Discuss games on Apple platforms.

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[Unreal Engine] File missing if packaged with command line
Hello! I am trying to automate iOS builds for my Unreal Engine game using Unreal Automation Tool, but I cannot produce a functionnal build with it, while packaging from XCode works perfectly. I have tracked down the issue to a missing file. I'm using the Firebase SDK that requires a GoogleService-Info.plist file. I have copied this file at the root of my project, as the Firebase documentation suggests. I have not taken any manual action to specify that this file needs to be included in the packaged app. The Firebase code checks the existence of this file using NSString* Path = [[NSBundle mainBundle] pathForResource: @“GoogleService-Info” ofType: @“plist”]; return Path != nil; If I package my app from XCode using Product -> Archive, this test returns true and the SDK is properly initialized. If I package my app using Unreal Engine's RunUAT.sh BuildCookRun, this test returns false and the SDK fails to initialize (and actually crashes upon trying). I have tried several Unreal Engine tricks to include my file, like setting it as a RuntimeDependecies in my projects Build.cs file. Which enables Unreal Engine code to find it, but not this direct call to NSBundle. I would like to know either how to tell Unreal Engine to include files at the root of the app bundle, or what XCode does to automatically include this file and is there a way to script it? I can provide both versions .xcarchive if needed. Thanks!
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280
Sep ’25
How to apply the same SystemImage to both mainEmitter and spawnedEmitter without clipping in ParticleEmitterComponent?
Hi everyone, I’m currently learning about ParticleEmitterComponentParticleEmitterComponent and exploring the sample app provided in the Simulating particles in your visionOS app documentation. In the sample app, when I set the EmitterPreset to fireworks from the settings panel on the left side of the window and choose SystemImage, I noticed two issues: The image applied to mainEmitter appears clipped or cropped. The image on spawnedEmitter does not update to the selected SystemImage. What I want to achieve: Apply the same SystemImage to both mainEmittermainEmitter and spawnedEmitterspawnedEmitter so that it displays correctly without clipping. Remove the animation that changes the size of spawnedEmitterspawnedEmitter over time and keep it at a constant size. Could someone explain which properties should be adjusted to achieve this behavior? Any guidance or examples would be greatly appreciated. Thanks in advance!
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742
Sep ’25
App Rejected Under Guideline 4.1 (Copycats) - How to Prove Originality?
We have been developing our game “Ailem Olur Musun” for 8 months and submitted it to the App Store. However, our application was rejected under Guideline 4.1 – Copycats. Our game is a completely original project. Its story, visuals, logo, and design were all created from scratch by our team members. The main character of the game is a delivery worker, and the drawing we made for this character is used as the game’s symbol. Despite this, our application was rejected on the grounds that it was considered to be “imitating another popular game.” This game has also been published on the Play Store and has achieved a significant number of downloads and reviews. How can I best explain this to the review team?
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Aug ’25
Unity PolySpatia
Hello, We are experiencing an issue with apparent lag or latency when interacting with objects in Unity using the XR Interaction Toolkit. Even when interactables are configured with the Movement Type set to Instantaneous, objects exhibit a noticeable delay when following hand movement. This issue is particularly apparent when the hand moves at higher speeds. We would like to know: is any additional configuration required, or is there something else we need to do to resolve this? Thank you very much for your assistance.
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890
Aug ’25
How to use Extended Virtual Addressing and Increased Memory Limit services correctly?
During the development of our 3D game project, we encountered high memory usage requirements. To address this, we enabled Apple’s Extended Virtual Addressing (EVA) and Increased Memory Limit services. We have confirmed that both services were enabled in the developer backend as well as in Xcode, and we also used updated development and distribution certificates when building the app. However, in our validation process, it seems that EVA and Increased Memory Limit are not taking effect — the game still experiences memory overflow and crashes. Could you please advise: The correct steps to properly use Extended Virtual Addressing and Increased Memory Limit; How we can confirm whether these services are functioning as expected?
