I am reaching out to seek clarification on the usage of exit(0) within an iOS application under specific circumstances, as I have not been able to find concrete guidance on this in the App Store Review Guidelines
Context of Our Application:
We are developing a mobile game using Cocos2d-JS (Cocos2d-x JavaScript bindings). The game is built in C++ with JavaScript used for game logic, and it runs on both Android and iOS.
Occasionally, due to an unrecoverable fatal JavaScript error (e.g., corrupted state or unexpected runtime crash), the game’s screen goes completely black. When this occurs, the rendering engine halts, user interaction becomes impossible, and the app enters a non-functional state. From this point, the only way to return to a working state is to manually terminate and relaunch the app.
We are exploring a user-friendly solution where, upon detecting such a critical failure, we present a native UIAlertController to the user explaining the issue and informing them that the app needs to restart. Upon confirmation (i.e., tapping “OK”), we call exit(0) to gracefully close the app, so the user can relaunch it in a working state.
Our Question:
Is it acceptable to use exit(0) in this very limited and clearly explained context? The intention is to improve the user experience during unrecoverable fatal states that cannot be handled through standard UI or engine resets.
I understand that the use of exit(0) is generally discouraged, but in our case:
The user explicitly initiates the exit via a native prompt.
The app is not quitting on its own or in response to a policy violation.
We are not using exit(0) to bypass App Review or circumvent system behavior.
There is no mention in the App Review Guidelines explicitly stating whether or not exit(0) is disallowed in such edge cases.
Please confirm whether this approach aligns with Apple's policies, or suggest an alternative method for cleanly handling such irrecoverable errors on iOS?
Looking forward to your guidance.
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As you can see, I am an individual developer. This is my github repository https://github.com/robot518. I am a programmer with more than 10 years of game development experience.
What kind of game do I want to make? I want to make a large-scale multiplayer slg game that can be fairly competed, but due to the limitations of R&D funds and personal ability, I can only make a short-game slg game with customizable skills and fair 1v1. There are 4 ways to play the game. The most important way is online 1v1. Single-player 1v1 against the computer is for personal testing. The game also provides an additional 8-player multiplayer battle to enrich the gameplay and customize the skills to rush the rankings. Playing method, players can customize skills to break through the level when encountering bottlenecks through the method of "drawing cards-editing lineups-continuous challenges", and can understand other people's lineup combinations using customized skills by viewing the rankings, so as to achieve the purpose of creation (custom skills) and learning and communication (through rankings).
Why make such a game? At present, the more well-known SLG mobile games on the market, such as Rate of Land, Three Kingdoms. Strategic Edition, Three Kingdoms. Plan the World, etc., are all large-scale guild (alliance) multiplayer seasonal SLG games, and have obvious non-fair competition characteristics of krypton gold becoming stronger. As you know, there is basically no relatively fair SLG game where krypton gold will not significantly affect the fairness of the game, so I plan to make such a fair SLG game to fill this market.
The Three Kingdoms theme was chosen because Chinese people have a special liking for the Three Kingdoms period.
Maybe you are worried that making such a game will affect your income. You can refer to the King of Glory and League of Legends mobile games. It can be seen that fair competition games can still bring rich income.
I have provided the github address and figma address which is enough to show the originality of this game.
https://developer.apple.com/forums/thread/782175 From this post, I learned that my game did have the problem of interface plagiarism in the early stage, but the latest vertical interface has completely solved this problem, and plagiarism is not my original intention. As a personal developer with a programming background, I have no idea about interface plagiarism. I am very grateful for this post for popularizing my knowledge.
In response to the 3.2f allegations of the app review received by the complaint number APL156422, I will respond one by one.
Submit false reviews for your own application or any third-party application. As far as I know, this game has been online for nearly 3 months since the end of January, with more than 1,500 downloads. I can see a total of 5 reviews, 4 good reviews and 1 bad review. I promise that I did not submit false reviews, and I do not think that the 4/1,500 favorable reviews are still false. If you still insist, I chose to reset the rating when this version is released. I am also happy for you to remove the reviews you think are false, and I will actively cooperate with your instructions.
