Discuss games on Apple platforms.

Posts under Games tag

200 Posts

Post

Replies

Boosts

Views

Activity

4.3.0 Design Spam Problem App Review is not helpful
Dear Apple Supervisors, im Enrik Sulaj an apps and games developer .I have many Why-s ! Why app review team have a stone heart? Why they dont value our work? Why they are not helpful? Why they cant tell us where the problem is ? Why they dont do their work right? Why "They dont share information "even that information can solve the problem. Why they create the problem just to reject our games? I sent an appeal for that, still waiting for it but they always had respond with not a solution to me and not in an helpful form! Why they hate new creators? And the last why, why they make the impossible to undervalue creators hardwork and made us never work with Apple Again. I never saw an car game that collect gold and rubin, gives all free assets or crushes into a wall, but they have always their answer and dont listen to the facts, the most common answer "Duplicated but with anonymous and not shareable proof "Apple supervisors, fix my problem, im an Apple unhappy user of Developer services ! Not about Apple policies, but even my new idea can get rejected. That will hurt so many new creators. Its just not right, to take money and to refuse to give service. If i buy your product you need to give me the service. At least the support, helpful support, not like (We cant share information, becouse if you analise it well that translates in " we cant help " or "we dont have any proof just want to make your road longer ".Fix this asap, apple review team need to support us, not just to say things we already know. My app is duplicated ? How is that possible didnt copy anybody, if they continue like this even if i have the problem i will never solve this becouse i dont know what to do, this situation is making me angry becouse think of it as in the same position, if you get refused for not a real reason. I will never give up, i will get my right, and i hope the other creators facing the same problem fix this also ! Do not use bots to do the work auto and faster, instead use your eyes, they never lie . Do not save time, instead do the work longer and ri to say a little thing, anything will be in the right place at the right time .
1
0
798
Oct ’24
App Review-4.3 spam
Our team has recently encountered a tricky issue: our game app was rejected during the App Store review process due to Guideline 4.3(a) - Design - Spam. We firmly believe this to be a miscarriage of judgment, as our game app is entirely self-developed and does not copy or imitate any other app. We've noted that the App Store review team may have considered our app to share similar binaries, metadata, and/or concepts with other apps on the App Store. However, we would like to emphasize that our team has invested a significant amount of time, effort, and creativity in developing this app. Despite our best efforts, our app was still rejected. We are sincerely seeking help and advice from the Apple Developer Forums community. Have any other developers encountered a similar situation, and if so, how did you resolve it?
3
1
923
Oct ’24
Resolution for Games
Hi, When using a High Definition Display, is there a way to render at exactly the target resolution on the physical screen? My understanding is that the default behavior is to render to a backing store with a resolution (in pixels) which can be twice the size of the logical resolution (in points). Then we let the OS handle the down-scaling to the actual target resolution on the screen. This is all nice for non-graphics intensive apps, but it means that my game will render at a higher resolution than needed, which seems like an obvious loss of performance. My expectation is that, for graphics intensive application such as games, we should be able to query and render to the final resolution on the display. Can it / should it be done? Thank you for your help :) FYI I did find a document which explains how to setup your CAMetalLayer to render at a custom resolution. I suspect that this may be what I have to do?
2
0
931
Oct ’24
Unable to Connect Apple ID Binding and Payment on IPv6 Network, Need Solutions
Hi everyone, I'm experiencing issues with Apple ID binding and payment on an IPv6 network. I've tried multiple devices and networks, but the problem persists. I'm not sure if it's due to a lack of official support for IPv6. I have a few questions: 1.Has anyone successfully completed Apple ID binding and payment on an IPv6 network? 2.If there is no official support, are there any solutions or alternatives? For example, switching to IPv4 or other workarounds?
0
0
438
Oct ’24
Rejected Due to 4.3(a) Design - Spam
Hello everyone, I updated a new version to fix bugs and add more levels, but Apple rejected it citing spam design 4.3(a). Everything in the game is created by my team, and we did not copy or imitate any other product. We discovered that a studio has unpacked our game and stolen all our images, sounds, and many other files, even the file names match ours. Our game was released over a month before theirs, while they just released their first version a week ago. Despite being the original version, our game was rejected for spam. Currently, our game is generating $10k daily in IAP and we are spending a lot on ads. We are in urgent need of updating the game. I’m really frustrated that this issue has not been resolved yet. I have submitted all the information and evidence to the Apple Review Board, but I haven’t received any response so far.