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383
Aug ’25
Low Power Mode on MacOS 26 Tahoe + Vsync fullscreen limits application to 30 fps
I'm experiencing a specific issue where when using any of the MacOS 26 Tahoe betas with Low Power Mode enabled and using Vsync in fullscreen, my application framerate gets limited to a hard 30 fps. I have not experienced this on any older OS. For example Low Power Mode on 13.6 Ventura with Vsync fullscreen lets my application run at full 60 fps without issues. Is this a bug or a change in behavior of Low Power Mode on Tahoe? My application is 3D, runs at 60 fps and is sensitive to tearing, so I need Vsync and it is mostly utilized in fullscreen. And Low Power Mode is a default for many Macs, so default experience on Tahoe currently is a halved 30 fps. However there also seems to be inconsistencies of on which machines this happens, but older OSes are always fine.
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997
Aug ’25
Severe Frame Drops and Chat Bug in Delta Force Garena on iPhone 16 Pro Max After iOS 26 Update
After updating my iPhone 16 Pro Max to iOS 26, I began experiencing serious performance issues while playing Delta Force Garena. The game struggles to maintain a stable 120 FPS, frequently dropping to 30 FPS or lower, causing severe lag and stuttering especially during intense action or in open environments. There’s also a critical bug when I open the in-game chat: once the chat is opened, I become completely unable to move or perform any actions. The only solution is to force close and restart the game. The chat feature becomes totally unusable in this state. What makes this even more frustrating is that I’ve seen Android devices running the game at higher resolutions and with stable 120 FPS, despite having technically weaker processors than the A18 Pro chip in my iPhone which Apple claims is the most powerful mobile chip. In reality, the game runs significantly better on my Galaxy S23 Ultra, with no frame drops and much smoother performance overall. This makes my iPhone feel like an outdated device with poor optimization, which is disappointing given its specs and price.
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498
Aug ’25
How do I test a new leaderboard added to a Published app with prior leaderboard?
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
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Jul ’25
How to Enable Game Mode
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.
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Jul ’25
WWDC25 Metal & game technologies group lab
Hello, Thank you for attending today’s Metal & game technologies group lab at WWDC25! We were delighted to answer many questions from developers and energized by the community engagement. We hope you enjoyed it and welcome your feedback. We invite you to carry on the conversation here, particularly if your question appeared in Slido and we were unable to answer it during the lab. If your question received feedback let us know if you need clarification. You may want to ask your question again in a different lab e.g. visionOS tomorrow. (We realize that this can be confusing when frameworks interoperate) We have a lot to learn from each other so let’s get to Q&A and make the best of WWDC25! 😃 Looking forward to your questions posted in new threads.
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Jul ’25
[Open Beta] Endless Zombies – Roguelike Action Shooter (iOS)
App Name: Endless Zombies Platform: iOS Genre: Roguelike / Survival / Action TestFlight Link: https://testflight.apple.com/join/DEIN-CODE Status: Open Beta – limited seats available 🎮 What is Endless Zombies? Endless Zombies is a fast-paced, top-down roguelike shooter where you must survive increasingly intense zombie waves — with fully separated movement and aiming controls for maximum precision and tactical depth. Players can upgrade their weapons, unleash special attacks, and face progressively stronger threats including Baby Waves (fast mini-zombies) and Boss Battles against giant elite enemies with unique behavior. This is not just about survival — climb the global leaderboard and fight your way to the top! 🏆 Compete for high scores, dominate the kill count, and earn bragging rights (and potential rewards in future tournaments). Endless Zombies is currently in its first public beta and we’re looking for players who want to help us improve mechanics, test new systems, and shape the final experience. 🧪 Looking for beta testers to: Test gameplay fluidity and aiming responsiveness Evaluate performance on different iOS devices Provide feedback on UI, game balance, and spawn pacing Report bugs and edge-case issues 🚀 Features: 🎯 Dual control movement + aiming 🧠 Smarter, optimized enemy spawn logic ⚔️ Upgradeable weapons and energy system 👥 Online friends chat and leaderboard system (PlayFab-based) 📊 Stats, progress tracking, and UI improvements Join via TestFlight: 👉 https://testflight.apple.com/join/DEIN-CODE We’d love to hear what you think!