Choose a name for your application that is basically similar to the name of a third-party application to cause consumer confusion, or register the application name to prevent third parties from legally using it. I have obtained the legal software copyright for the game Three Kingdoms War Strategy in China. The software name is Three Kingdoms War Strategy Software. The copyright owner is me, Chen Ye, and the registration number is 2025SR0547228. I have pasted the screenshot of the software in the figma address mentioned above, but I have no right to use this name in the appstore. It has been used by others, so I changed it to the name Three Kingdoms War Strategy SLG. There are a lot of names for Three Kingdoms-type games. My game is indeed a Three Kingdoms war strategy game, and the name and content of the game are completely consistent. There is currently no SLG game on the market that focuses on 1v1 fair competition and short games. My game content description is not misleading and will not be confused with other people's applications. If there is, please point it out clearly so that I can give up making such a SLG game that focuses on 1v1 fair competition and short games (15 minutes) as soon as possible.
Engage in bait pricing, false consumer statements, deceptive business practices, violate any applicable laws, or unfairly compete with other developers. This description confuses me, but I still promise to resist it firmly.
Conduct other dishonest or fraudulent activities inside or outside the application. This game has not only an Apple version but also an Android version. Their review indicators are different. The Apple Store completed 24 version updates in 2 months, which is a high-intensity task for individual developers. If I accidentally submitted the content of the Android version to the Apple Store, I feel deeply guilty and regretful. As far as I know, the Apple version has submitted several major bugs, which is obviously not my intention. I will be more cautious in handling the Apple version and the Android version separately.
Regarding your statement of providing inaccurate metadata describing your app or service, misleading app content, conducting untrue rating and review manipulation, providing misleading customer support responses, providing misleading responses in App Store Connect, participating in misleading purchases or bait-and-switch programs, or conducting other dishonest or fraudulent activities inside or outside the app. I have responded to each point and submitted the latest version for your review.
Of course, if you insist that the turn-based SLG of Civilization 6, which takes several days to play, is the same as my real-time SLG, which takes 15 minutes to play, and if you insist that the unfair SLGs produced by companies such as Rate of Land, Three Kingdoms. Strategy Edition, and Three Kingdoms. Plan the World, which can obviously become stronger by krypton gold in large guilds, are the same as my SLG, which is developed by individuals and focuses on 1v1 fair competition. I can only express my deep regret.
Finally, thank you for your patience in reading my appeal. I hope my reply will satisfy you and patiently review my newly submitted application. Thank you for your patience, but there are many things in your description that confuse me. I have explained them in detail and hope you can patiently answer my questions in your spare time. Thank you very much.
What is Game Mode?
Game Mode optimizes your gaming experience by giving your game the highest priority access to your CPU and GPU, lowering usage for background tasks. And it doubles the Bluetooth sampling rate, which reduces input latency and audio latency for wireless accessories like game controllers and AirPods.
See Use Game Mode on Mac
See Port advanced games to Apple platforms
How can I enable Game Mode in my game?
Add the Supports Game Mode property (GCSupportsGameMode) to your game’s Info.plist and set to true
Correctly identify your game’s Application Category with LSApplicationCategoryType (also Info.plist)
Note:
Enabling Game Mode makes your game eligible but is not a guarantee; the OS decides if it is ok to enable Game Mode at runtime
An app that enables Game Mode but isn’t a game will be rejected by App Review.
How can I disable Game Mode?
Set GCSupportsGameMode to false.
Note: On Mac Game Mode is automatically disabled if the game isn’t running full screen.
Hi I have attempted to find a fix for my issue via documentation online and one phone support ( not code level support ) call to no end. I could continue to try various things but would like to see if someone else has encountered this issue and a fix for it.
