Translated Report (Full Report Below)
Process: Asphalt8 [1703]
Path: /Applications/Asphalt8.app/Contents/MacOS/Asphalt8
Identifier: com.gameloft.asphalt8
Version: 7.4.0 (5.0.144)
Code Type: X86-64 (Native)
Parent Process: launchd [1]
User ID: 501
Date/Time: 2023-11-22 19:06:58.3982 +0800
OS Version: macOS 14.1.1 (23B81)
Report Version: 12
Anonymous UUID: AEBBC989-7D55-FCAB-97CE-851A3B261A43
Sleep/Wake UUID: A1667D0D-B0AE-49E2-A94C-7E34B07BA5B8
Time Awake Since Boot: 1308 seconds
Time Since Wake: 444 seconds
System Integrity Protection: enabled
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x00000000000000c0
Exception Codes: 0x0000000000000001, 0x00000000000000c0
Termination Reason: Namespace SIGNAL, Code 11 Segmentation fault: 11
Terminating Process: exc handler [1703]
VM Region Info: 0xc0 is not in any region. Bytes before following region: 140737487834944
REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION DETAIL
UNUSED SPACE AT START
--->
shared memory 7ffffff81000-7ffffff82000 [ 4K] r-x/r-x SM=SHM
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 Asphalt8 0x10ecdfda2 0x10d56e000 + 24583586
1 Asphalt8 0x10ecdfac5 0x10d56e000 + 24582853
2 Asphalt8 0x10ec30adb 0x10d56e000 + 23866075
3 Asphalt8 0x10d7fecc9 0x10d56e000 + 2690249
4 Asphalt8 0x10ec103c6 0x10d56e000 + 23733190
5 Asphalt8 0x10d57b89d 0x10d56e000 + 55453
6 Asphalt8 0x10d57bc85 0x10d56e000 + 56453
7 Asphalt8 0x10d575947 0x10d56e000 + 31047
8 CoreFoundation 0x7ff81b872ef6 CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER + 137
9 CoreFoundation 0x7ff81b902cac ___CFXRegistrationPost_block_invoke + 86
10 CoreFoundation 0x7ff81b902bfd _CFXRegistrationPost + 530
11 CoreFoundation 0x7ff81b842e49 _CFXNotificationPost + 826
12 Foundation 0x7ff81c72422e -[NSNotificationCenter postNotificationName:object:userInfo:] + 82
13 AppKit 0x7ff81edf603a -[NSApplication _postDidFinishNotification] + 311
14 AppKit 0x7ff81edf5d82 -[NSApplication _sendFinishLaunchingNotification] + 215
15 AppKit 0x7ff81edf3e27 -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:] + 542
16 AppKit 0x7ff81edf3a7c -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 679
17 Foundation 0x7ff81c74cd4e -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 308
18 Foundation 0x7ff81c74cb61 _NSAppleEventManagerGenericHandler + 80
19 AE 0x7ff8228ea9da 0x7ff8228df000 + 47578
20 AE 0x7ff8228ea228 0x7ff8228df000 + 45608
21 AE 0x7ff8228e3b7d aeProcessAppleEvent + 409
22 HIToolbox 0x7ff8265f3664 AEProcessAppleEvent + 55
23 AppKit 0x7ff81ededbae _DPSNextEvent + 1689
24 AppKit 0x7ff81f6e1348 -[NSApplication(NSEventRouting) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 1304
25 AppKit 0x7ff81eddedfa -[NSApplication run] + 603
26 AppKit 0x7ff81edb2e10 NSApplicationMain + 816
27 Asphalt8 0x10d586484 0x10d56e000 + 99460
28 dyld 0x7ff81b41a3a6 start + 1942
Games
RSS for tagDiscuss games on Apple platforms.
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Hi all,
I had a quick query to see if this would be considered gambling under guidelines -
I charge a monthly subscription fee to unlock this feature of my app ($4.99/month)
Each subscriber gets 400 of our app's internal currencies.