1
1
700
Oct ’24
Apple Practices Concerning Published Apps and Their Updates
I would like to warn other developers about shocking Apple practices of not allowing to update already published games. I have two published games on App Store and Apple does not allow me to update my games to fix simple bugs or just to replace the game icons. The updates are classified as SPAM despite the successful publication of the original games. I cannot comprehend what benefit would Apple have from dealing with upset users and developers who download suboptimal apps and who are not allowed to update already published apps to fix issues and improve users' experience. Do you think that such practices are fair? Your thoughts are welcome.
2
0
791
Oct ’24
Is this business model counted as in-app purchase?
Hello All, My team and I are developing a mobile application (offgrid) to help combat screen addiction. Our application will allow users through gamification, to challenge each other to stay off certain predetermined apps on their phone for a set amount of time and risk their own money. The money will act as a reinforcement to stay focused and off the application. Example: Jon challenges Jen to stay off Instagram for 1 hour for $5. If Jen accepts the challenge, she and Jon cannot go on Instagram. If Jen or Jon decides to click the Instagram app within the hour, the $5 automatically goes to the winner via Apple Pay or another service. If they complete the challenge and stay off Instagram then there is no exchange of money. I will also give the option for users to challenge each other and risk their money for a charity cause if someone loses. My question is, will the exchange of money count as an in-app purchase, or will the winner receive the full amount? Also, if the money goes to charity, will that count as an in-app purchase? Thanks!
0
0
634
Oct ’24
SceneKit Animations Transition Abruptly on iOS 18 Device, but Smooth in Simulator
Hi Friends! I’m facing an issue with SceneKit. I’m developing a 3D mobile game. I have a character 3D model and several skeletal animations CAAnimation. I import both the model and the animations from Maya in *.dae format. The character’s animations play continuously one after the other, with each new animation being triggered randomly. The transition between animations makes smoothly by setting the fadeInDuration and fadeOutDuration properties. Here’s an example of the code: import UIKit import QuartzCore import SceneKit class TestAnimationController: UIViewController { var bodyNode: SCNNode? override func viewDidLoad() { super.viewDidLoad() let scnView = SCNView(frame: self.view.bounds) scnView.backgroundColor = .black // Set your desired background color scnView.autoresizingMask = [.flexibleWidth, .flexibleHeight] let scene = SCNScene(named: "art.scnassets/scene/Base_room/ROOM5.scn")! bodyNode = collada2SCNNode(filepath: "art.scnassets/female/girl_body_races.dae")! bodyNode?.renderingOrder = 10 scene.rootNode.addChildNode(bodyNode!) playIdleAnimation() scnView.scene = scene // Assign the scene to the SCNView self.view.addSubview(scnView) // Add the SCNView to your main view) } func collada2SCNNode(filepath:String) -> SCNNode? { if let scene = SCNScene(named: filepath) { let node = scene.rootNode.childNodes[0] return node } else { return nil } } func playIdleAnimation() { let array = [ "art.scnassets/female/animations/idle/girl_idle_4.dae", "art.scnassets/female/animations/idle/girl_idle1.dae", "art.scnassets/female/animations/idle/girl_idle2.dae", "art.scnassets/female/animations/idle/Girl_idle3.dae", ] let animation = CAAnimation.animationWithSceneNamed(array.randomElement() ?? "")! self.setAnimationAdd( fadeInDuration: 1.0, fadeOutDuration: 1.0, keyTime: 0.99, animation, isLooped: false ) { [weak self] in guard let self = self else { return } try? self.playBoringAnimations() } } func playBoringAnimations() { let array = [ "art.scnassets/female/animations/boring/girl_boring1.dae", "art.scnassets/female/animations/boring/girl_boring2.dae", "art.scnassets/female/animations/boring/girl_boring3.dae", "art.scnassets/female/animations/boring/girl_boring4.dae", "art.scnassets/female/animations/boring/girl_boring5.dae", "art.scnassets/female/animations/boring/girl_boring6.dae", "art.scnassets/female/animations/boring/girl_boring8.dae" ] let animation = CAAnimation.animationWithSceneNamed(array.randomElement() ?? "")! self.setAnimationAdd( fadeInDuration: 1.0, fadeOutDuration: 1.0, keyTime: 0.99, animation, isLooped: false ) { [weak self] in guard let self = self else { return } try? self.playIdleAnimation() } } func setAnimationAdd(fadeInDuration : CGFloat, fadeOutDuration : CGFloat, keyTime : CGFloat, _ animation: CAAnimation, isLooped: Bool, completion: (() -> Void)?) { animation.fadeInDuration = fadeInDuration animation.fadeOutDuration = fadeOutDuration if !isLooped { animation.repeatCount = 1 } else { animation.repeatCount = Float.greatestFiniteMagnitude } animation.animationEvents = [ SCNAnimationEvent(keyTime: keyTime, block: { _, _, _ in completion?() }) ] bodyNode?.addAnimation(animation, forKey: "avatarAnimation") } } Everything worked perfectly until I updated to iOS 18. On a physical device, the animations now transition abruptly without the smooth blending that was present in earlier iOS versions. The switch between them is very noticeable, as if the fadeInDuration and fadeOutDuration parameters are being ignored. However, in the iOS 18 simulator, the animations still transition smoothly as before. Here two example videos - IOS 17.5 and IOS 18 https://youtube.com/shorts/jzoMRF4skAQ - IOS 17,5 smooth https://youtube.com/shorts/VJXrZzO9wl0 - IOS 18 not smooth I try this code in IOS 17.5, everything works fine Does anyone have any ideas on how to fix this issue?