Background: My Game app is live on App Store and has 1 classic leaderboard . I am now getting ready to submit an update to the app and it also entails adding a new recurring leaderboard. I added the leaderboard in App Store. I however have NOT uploaded my new build yet. I have also not added my leaderboards ( currently live and not live ) to any set.
When I try to submit scores using
GKLeaderboard.submitScore(_:context:player:leaderboardIDs:completionHandler:) to the new non-live leaderboard it works ( gives me no error )
When I try to load the scores from the new non-live leaderboard
GKLeaderboard.loadLeaderboards(IDs:completionHandler:)
loadEntries(for:timeScope:range:completionHandler:)
it fails. Error: "leaderboardID not found"
I could try ( and will )
uploading the new build to AppStore connect and associating the new leaderboard to it before testing again.
try associating each leaderboard to a set
Is there anything else that I should be aware of ?
Thanks in advance
This is a rate-like slg developed by me as an slg game enthusiast. As far as I know, there are many similar slgs of this type on the market, such as rate-like, three kingdoms. strategy version, three kingdoms. plan the world, etc.
You can learn from the version I submitted earlier that this game has been in development, and new content is submitted every week. At first, there may be only some functions. With the weekly version update, the content is increasing. The game started to create the first interface and write the first line of code in October last year. In the first month, the taptap test Android version was launched (address is at the back). The game has been steadily updated on github, with submission records every day (address is at the back), and the product interface design has been steadily updated on figma (sent to the review committee in the appeal).
Some of the early content of the game refers to many similar games. In the first few months, technical verification has been done. Even now, all technical verification has not been completed. Because slg is a large project, it is a very bold attempt for one person to do such a project. I am very honored that many people like my game during the development process, although it is still a semi-finished product. Many people have made many valuable suggestions, most of which have been implemented in the game.
This game has been updated every day. This is just a game I made for myself as an SLG game enthusiast, so I will keep updating it until it becomes my ideal SLG game. New versions have been updated every week for half a year. The latest 1.24.3 game has been changed to a vertical version that is more suitable for mobile phones and has been released to the appstore for review.
This is my github address: https://github.com/robot518. I promise that my code is written by myself. GitHub has daily submission records. You can find professional technicians to review my code. If necessary, I can provide some source code for your review.
The figma address of this project has been sent to the review committee, recording the detailed art design process. The early interface layout referenced many other games.
https://www.taptap.cn/app/725796?os=android, this is the Android version address of the game. Both the Android and Apple versions of this game are being updated, and the Android version has been updated stably for half a year.
It is a huge challenge for one person to do such a large project. Some functions supported by Android are not supported by Apple, but I may not have noticed it when I submitted it (this is a large project, and even major bugs will be submitted when submitting versions. I have experienced it several times. Submitting major bugs is obviously not what I want, but it is difficult to avoid). This is my dereliction of duty. If you confirm that there is a problem, please point it out. I promise that the subsequent Apple versions will strictly abide by your regulations. Since the first version of this game was approved by Apple on March 1, I have been updating the latest version to Apple every week. Recently, it was suddenly 4.3a, and then the latest became 3.2f. I believe that my latest version 1.24.3 has fixed all the problems. If there are still problems, please point them out clearly so that I can actively cooperate with you.
This game was released on Apple from the first version 1.14.0 on January 29, 2025, and was updated steadily every week until the 1.20.5 version on March 24, 2025. In less than 2 months, 24 versions were updated, and then the 1.22.0 on March 31, 2025 was suddenly rejected by 4.3a. I thought it was an accidental problem with the machine at first, and submitted several versions in succession, but they were still rejected by 4.3a.
At 9:12am on April 10, 2025, I received a call from the United States 0016692276930. I was busy at the time and did not answer the call. Then I called the number at 9:18am and communicated with a person who claimed to be an Apple reviewer. From her, I learned that my game was identified as 4.3a because it was a binary audited by the machine. The code of my game was determined to be highly the same as the code of other applications. Of course, manual audits were also conducted to confirm that my game plagiarized other games.