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Jun ’25
[HELP] My App Was Approved Then Rejected for 4.3 Spam – No Clear Reason Given (App ID: 6744330283)
Hi everyone, I’m reaching out because I’m really struggling to understand what’s happening with my app’s review status. My app was successfully approved and published with: Version 1.0 on May 12, 2025 Then updated to 1.1 on May 18, 2025 Everything was going smoothly — users were engaging, and within the last 20 days alone, in-app purchases totaled $2,100. However, when I submitted a new summer update (with fresh features and an in-app event), both: Version 1.2 and Version 2.1 ...were rejected under guideline 4.3(A) – Spam. This is incredibly confusing because: My app has a completely original design and functionality It provides distinctive value and content There is real user activity and sales I tried everything — submitted explanations, requested a manual review, even scheduled a Webex meeting with Apple. But the meeting was vague, and I still haven't received any concrete details on what exactly violates 4.3(A). Everything just refers back to "not complying with Apple's guidelines" without specifying how. 🆘 App ID: 6744330283 Has anyone faced something similar? Does anyone have insight on how to move forward or how to escalate this issue for a proper manual review? Any advice or help would be greatly appreciated. Thanks in advance, Bao Duy
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Jun ’25
Game Rejected due to 4.3 Design Spam!
So game I created a racing game with open world , all content was made by me from scratch , I understand the appstore was flooded by racing games like mine , but if u compare , test and etc it has been much better , when I started to develop this game , I think about quallity and good experience for users because I've seen what a trash games on the appstore , with screenshots from gta 5 and the game by itself is really just an asset , I aldo bought an asset , but I modified amd added an half of things in this car physics asset , more than half of this asset modified , I'm worked on this game about 4 years , I have big plans for this to update and work more to give to users a console like physics and experience , right now I tried to add some features to my game and adding online mode , the main idea of The game was an open world racing game like forza horizon , with similar car physics , tuning system , and in feature updates with online races , rankings and etc , so what to do right now idk , just to add this online , I've spend 4 years for nothing guys ?)
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Jun ’25
Can Game Mode be activated when a child (Java) process's window is fullscreened?
Imagine a native macOS app that acts as a "launcher" for a Java game.** For example, the "launcher" app might use the Swift Process API or a similar method to run the java command line tool (lets assume the user has installed Java themselves) to run the game. I have seen How to Enable Game Mode. If the native launcher app's Info.plist has the following keys set: LSApplicationCategoryType set to public.app-category.games LSSupportsGameMode set to true (for macOS 26+) GCSupportsGameMode set to true The launcher itself can cause Game Mode to activate if the launcher is fullscreened. However, if the launcher opens a Java process that opens a window, then the Java window is fullscreened, Game Mode doesn't seem to activate. In this case activating Game Mode for the launcher itself is unnecessary, but you'd expect Game Mode to activate when the actual game in the Java window is fullscreened. Is there a way to get Game Mode to activate in the latter case? ** The concrete case I'm thinking of is a third-party Minecraft Java Edition launcher, but the issue can also be demonstrated in a sample project (FB13786152). It seems like the official Minecraft launcher is able to do this, though it's not clear how. (Is its bundle identifier hardcoded in the OS to allow for this? Changing a sample app's bundle identifier to be the same as the official Minecraft launcher gets the behavior I want, but obviously this is not a practical solution.)
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Jun ’25
Can child processes inherit Info.plist properties of a parent app (such as LSSupportsGameMode)?
