11 GB to 16-18 GB. This is much more than the System can deliver and cause the screen freezes and crash. Either the whole system reboot or mostly just the game reboot is needed. Would be very nice if Apple could fix/adjusts GPT in the next versions of Diablo 4. Many thanks in advanced
Posted
by