I told her my doubts, why a game that has been updated for 2 months and 24 versions, in the previous 24 versions of the audit, the machine failed to identify the binary problem, the code is similar to other games, and suddenly the latest version of the audit machine can identify this problem, she said she didn't know, as for the plagiarism of the game content, I said that this is how slg games are done, this is the game type caused by the similar gameplay, there is no infringement of the gameplay, she said that it is plagiarism if it is all slg gameplay, and she mentioned that recording is prohibited on the phone, which also confused me.
Regarding the code determined by the machine to completely use the code of other games, my code repository is on github, which is updated every day, https://github.com/robot518. The code repository of this game is updated every day, and there are daily update records, which is enough to prove that the code of this game is completely written by me, and there is no such thing as using the code of other applications. I am willing to disclose the code repository of my game to prove that the code of this game is completely written by me. If it cannot be proved, I will pay Apple $1 million. If it can be proved, I hope that the person who participated in this audit event and determined that my code used other applications will pay me $1 million.
I hope that the relevant personnel of Apple's review can come forward to answer the questions I mentioned. Why did the machine fail to recognize that the binary was highly similar to other games in the 24 versions of the previous two months, and the reviewers also failed to recognize that the content of the game was the same as other games, but suddenly the machine could recognize it in the latest version? Why did the reviewers fail to recognize that the content of other applications was plagiarized in the previous versions, but suddenly recognized it?
If the reviewer determines that the code of my game is completely used in the code of other applications, and the binary files are highly similar to those recognized by the machine, then I request to make public the github repository of my Three Kingdoms War Strategy Game to prove that the code of my game has been updated by me every day for half a year, and there are daily update records. If it can be proved that the game code was indeed written by me for half a year, I ask the Apple reviewer to pay me $1 million in compensation. If it cannot be proved, I am willing to pay the Apple reviewer $1 million. I hope the reviewer of this application can accept my proposal.
Hello, my app address: https://apps.apple.com/cn/app/%E4%B8%89%E5%9B%BD%E6%88%98%E4%BA%89%E7%AD%96%E7%95%A5slg/id6741073714?ct=Tap725796
I submitted a version update request for version 1.23.1 on April 10, and submitted an accelerated review application, but it has not been reviewed yet.
Today, I have updated the new version to 1.23.2, and submitted an accelerated application request, but it has not been reviewed yet. Maybe because the online version review is stricter, I also submitted a review request for the TestFlight version, which has also been stuck waiting for review.
This is an online battle SLG game, which has been updating its version every week for half a year. Because the Android version has been updating steadily, the Apple version has suddenly been unable to update in the past two weeks, resulting in the unusable networking function.
Currently, there are a large number of complaints from Apple players. I really don’t know if there is any suitable solution. I will try my best to cooperate as long as I can. I hope that Apple’s official reviewers can provide timely help to developers and Apple players.
This is an online battle slg game, which currently has 4 independent gameplays. I learned from the server log that the reviewer did not log in to the online account I submitted, and two of the gameplays were not experienced at all.
This is a game that has been developed for half a year. Some interfaces or functions may be similar to other applications. This is just a similar function. A complete game is composed of a large number of various interfaces and functions. It is completely unreasonable to conclude that it is exactly the same as other applications because of one similarity. It is like two people who are completely unrelated look alike. This is common in reality, but they are very different because of their different experiences .
The same two different applications may be similar in some places, but the overall difference is huge because of the author's goals and preferences.
I just hope that Apple reviewers respect the work of every developer and all users who choose to buy Apple phones to experience Apple applications.
This app has been updated weekly for half a year. The link https://www.taptap.cn/app/725796?os=android basically records the development process. During the development process, a large number of players participated in the problem feedback and provided a lot of valuable suggestions, a large part of which were implemented in the game, which made this game unique.