My high-level goal is to add support for Game Mode in a Java game, which launches via a macOS "launcher" app that runs the actual java game as a separate process (e.g. using the java command line tool). I asked this over in the Graphics & Games section and was told this, which is why I'm reposting this here. I'm uncertain how to speak to CLI tools and Java games launched from a macOS app. These sound like security and sandboxing questions which we recommend you ask about in those sections of the forums. The system seems to decide whether to enable Game Mode based on values in the Info.plist (e.g. for LSApplicationCategoryType and GCSupportsGameMode). However, the child process can't seem to see these values. Is there a way to change that? (The rest of this post is copied from my other forums post to provide additional context.) Imagine a native macOS app that acts as a "launcher" for a Java game.** For example, the "launcher" app might use the Swift Process API or a similar method to run the java command line tool (lets assume the user has installed Java themselves) to run the game. I have seen How to Enable Game Mode. If the native launcher app's Info.plist has the following keys set: LSApplicationCategoryType set to public.app-category.games LSSupportsGameMode set to true (for macOS 26+) GCSupportsGameMode set to true The launcher itself can cause Game Mode to activate if the launcher is fullscreened. However, if the launcher opens a Java process that opens a window, then the Java window is fullscreened, Game Mode doesn't seem to activate. In this case activating Game Mode for the launcher itself is unnecessary, but you'd expect Game Mode to activate when the actual game in the Java window is fullscreened. Is there a way to get Game Mode to activate in the latter case? ** The concrete case I'm thinking of is a third-party Minecraft Java Edition launcher, but the issue can also be demonstrated in a sample project (FB13786152). It seems like the official Minecraft launcher is able to do this, though it's not clear how. (Is its bundle identifier hardcoded in the OS to allow for this? Changing a sample app's bundle identifier to be the same as the official Minecraft launcher gets the behavior I want, but obviously this is not a practical solution.)
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Jun ’25
Worried that Rosetta 2 will eventually be removed - I need some reassurance
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.
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Jun ’25
Clarification on Use of exit(0) in iOS App for Fatal Error Recovery
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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May ’25
4.3a then 3.2f confused removed
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.
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383
Apr ’25
[Unreal Engine] File missing if packaged with command line
Hello! I am trying to automate iOS builds for my Unreal Engine game using Unreal Automation Tool, but I cannot produce a functionnal build with it, while packaging from XCode works perfectly. I have tracked down the issue to a missing file. I'm using the Firebase SDK that requires a GoogleService-Info.plist file. I have copied this file at the root of my project, as the Firebase documentation suggests. I have not taken any manual action to specify that this file needs to be included in the packaged app. The Firebase code checks the existence of this file using NSString* Path = [[NSBundle mainBundle] pathForResource: @“GoogleService-Info” ofType: @“plist”]; return Path != nil; If I package my app from XCode using Product -> Archive, this test returns true and the SDK is properly initialized. If I package my app using Unreal Engine's RunUAT.sh BuildCookRun, this test returns false and the SDK fails to initialize (and actually crashes upon trying). I have tried several Unreal Engine tricks to include my file, like setting it as a RuntimeDependecies in my projects Build.cs file. Which enables Unreal Engine code to find it, but not this direct call to NSBundle. I would like to know either how to tell Unreal Engine to include files at the root of the app bundle, or what XCode does to automatically include this file and is there a way to script it? I can provide both versions .xcarchive if needed. Thanks!
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280
Activity
Sep ’25
How to apply the same SystemImage to both mainEmitter and spawnedEmitter without clipping in ParticleEmitterComponent?
Hi everyone, I’m currently learning about ParticleEmitterComponentParticleEmitterComponent and exploring the sample app provided in the Simulating particles in your visionOS app documentation. In the sample app, when I set the EmitterPreset to fireworks from the settings panel on the left side of the window and choose SystemImage, I noticed two issues: The image applied to mainEmitter appears clipped or cropped. The image on spawnedEmitter does not update to the selected SystemImage. What I want to achieve: Apply the same SystemImage to both mainEmittermainEmitter and spawnedEmitterspawnedEmitter so that it displays correctly without clipping. Remove the animation that changes the size of spawnedEmitterspawnedEmitter over time and keep it at a constant size. Could someone explain which properties should be adjusted to achieve this behavior? Any guidance or examples would be greatly appreciated. Thanks in advance!
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0
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742
Activity
Sep ’25
How can I create a custom Matchmaker View Controller in Game Center (macOS)
I am creating a shooting game which uses Game Center for multiplayer and I want to make the Matchmaker view look different. How can I do that?