Users can use this app to bet on sporting events. They can bet only on the outcome of the event. They will be provided with live odds through an API.
Based on how well they do, the users with the most of our internal currencies at the end of the month will win prizes.
Would this process be considered gambling and require licenses on our end?
Thank You for your help!!!!
Refering to the apple accessibility plugin for Unity: https://github.com/apple/unityplugins.
I have implemented the apple accessibility into my app and it works mostly well. However, why are button clicks (voiceover) triggered by a triple tap instead of a double tap, unlike applications developed using Xcode?
Is this normal? Is there a way to change it to a double tap?
Thank you
Hello,
Our game has been released since 2020, and we recently started seeing a crash starting with iOS 16.4.1. We're having trouble reproducing it, it only seems to happen on brand new devices with GameCenter accounts that have not run our game before, it seems to me the first time the game tries to make a save. We just got our hands on a pair of new devices and still cannot reproduce the crash.
My knowledge of Obj-C is exactly zero, so it's difficult for me to know what's really going on here. I've attached the crash log and a screenshot of what I believe is the file and line pointed to in the crash. From what little I can tell, it might just be that the function on line 58 is missing an extra argument as with the one on line 63, is it possible it's that easy? Is it possible that's something that's changed starting with 16.4.1?
Any help is appreciated!
2023-10-31_10-13-06.1263_+0100-c51744f526ed25211ba33f86d78d738167b94ce2.crash
Does anyone know what are the considerations / requirements of Apple Store to offering cash rewards to users for a free to play game (i.e., not a betting / gambling licensed app)?
Our game does not involve real money transactions. We have consulted legal experts who have confirmed that we do not fall under the category of a betting or gambling company, as users are not required to make any payments to enter our competitions.
The only requirement to enter to the cash rewarded competitions is to have an in-game asset that you get in the F2P competitions or buy this in-game asset in the store. The cash rewards we offer are distributed solely based on performance in the competitions.
While my GPTK setup works fine with games like Rocket League, any Unity made game will freeze when a joystick input is given.
I've tested this with 'Zeepkist' and 'Engine Evolution 2021', both have full steam controller support enabled.
If I run the GPTK game in foreground, right after moving the joystick, this error is logged:
0bac:fixme:rawinput:rawinput_from_hardware_message Unhandled rawinput type 0x100
This only happens when Steam is running. For example, running the 'Zeepkist' .exe manually while Steam is NOT RUNNING, the controller works fine!
Most of the time this results in a crash throwing:
0bbc:fixme:dbghelp:SymLoadModuleExW Unsupported Flags 00000005 for (null)
0bbc:fixme:dbghelp:SymLoadModuleExW Unsupported Flags 00000005 for (null)
0bbc:fixme:dbghelp:SymRegisterFunctionEntryCallback64 (0000000000000084 0000000140036E50 2508e0): stub!
wine: Unhandled page fault on read access to 0000001BFFFFFFE4 at address 000000006E73B991 (thread 0bac), starting debugger...
0bbc:fixme:file:CancelSynchronousIo (000000000000007C): stub
0810:fixme:imm:ImeSetActiveContext (0x36ed10, 1): stub
0810:fixme:imm:ImmReleaseContext (000000000009020A, 000000000036ED10): stub
I would love to play Unity games using GPTK.
Please suggest any tips/tricks to resolve this issue.