Of course, the achievements of this game will also cause jealousy among some psychopaths. They can only satisfy their personal perverted pleasure by constantly giving bad reviews, reporting faults, etc. The suggestions of such extremists are not of much reference value.
Hello, my app address: https://apps.apple.com/cn/app/%E4%B8%89%E5%9B%BD%E6%88%98%E4%BA%89%E7%AD%96%E7%95%A5slg/id6741073714?ct=Tap725796
I submitted a version update request for version 1.23.1 on April 10, and submitted an accelerated review application, but it has not been reviewed yet.
Today, I have updated the new version to 1.23.2, and submitted an accelerated application request, but it has not been reviewed yet. Maybe because the online version review is stricter, I also submitted a review request for the TestFlight version, which has also been stuck waiting for review.
This is an online battle SLG game, which has been updating its version every week for half a year. Because the Android version has been updating steadily, the Apple version has suddenly been unable to update in the past two weeks, resulting in the unusable networking function.
Currently, there are a large number of complaints from Apple players. I really don’t know if there is any suitable solution. I will try my best to cooperate as long as I can. I hope that Apple’s official reviewers can provide timely help to developers and Apple players.
Hello,
Appeal Ticket: APL149985
Thank you for your patience as we considered your appeal.
The App Review Board determined that the original rejection feedback was valid. Your app does not comply with:
4.3(a) - Design
During our review, we found that this app duplicates the content and functionality of other apps submitted to the App Store, which is considered a form of spam and not appropriate for the App Store.
Apps submitted to the App Store should be unique and should not duplicate other apps. We encourage you to create a unique app to submit to the App Store. For more information about developing apps for the App Store, visit the Develop section of the Apple Developer website.
We appreciate your efforts to resolve this issue and look forward to reviewing your revised submission.
Best regards,
Leo
App Review Board
BlockQuote
a Blockchain based slg game got 4.3 a, I think the reviewer should know some thing about blockchain.
您好,我已经重新提交了一个版本的应用,和之前版本已经不同了,目前游戏的所有代码都是我自己写的,第三方的所有代码都被我移除了,所以代码上重复了其他游戏的是完全不存在的。
至于游戏玩法上,新的自定义技能冲榜系统,玩家可以通过“抽卡-编辑阵容-连续挑战”的方式,在遇到瓶颈时自定义技能突破关卡,这个玩法绝对是开创性的,因为已知的所有slg游戏的技能都是官方设计决定的,但是在我设计的这个玩法上,理论上所有的技能都将由玩家设计出来,这差别之大,正如区块链开创了一种崭新的去中心化的时代,和原有中心化的模式是完全不同的,据我所知,目前市面上不存在任何一款去中心化的slg游戏。但是您,尊贵的审核人员居然认为这样一款开创性的游戏是和其他中心化游戏是一样的,类同的,我相信苹果作为全球最伟大的科技公司,官方工作人员都是很专业的,都是很有见识的,都是主张创新的,主张玩家能获得独特的高质量的体验,但是这个拒绝让我疑惑。
My game has been updated steadily every week on the appstore for several months. When I submitted the updated version for review recently, it was rejected by 4.3, saying that my game has no characteristics. However, there is no other game with unique features such as custom skills on the appstore except my game, so I am puzzled and hope to be re-reviewed.
There is another problem. My game has accumulated a part of users on the appstore user side. They are anxious because they cannot update to the latest version and urge me to solve the Apple version update problem quickly. I hope Apple can give me, an individual developer and Apple mobile phone users, a practical solution to this problem, instead of just a 4.3 rejection without specifying the specific reason.
my app in app store: https://apps.apple.com/cn/app/%E4%B8%89%E5%9B%BD%E6%88%98%E4%BA%89%E7%AD%96%E7%95%A5slg/id6741073714?ct=Tap725796
my app in android store: https://www.taptap.cn/app/725796?os=android
Hello,
Thank you for your response.
Your app still provides the same feature set as other apps submitted to the App Store for review.