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1
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408
Activity
Sep ’25
App Rejected Under Guideline 4.1 (Copycats) - How to Prove Originality?
We have been developing our game “Ailem Olur Musun” for 8 months and submitted it to the App Store. However, our application was rejected under Guideline 4.1 – Copycats. Our game is a completely original project. Its story, visuals, logo, and design were all created from scratch by our team members. The main character of the game is a delivery worker, and the drawing we made for this character is used as the game’s symbol. Despite this, our application was rejected on the grounds that it was considered to be “imitating another popular game.” This game has also been published on the Play Store and has achieved a significant number of downloads and reviews. How can I best explain this to the review team?
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1
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0
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430
Activity
Aug ’25
Unity PolySpatia
Hello, We are experiencing an issue with apparent lag or latency when interacting with objects in Unity using the XR Interaction Toolkit. Even when interactables are configured with the Movement Type set to Instantaneous, objects exhibit a noticeable delay when following hand movement. This issue is particularly apparent when the hand moves at higher speeds. We would like to know: is any additional configuration required, or is there something else we need to do to resolve this? Thank you very much for your assistance.
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2
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0
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890
Activity
Aug ’25
How to use Extended Virtual Addressing and Increased Memory Limit services correctly?
During the development of our 3D game project, we encountered high memory usage requirements. To address this, we enabled Apple’s Extended Virtual Addressing (EVA) and Increased Memory Limit services. We have confirmed that both services were enabled in the developer backend as well as in Xcode, and we also used updated development and distribution certificates when building the app. However, in our validation process, it seems that EVA and Increased Memory Limit are not taking effect — the game still experiences memory overflow and crashes. Could you please advise: The correct steps to properly use Extended Virtual Addressing and Increased Memory Limit; How we can confirm whether these services are functioning as expected?
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383
Activity
Aug ’25
Low Power Mode on MacOS 26 Tahoe + Vsync fullscreen limits application to 30 fps
I'm experiencing a specific issue where when using any of the MacOS 26 Tahoe betas with Low Power Mode enabled and using Vsync in fullscreen, my application framerate gets limited to a hard 30 fps. I have not experienced this on any older OS. For example Low Power Mode on 13.6 Ventura with Vsync fullscreen lets my application run at full 60 fps without issues. Is this a bug or a change in behavior of Low Power Mode on Tahoe? My application is 3D, runs at 60 fps and is sensitive to tearing, so I need Vsync and it is mostly utilized in fullscreen. And Low Power Mode is a default for many Macs, so default experience on Tahoe currently is a halved 30 fps. However there also seems to be inconsistencies of on which machines this happens, but older OSes are always fine.
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1
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0
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997
Activity
Aug ’25
Severe Frame Drops and Chat Bug in Delta Force Garena on iPhone 16 Pro Max After iOS 26 Update
After updating my iPhone 16 Pro Max to iOS 26, I began experiencing serious performance issues while playing Delta Force Garena. The game struggles to maintain a stable 120 FPS, frequently dropping to 30 FPS or lower, causing severe lag and stuttering especially during intense action or in open environments. There’s also a critical bug when I open the in-game chat: once the chat is opened, I become completely unable to move or perform any actions. The only solution is to force close and restart the game. The chat feature becomes totally unusable in this state. What makes this even more frustrating is that I’ve seen Android devices running the game at higher resolutions and with stable 120 FPS, despite having technically weaker processors than the A18 Pro chip in my iPhone which Apple claims is the most powerful mobile chip. In reality, the game runs significantly better on my Galaxy S23 Ultra, with no frame drops and much smoother performance overall. This makes my iPhone feel like an outdated device with poor optimization, which is disappointing given its specs and price.
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498
Activity
Aug ’25
How do I test a new leaderboard added to a Published app with prior leaderboard?
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
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Activity
Jul ’25
How to Enable Game Mode
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.