I'm trying to sign a Mac app created with Unreal Engine. The signing process is manual using codesign. For some reason I'm having a crash on the app when adding certain entitlements that are necessary to the entitlements.plist file before signing. The crash looks like this:
Exception Type: EXC_CRASH (SIGKILL (Code Signature Invalid))
Exception Codes: 0x0000000000000000, 0x0000000000000000
Termination Reason: CODESIGNING 1 Taskgated Invalid Signature
Here's the crash full report:
Full Report
{"app_name":"Decoherence-Mac-Shipping","timestamp":"2023-10-11 08:49:18.00 -0500","app_version":"0.0.483","slice_uuid":"ad91922a-cea7-31bf-ba11-4984e24e77cc","build_version":"0.0.483","platform":0,"bundleID":"com.efectostudios.DecoherenceMac","share_with_app_devs":0,"is_first_party":0,"bug_type":"309","os_version":"macOS 13.2.1 (22D68)","roots_installed":0,"name":"Decoherence-Mac-Shipping","incident_id":"61D76BED-A68D-4535-AF3A-78BF60347328"}
{
"uptime" : 5500,
"procRole" : "Default",
"version" : 2,
"userID" : 501,
"deployVersion" : 210,
"modelCode" : "iMac19,1",
"coalitionID" : 2112,
"osVersion" : {
"train" : "macOS 13.2.1",
"build" : "22D68",
"releaseType" : "User"
},
"captureTime" : "2023-10-11 08:49:17.3326 -0500",
"incident" : "61D76BED-A68D-4535-AF3A-78BF60347328",
"pid" : 15082,
"cpuType" : "X86-64",
"roots_installed" : 0,
"bug_type" : "309",
"procLaunch" : "2023-10-11 08:49:16.7724 -0500",
"procStartAbsTime" : 5576178496866,
"procExitAbsTime" : 5576738153681,
"procName" : "Decoherence-Mac-Shipping",
"procPath" : "/Users/Shared/*/DecoherenceTemp copy.app/Contents/MacOS/Decoherence-Mac-Shipping",
"bundleInfo" : {"CFBundleShortVersionString":"0.0.483","CFBundleVersion":"0.0.483","CFBundleIdentifier":"com.efectostudios.DecoherenceMac"},
"storeInfo" : {"deviceIdentifierForVendor":"E8644E4C-3DF3-5239-897E-0A6D4BAFD5BD","thirdParty":true},
"parentProc" : "launchd",
"parentPid" : 1,
"coalitionName" : "com.efectostudios.DecoherenceMac",
"crashReporterKey" : "7D9F74A0-44A0-D390-8EC8-6721FAB5FDF6",
"throttleTimeout" : 2147483647,
"wakeTime" : 1328,
"sleepWakeUUID" : "014C6A54-479A-450B-94E2-5F9C7E6630D5",
"sip" : "disabled",
"exception" : {"codes":"0x0000000000000000, 0x0000000000000000","rawCodes":[0,0],"type":"EXC_CRASH","signal":"SIGKILL (Code Signature Invalid)"},
"termination" : {"flags":66,"code":1,"namespace":"CODESIGNING","indicator":"Taskgated Invalid Signature"},
"extMods" : {"caller":{"thread_create":0,"thread_set_state":0,"task_for_pid":0},"system":{"thread_create":0,"thread_set_state":0,"task_for_pid":2262},"targeted":{"thread_create":0,"thread_set_state":0,"task_for_pid":0},"warnings":0},
"faultingThread" : 0,
"threads" : [{"triggered":true,"id":78216,"threadState":{"r13":{"value":0},"rax":{"value":0},"rflags":{"value":512},"cpu":{"value":0},"r14":{"value":0},"rsi":{"value":0},"r8":{"value":0},"cr2":{"value":0},"rdx":{"value":0},"r10":{"value":0},"r9":{"value":0},"r15":{"value":0},"rbx":{"value":0},"trap":{"value":0},"err":{"value":0},"r11":{"value":0},"rip":{"value":4597456624,"matchesCrashFrame":1},"rbp":{"value":0},"rsp":{"value":140702040136552},"r12":{"value":0},"rcx":{"value":0},"flavor":"x86_THREAD_STATE","rdi":{"value":0}},"frames":[{"imageOffset":20208,"symbol":"_dyld_start","symbolLocation":0,"imageIndex":0},{"imageOffset":0,"imageIndex":1}]}],
"usedImages" : [
{
"size" : 622592,
"arch" : "x86_64",
"source" : "P",
"base" : 4597436416,
"uuid" : "bba77709-6cad-3592-ab03-09d0f7b8610e"
},
{
"size" : 85278720,
"arch" : "x86_64",
"source" : "P",
"base" : 4308656128,
"uuid" : "ad91922a-cea7-31bf-ba11-4984e24e77cc"
}
],