Submitting similar or repackaged apps is a form of spam that creates clutter and makes it difficult for users to discover new apps.
To resolve the issue it would be appropriate to revise your app to provide a unique experience or submit a new app that does not repackage the content and functionality of other apps on the App Store.
You may also choose to post a question in the Apple Developer Forums.
Best regards,
App Review
This is a cross-era slg game. Players can customize and create the generals' skills they want in the game. The game has been updated for half a year. After the basic functions of the slg game are realized, the game's special functions and custom skills are being developed. However, the previous audits have passed, but the latest audits have not passed. As far as I know, none of the current slg games support custom skills. If there are, I will no longer provide audits. Obviously, this is a unique game, but Apple's official auditors refused to pass the audit, which I cannot understand.
I think Apple's official approach is very unprofessional. At present, our game has a considerable number of Apple players. If the first application was rejected for review a few months ago, I would not think there is any problem, but my application has been updated weekly for several months. Now the latest version of the app has not been approved. Some Apple users have been urging me to update the app. Obviously, this is a unique app. Otherwise, they can choose to play other similar apps that you think. The latest version of the app on Android has been continuously updated, which makes Apple users who cannot experience the latest version very anxious. I hope that Apple officials will have more sense of responsibility for Apple developers or Apple mobile phone users, and have practical solutions to problems. Obviously, I have said so much, just to seek a feasible solution, so please tell me, what should I do to pass the review? Why can the previous simple version pass the review? Why can't the innovative and unique SLG game with custom skills pass the review?
i have a game that i upload it in the app store that my game size is 3 gigaByte but when I download it, it show that the really size is about 100 megaByte, i upload the game in google app is given me the real size,
so the problem i think is when it get out the xcode, maybe some one can give me i clue for what is going on.
my game was made by unity2020.
if that helps.
Dear Apple Developer Community,
I have been facing repeated 4.3 Spam rejections for my game on the App Store, and I am struggling to understand the reason behind it. My game is a multiplayer racing and drifting game, fully designed and developed from scratch. Every aspect—including UI, 3D assets, game mechanics, and netcode—has been built independently.
While I have used some paid assets, they are strictly for visuals only (such as models and textures), not game templates or code templates. Additionally, these assets have been significantly modified to fit my game’s unique style.
To address the rejection, I have made numerous changes—some major and some minor—including:
Modifying gameplay elements
Adjusting UI and mechanics
Updating the App Store listing (title, screenshots, description, and category)
Despite these efforts, I continue to receive the same 4.3 Spam rejection. I have also tried to appeal multiple times but have not received any response.
My game is categorized under Racing and Simulation (with Racing as the main category), but I even tried submitting it under just Games without subcategories—yet the rejection persists.
I’m truly frustrated and unsure what else I can do to resolve this issue. If anyone has faced a similar situation or has any advice on how to proceed, I would greatly appreciate your insights.
Thank you in advance!
Topic:
App Store Distribution & Marketing
SubTopic:
App Review
Tags:
Games
App Store
App Review
App Store Connect
In my project, I have several nodes (SCNNode) with some levels of detail (SCNLevelOfDetail) and everything works correctly, but when I add animation using morphing (SCNMorpher), the animation works correctly but without the levels of detail. Note: the entire scene is created in Autodesk 3D Studio Max and then exported in (.ASE) format.
The goal is to make animations using morphing that have some levels of detail.
Does anyone know if SCNMorpher supports geometry with some levels of detail?
I appreciate any information about this case.
Thanks everyone!!!