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1.5k
Activity
Jul ’25
WWDC25 Metal & game technologies group lab
Hello, Thank you for attending today’s Metal & game technologies group lab at WWDC25! We were delighted to answer many questions from developers and energized by the community engagement. We hope you enjoyed it and welcome your feedback. We invite you to carry on the conversation here, particularly if your question appeared in Slido and we were unable to answer it during the lab. If your question received feedback let us know if you need clarification. You may want to ask your question again in a different lab e.g. visionOS tomorrow. (We realize that this can be confusing when frameworks interoperate) We have a lot to learn from each other so let’s get to Q&A and make the best of WWDC25! 😃 Looking forward to your questions posted in new threads.
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994
Activity
Jul ’25
[Open Beta] Endless Zombies – Roguelike Action Shooter (iOS)
App Name: Endless Zombies Platform: iOS Genre: Roguelike / Survival / Action TestFlight Link: https://testflight.apple.com/join/DEIN-CODE Status: Open Beta – limited seats available 🎮 What is Endless Zombies? Endless Zombies is a fast-paced, top-down roguelike shooter where you must survive increasingly intense zombie waves — with fully separated movement and aiming controls for maximum precision and tactical depth. Players can upgrade their weapons, unleash special attacks, and face progressively stronger threats including Baby Waves (fast mini-zombies) and Boss Battles against giant elite enemies with unique behavior. This is not just about survival — climb the global leaderboard and fight your way to the top! 🏆 Compete for high scores, dominate the kill count, and earn bragging rights (and potential rewards in future tournaments). Endless Zombies is currently in its first public beta and we’re looking for players who want to help us improve mechanics, test new systems, and shape the final experience. 🧪 Looking for beta testers to: Test gameplay fluidity and aiming responsiveness Evaluate performance on different iOS devices Provide feedback on UI, game balance, and spawn pacing Report bugs and edge-case issues 🚀 Features: 🎯 Dual control movement + aiming 🧠 Smarter, optimized enemy spawn logic ⚔️ Upgradeable weapons and energy system 👥 Online friends chat and leaderboard system (PlayFab-based) 📊 Stats, progress tracking, and UI improvements Join via TestFlight: 👉 https://testflight.apple.com/join/DEIN-CODE We’d love to hear what you think!
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524
Activity
Jun ’25
How to delete apps from apple games app?
I just got the new iOS 26 beta, and I LOVE the games app, but it show all of my games, even from years back. Is there a way to remove games from your library on the app?
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469
Activity
Jun ’25
[HELP] My App Was Approved Then Rejected for 4.3 Spam – No Clear Reason Given (App ID: 6744330283)
Hi everyone, I’m reaching out because I’m really struggling to understand what’s happening with my app’s review status. My app was successfully approved and published with: Version 1.0 on May 12, 2025 Then updated to 1.1 on May 18, 2025 Everything was going smoothly — users were engaging, and within the last 20 days alone, in-app purchases totaled $2,100. However, when I submitted a new summer update (with fresh features and an in-app event), both: Version 1.2 and Version 2.1 ...were rejected under guideline 4.3(A) – Spam. This is incredibly confusing because: My app has a completely original design and functionality It provides distinctive value and content There is real user activity and sales I tried everything — submitted explanations, requested a manual review, even scheduled a Webex meeting with Apple. But the meeting was vague, and I still haven't received any concrete details on what exactly violates 4.3(A). Everything just refers back to "not complying with Apple's guidelines" without specifying how. 🆘 App ID: 6744330283 Has anyone faced something similar? Does anyone have insight on how to move forward or how to escalate this issue for a proper manual review? Any advice or help would be greatly appreciated. Thanks in advance, Bao Duy
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462
Activity
Jun ’25
Game Rejected due to 4.3 Design Spam!