"vmSummary" : "ReadOnly portion of Libraries: Total=202.9M resident=0K(0%) swapped_out_or_unallocated=202.9M(100%)\nWritable regions: Total=11.4M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=11.4M(100%)\n\n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nSTACK GUARD 56.0M 1 \nStack 8192K 1 \nVM_ALLOCATE 4K 1 \n__DATA 13.0M 3 \n__DATA_CONST 32K 1 \n__DATA_DIRTY 16K 1 \n__LINKEDIT 121.0M 3 \n__TEXT 81.9M 2 \nshared memory 4K 1 \n=========== ======= ======= \nTOTAL 279.9M 14 \n",
"legacyInfo" : {
"threadTriggered" : {
}
},
"trialInfo" : {
"rollouts" : [
{
"rolloutId" : "5ffde50ce2aacd000d47a95f",
"factorPackIds" : {
},
"deploymentId" : 240000334
},
{
"rolloutId" : "5fb4245a1bbfe8005e33a1e1",
"factorPackIds" : {
},
"deploymentId" : 240000021
}
],
"experiments" : [
{
"treatmentId" : "6dd670af-0633-45e4-ae5f-122ae4df02be",
"experimentId" : "64406ba83deb637ac8a04419",
"deploymentId" : 900000017
}
]
},
"reportNotes" : [
"dyld_process_snapshot_get_shared_cache failed"
]
}
Hi all
So I'm quite new into GameDev and am struggling a bit with the Tilemap
All my elements have the size of 64x64. As you can see in my screenshot there is some gap between the street and the water. It might be simple but what's the best way to fix that gap? I could increase the width of the left and right edge png but then I will sooner or later run into other problems as it then is not fitting with the rest.
Thanks for your help
Cheers from Switzerland
My game has an "Exit" button in the intro screen that allows you to quit. I submitted an update to the game and the app review is saying when they click "exit," that it goes to a grey screen.
I cannot re create this. I've played it in a guest account in a "minimally privileged environment" yet it does not happen for me.
The button calls [NSApp terminate:self];
Is there any reason this might happen? I can't re create it. What should I do if I cannot? I am at an impasse here.
Hello guys,
We have built a game in Cocos Creator which works fine on all androids, windows, ipads and macs. But in iphone it crashes randomly. Does anyone know something about this like memory constraints etc.?
We transferred application, using guide there:
https://developer.apple.com/help/app-store-connect/transfer-an-app/overview-of-app-transfer/
We use Game Center to identify users via playerid https://developer.apple.com/documentation/gamekit/gkplayer/1521127-playerid
After transferring application playerid for our current users is changed, and so users are unable to login
How can we restore playerid for our users?
For "Sign in with Apple" there are migration process, so there are no issues, is there something like that for Game Center?
How is this a valid stack trace with mangled symbol names and file/line information? I've already demangled the name, even though Windows does this for me.
The recommended approach to get file/line seems to be to proc "atos" process repeatedly on the symbols to turn them all into file/line. But shouldn't there just be a function call for this, or option to backtrace_symbols() since it's looking up the symbol anyways.
I don't get how this external process call would work for iOS, and it seems slow for macOS as well.
Compare this with Window CaptureStackBackTrace, and then there is a simple function call via DbgHelp.lib to retrieve the file/line. Am I supposed to somehow use the CoreSymbolicate framework on macOS/iOS?
According to UIRequiredDeviceCapabilities documentation https://developer.apple.com/documentation/bundleresources/information_property_list/uirequireddevicecapabilities/, the value iphone-performance-gaming-tier has been added. The description is quoted below.
iphone-performance-gaming-tier
Requires the graphics performance and gaming features equivalent to the iPhone 15 Pro and iPhone 15 Pro Max. Available in iOS 17.0 and later. Unavailable in visionOS.
In Info.plist of Xcode 15.0 (15A240d), setting iphone-performance-gaming-tier is correctly displayed in human readable format.