Part of the code I use to load geometries (SCNGeometry) with some levels of detail (SCNLevelOfDetail) using morphing (SCNMorpher).
node.morpher = [SCNMorpher new];
SCNGeometry *geometry = [self geometryWithMesh:mesh];
NSMutableArray <SCNLevelOfDetail*> *mutLevelOfDetail = [NSMutableArray arrayWithCapacity:self.mutLevelsOfDetail.count];
for (int i = 0; i < self.mutLevelsOfDetail.count; i++) {
ASCGeomObject *geomObject = self.mutLevelsOfDetail[i];
SCNGeometry *geometry = [self geometryWithMesh:geomObject.mesh.mutMeshAnimation[i]];
[mutLevelOfDetail addObject:[SCNLevelOfDetail levelOfDetailWithGeometry:geometry worldSpaceDistance:geomObject.worldSpaceDistance]];
}
geometry.levelsOfDetail = mutLevelOfDetail;
node.morpher.targets = [node.morpher.targets arrayByAddingObject:geometry];
I am using Unity's GameKit to implement a turnbase game.
I want to make a UI in Unity to show all the games I can join.
I tried using
var matches = await GKTurnBasedMatch.LoadMatches();
to get all the open matches.
But it seems that I can only get the matcm related to the current apple account.
Can you help me get all the matches?
ALSO
I used
var match = await GKTurnBasedMatchmakerViewController.Request(request);
to exit the gamecenter interface and start a game (automatic matching, no one was invited)
Another device used
var match = await GKTurnBasedMatch.Find(request);
to find the game, but it did not find the game, but it start a new game (automatic matching).
Can you help me solve these problems?
I’ve been having problems with MacOS builds. I’m making a release Appstore build and uploading it to Testflight. However when running it instantly crashes, and report screen shows the following:
Current flow:
I sign all files in PlugIns/ (we have a number of .bundle), and I’ve tried combinations of signing with/without --entitlements, as well as with/without --deep.
After this I sign Frameworks/GameAssembly.dylib and Frameworks/UnityPlayer.dylib. Again, I’ve tried combinations of with/without --entitlements and --deep, also not signing them at all.
After signing PlugIns and frameworks, I sign the .app, also tried this with/without --deep (always with --entitlements).
Finally I make a .pkg and upload to Testflight.
It’s not the game, as I can make an enterprise version that runs fine.
We have some restricted entitlements, such as Apple Arcade.
Building from an M1 mac, and architecture is Universal (Intel + ARM).
Unity documentation says to use --deep, but Apple documentation highly recommend against it.
So basically, my question is, how and in what order should I sign the files?
Much obliged!
I am worried that Rosetta 2 will eventually be removed. I rely on it to run x86-64 Docker containers as well as Windows games through the Game Porting Toolkit. I also use CrossOver very often, which relies on Rosetta. I also use an old version of MuseScore that needs it, and every now and then, I download a legacy Intel Mac app. Thus, I'm worried that Apple will no longer offer it for download in future macOS versions. Are there any plans to remove Rosetta? Since Rosetta is only installed on demand, I have a slight bit of reassurance that it might be offered for download indefinitely, since most casual users naturally won't install it in the future as most general consumer apps are compiled natively for ARM, and the on-demand install cuts down on the bloat included with macOS by default. I hope Rosetta could be offered indefinitely, since many pro-users and gamers rely on it very often, even 10 years from now when Intel Macs are completely unsupported. If Rosetta is removed, I might have to switch back to Windows for many tasks, so I really hope for the continued offering of Rosetta.
Topic:
App & System Services
SubTopic:
General
Tags:
Developer Tools
Games
Universal Apps
Apple Silicon
I have a Unity application in which I'm implementing a GameCenter login with PlayFab. I fetch the items and use them in the PlayFab request, which returns me the error 'Authentication failed. Signature does not match the authentication request data'. I've reproduced the request using Insomnia with the same results. I have this exact same flow implemented in another application, which works normally.
I'm positive that the PlayFab verification is correct, and there's indeed an issue with the data being sent, but I can't find any information about this kind of situation anywhere, and I don't know how to either reproduce the verification myself, or how to inspect the data to check for issues.
I have reviewed my app's data on AppstoreConnect and have filled every form, document, and even its store page. I've also checked it's bundle identifier settings to make sure it had all the permissions necessary, which seems to be only GameCenter.