So game I created a racing game with open world , all content was made by me from scratch , I understand the appstore was flooded by racing games like mine , but if u compare , test and etc it has been much better , when I started to develop this game , I think about quallity and good experience for users because I've seen what a trash games on the appstore , with screenshots from gta 5 and the game by itself is really just an asset , I aldo bought an asset , but I modified amd added an half of things in this car physics asset , more than half of this asset modified , I'm worked on this game about 4 years , I have big plans for this to update and work more to give to users a console like physics and experience , right now I tried to add some features to my game and adding online mode , the main idea of The game was an open world racing game like forza horizon , with similar car physics , tuning system , and in feature updates with online races , rankings and etc , so what to do right now idk , just to add this online , I've spend 4 years for nothing guys ?)
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412
Activity
Jun ’25
Can Game Mode be activated when a child (Java) process's window is fullscreened?
Imagine a native macOS app that acts as a "launcher" for a Java game.** For example, the "launcher" app might use the Swift Process API or a similar method to run the java command line tool (lets assume the user has installed Java themselves) to run the game. I have seen How to Enable Game Mode. If the native launcher app's Info.plist has the following keys set: LSApplicationCategoryType set to public.app-category.games LSSupportsGameMode set to true (for macOS 26+) GCSupportsGameMode set to true The launcher itself can cause Game Mode to activate if the launcher is fullscreened. However, if the launcher opens a Java process that opens a window, then the Java window is fullscreened, Game Mode doesn't seem to activate. In this case activating Game Mode for the launcher itself is unnecessary, but you'd expect Game Mode to activate when the actual game in the Java window is fullscreened. Is there a way to get Game Mode to activate in the latter case? ** The concrete case I'm thinking of is a third-party Minecraft Java Edition launcher, but the issue can also be demonstrated in a sample project (FB13786152). It seems like the official Minecraft launcher is able to do this, though it's not clear how. (Is its bundle identifier hardcoded in the OS to allow for this? Changing a sample app's bundle identifier to be the same as the official Minecraft launcher gets the behavior I want, but obviously this is not a practical solution.)
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Activity
Jun ’25
Can child processes inherit Info.plist properties of a parent app (such as LSSupportsGameMode)?
My high-level goal is to add support for Game Mode in a Java game, which launches via a macOS "launcher" app that runs the actual java game as a separate process (e.g. using the java command line tool). I asked this over in the Graphics & Games section and was told this, which is why I'm reposting this here. I'm uncertain how to speak to CLI tools and Java games launched from a macOS app. These sound like security and sandboxing questions which we recommend you ask about in those sections of the forums. The system seems to decide whether to enable Game Mode based on values in the Info.plist (e.g. for LSApplicationCategoryType and GCSupportsGameMode). However, the child process can't seem to see these values. Is there a way to change that? (The rest of this post is copied from my other forums post to provide additional context.) Imagine a native macOS app that acts as a "launcher" for a Java game.** For example, the "launcher" app might use the Swift Process API or a similar method to run the java command line tool (lets assume the user has installed Java themselves) to run the game. I have seen How to Enable Game Mode. If the native launcher app's Info.plist has the following keys set: LSApplicationCategoryType set to public.app-category.games LSSupportsGameMode set to true (for macOS 26+) GCSupportsGameMode set to true The launcher itself can cause Game Mode to activate if the launcher is fullscreened. However, if the launcher opens a Java process that opens a window, then the Java window is fullscreened, Game Mode doesn't seem to activate. In this case activating Game Mode for the launcher itself is unnecessary, but you'd expect Game Mode to activate when the actual game in the Java window is fullscreened. Is there a way to get Game Mode to activate in the latter case? ** The concrete case I'm thinking of is a third-party Minecraft Java Edition launcher, but the issue can also be demonstrated in a sample project (FB13786152). It seems like the official Minecraft launcher is able to do this, though it's not clear how. (Is its bundle identifier hardcoded in the OS to allow for this? Changing a sample app's bundle identifier to be the same as the official Minecraft launcher gets the behavior I want, but obviously this is not a practical solution.)
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1k
Activity
Jun ’25
Worried that Rosetta 2 will eventually be removed - I need some reassurance
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.
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847
Activity
Jun ’25
Clarification on Use of exit(0) in iOS App for Fatal Error Recovery
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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782
Activity
May ’25
4.3a then 3.2f confused removed
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.
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Apr ’25