However, when archiving a build containing this value and submitting it to App Store Connect, I receive an email stating that the bundle is invalid.
The iphone-performance-gaming-tier is not available at this time, although its documentation states that it is available in iOS 17.0 and later. How can I use this value? For example, do I need a special entitlement?
Hello,
I am on windows and I am an apple developer. Quite the match right. Well, I have a huge bug on my unity game and I received a crash log file. But, only one problem. I can't understand it. I do not have xcode. I have the file itself and it says it's a bugtype 309. I can't symbolicate it either. Anyone have any suggestions?
Thank you.
here's a little snippet, if anyone can help me out.
"ime" : 7500,
"procRole" : "Foreground",
"version" : 2,
"userID" : 501,
"deployVersion" : 210,
"modelCode" : "iPhone11,8",
"coalitionID" : 916,
"osVersion" : {
"isEmbedded" : true,
"train" : "iPhone OS 17.0",
"releaseType" : "User",
"build" : "21A329"
},
"captureTime" : "2023-09-19 09:56:34.6392 -0700",
"codeSigningMonitor" : 1,
"incident" : "A3F5FA70-7C68-498A-A534-A55E23E88263",
"pid" : 903,
"cpuType" : "ARM-64",
"roots_installed" : 0,
"bug_type" : "309",
"procLaunch" : "2023-09-19 09:56:15.5922 -0700",
"procStartAbsTime" : 180831869743,
"procExitAbsTime" : 181288438801,
"procName" : "El",
"procPath" : "/private/var/containers/Bundle/Application/EC7A3162-12FE-4340-B40A-172D8C554969/EndlessFall.app/EndlessFall",
"bundleInfo" : {"CFBundleShortVersionString":"1.9","CFBundleVersion":"0.9.18","CFBundleIdentifier":"com.Bl","DTAppStoreToolsBuild":"1a"},
"storeInfo" : {"itemID":"641","deviceIdentifierForVendor":"5557A5A3-438E-4341-9D8D-3256CE7DDCCD","thirdParty":true,"softwareVersionExternalIdentifier":"859958770"},
"parentProc" : "launchd",
"parentPid" : 1,"
My game crash when try FetchItems. Help me fix this please
Hi everyone, I want to develop some game with a friend for fun. So what is the best MacBook for game development, to run unreal engine or unity ?
Thx
I want to do visionOS games. Which one is better, SwiftUI or UIKit? What are the advantages?
Does anyone have any income after downloading the game on Apple arcade?
Can arcade be put on the shelves of visionOS games?
I have a Macbook Pro 16 M1Pro 16Gb Ram MacOS 14 Sonoma Beta 4 and GPT 1.0.2 and currently testing Diablo 4 V 1.04 (latest Update on 08.08.2023).
The game is awesome and it runs in 2560x1440 in 50-60fps on my 4K-LG Display over HDMI very smoothly, until .... see Problem 1 and Problem 2
Graphics details are in full detail. smooth shadows and even FSR2 works perfectly.
Diablo4 needs around 9-11 GB Ram on my system.
There are no background activities running!
Problem 1: exploring new areas causes Ram Buffer overflow, freezes the screen, and crashes, and a new system reboot is needed.
Problem 2: when trying to buy/sell an item, or just the characters menu will be opened, the game freezes. A game reboot is necessary!
While running the HUD in games I can see what's going on and could analyze, that while it's the case Problem 1 and Problem 2 happening, The RAM jumps from 9-11 GB to 16-18 GB.
This is much more than the System can deliver and cause the screen freezes and crash. Either the whole system reboot or mostly just the game reboot is needed.
Would be very nice if Apple could fix/adjusts GPT in the next versions of Diablo 4.
Many thanks in advanced
An issue appeared on IOS 16.4 when presenting GKMatchmakerViewController with the matchmakingMode set to inviteOnly. The view controller appears with the invite option as expected. But trying to tap it, the GKMatchmakerViewController disappears immediately.
No problem on the previous IOS versions.
It works also when matchmakingMode is not used at all.