I fetch the authentication items through this code
try
{
Debug.Log("Fetching authentication items");
var fetchItemsResponse = await GKLocalPlayer.Local.FetchItems();
PlayFabGameCenterLogin(fetchItemsResponse);
}
catch (Exception ex)
{
Debug.Log("Error fetching authentication items: " + ex.Message);
OnLoginFailure();
}
Which is then sent to this method to start the login request
static void PlayFabGameCenterLogin(GKIdentityVerificationResponse authenticationItems)
{
var request = new LoginWithGameCenterRequest();
request.CreateAccount = true;
request.PlayerId = GKLocalPlayer.Local.GamePlayerId;
request.InfoRequestParameters = new GetPlayerCombinedInfoRequestParams
{
GetUserAccountInfo = true
};
if (authenticationItems != null)
{
request.PublicKeyUrl = authenticationItems.PublicKeyUrl;
request.Salt = Convert.ToBase64String(authenticationItems.GetSalt());
request.Signature = Convert.ToBase64String(authenticationItems.GetSignature());
request.Timestamp = authenticationItems.Timestamp.ToString();
}
else
Debug.Log("Playfab Login with no authentication items");
// Login
PlayFabClientAPI.LoginWithGameCenter(request, OnLoginSuccess, (e) =>
{
I'm on
Unity 2022.3.10f1
Apple.Core 3.1.3
Apple.GameKit 2.2.2
Xcode 16.2
I need information on what could be the cause of this, if it's a SDK issue, a lack of filling information somewhere, if it's some data compatibility issue (maybe data on the app that's not the same on the appstoreconnect or developer?), or if it's possible to verify the authentication data manually to investigate.
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Tags:
GameKit
Games
App Store Connect API
Developer Program
Hello everyone,
i created a game that is related to doctor operation simulator. In this game, user perform different operations on different organs like face, elbow, foot etc. Game is live on play store and here is the link:
https://play.google.com/store/apps/details?id=com.nexthope.doctor.hospital.surgery.games&hl=en_US&gl=US
But it was rejected by app store review team. Similar games are already there on app store. Please help me on this issue.
Hi everyone,
I recently received a rejection for my app submission on the App Store. The rejection reason was:
"We noticed your app shares a similar binary, metadata, and/or concept as apps submitted to the App Store by other developers, with only minor differences. Submitting similar or repackaged apps is a form of spam that creates clutter and makes it difficult for users to discover new apps." (Guideline 4.3(a) - Design - Spam)
However, my game is quite different. It features a unique pixel art style and introduces fresh mechanics, such as cleaning tasks, accepting additional missions from NPCs, and even an idle clicker-style system where players can hire workers to gather in-game points. These elements differentiate it from other apps in the same category. My game's name is quite different as well: "My Pixel Market Sim - AppID: 6742187384"
Additionally, the code behind the game is completely my own, and I even sell a popular Unity Asset on the Unity Asset Store for this category. So, I can assure you the app isn’t a repackage of anything existing. (I am the owner and publisher: https://assetstore.unity.com/packages/templates/systems/market-shop-store-and-retail-game-creator-for-both-pc-and-mobile-291107)
Can anyone shed some light on why this might have been flagged as spam? I'd really appreciate any advice or guidance on how to proceed with re-submitting my app.
Thank you in advance!
Hi,
I'm working on a game for the past few years using first Unreal Engine 4, and now Unreal Engine 5.4.4.
I'm experiencingan unusual crash on startup on some devices
. The crash is so fast that I'm barely able to see the launching screen sometimes because the app closes itself before that.
I got a EXC_CRASH (SIGABRT) so I know that it's a null pointer reference, but I can't quite wrap my head about the cause, I think that's something messed up in the packaging of the app, but here is where I'm blocked, I'm not that accustomed with apple devices.
If someone has some advise to give, please, any help will be very valuable. Many thanks.
Log :
Crash Log on Ipad