0
0
1.2k
Oct ’24
CADisplayLink wrongly capping at 90hz on iPhone 15 Pro
I have a game for iOS where I use CADisplayLink to animate a simulation, and for some reason the animation is not getting the full 120hz on capable devices (like iPhone 15 Pro). When I enable a 120hz refresh target, the animation is capped at only 90hz. This looks terrible because the animation works best when doubled (30, 60, 120, 240, etc). The really bizarre thing is that when I turn on Screen Recording, my frame rate instantly jumps to 120, and everything looks perfectly smooth. My game has never looked better on iPhone! When recording is stopped, the animation drops back down to 90 fps. What in the world is going on? [displayLink setPreferredFrameRateRange:CAFrameRateRangeMake(100,240,120)]; //Min. Max, Preferred [displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; (Also, CADisableMinimumFrameDurationOnPhone is set to True in info.plist)
2
0
1.4k
Oct ’24
What triggers Game Mode?
What are the specific characteristics that trigger Game Mode in an iOS game? I have several casual SpriteKit games in the App Store but only one of them triggers Game Mode. What does GCSupportsGameMode do when set to true? Will it trigger Game Mode or will the OS still decide by itself?
2
0
2.5k
Oct ’24
Errors Building XCode Project
This project had been stable for years, doing hundreds of updates for customers but XCode has suddenly started generating lists of errors with every build. I have sent in reports in Feedback Assistant but never get any response. Is this a recent regression in XCode? This project is Objective-C++ with C++11, clang with lots of assembly for both CPU families. Cleaning up ... Building XCode Project... --- xcodebuild: WARNING: Using the first of multiple matching destinations: { platform:macOS, arch:arm64, id:00006001-000851861A42401E } { platform:macOS, arch:x86_64, id:00006001-000851861A42401E } { platform:macOS, name:Any Mac } --- xcodebuild: WARNING: Using the first of multiple matching destinations: { platform:macOS, arch:arm64, id:00006001-000851861A42401E } { platform:macOS, arch:x86_64, id:00006001-000851861A42401E } { platform:macOS, name:Any Mac } 2024-10-02 22:42:09.000 xcodebuild[3235:7055835] [MT] DVTAssertions: Warning in /System/Volumes/Data/SWE/Apps/DT/BuildRoots/BuildRoot11/ActiveBuildRoot/Library/Caches/com.apple.xbs/Sources/IDEFrameworks/IDEFrameworks-22269/IDEFoundation/Provisioning/Capabilities Infrastructure/IDECapabilityQuerySelection.swift:103 Details: createItemModels creation requirements should not create capability item model for a capability item model that already exists. Function: createItemModels(for:itemModelSource:) Thread: <_NSMainThread: 0x6000033fc2c0>{number = 1, name = main} Please file a bug at https://feedbackassistant.apple.com with this warning message and any useful information you can provide. 2024-10-02 22:42:09.000 xcodebuild[3235:7055835] [MT] DVTAssertions: Warning in /System/Volumes/Data/SWE/Apps/DT/BuildRoots/BuildRoot11/ActiveBuildRoot/Library/Caches/com.apple.xbs/Sources/IDEFrameworks/IDEFrameworks-22269/IDEFoundation/Provisioning/Capabilities Infrastructure/IDECapabilityQuerySelection.swift:103 Details: createItemModels creation requirements should not create capability item model for a capability item model that already exists. Function: createItemModels(for:itemModelSource:) Thread: <_NSMainThread: 0x6000033fc2c0>{number = 1, name = main} Please file a bug at https://feedbackassistant.apple.com with this warning message and any useful information you can provide. 2024-10-02 22:42:09.000 xcodebuild[3235:7055835] [MT] DVTAssertions: Warning in /System/Volumes/Data/SWE/Apps/DT/BuildRoots/BuildRoot11/ActiveBuildRoot/Library/Caches/com.apple.xbs/Sources/IDEFrameworks/IDEFrameworks-22269/IDEFoundation/Provisioning/Capabilities Infrastructure/IDECapabilityQuerySelection.swift:103 Details: createItemModels creation requirements should not create capability item model for a capability item model that already exists. Function: createItemModels(for:itemModelSource:) Thread: <_NSMainThread: 0x6000033fc2c0>{number = 1, name = main} Please file a bug at https://feedbackassistant.apple.com with this warning message and any useful information you can provide. 2024-10-02 22:42:09.000 xcodebuild[3235:7055835] [MT] DVTAssertions: Warning in /System/Volumes/Data/SWE/Apps/DT/BuildRoots/BuildRoot11/ActiveBuildRoot/Library/Caches/com.apple.xbs/Sources/IDEFrameworks/IDEFrameworks-22269/IDEFoundation/Provisioning/Capabilities Infrastructure/IDECapabilityQuerySelection.swift:103 Details: createItemModels creation requirements should not create capability item model for a capability item model that already exists. Function: createItemModels(for:itemModelSource:) Thread: <_NSMainThread: 0x6000033fc2c0>{number = 1, name = main} Please file a bug at https://feedbackassistant.apple.com with this warning message and any useful information you can provide. 2024-10-02 22:42:09.000 xcodebuild[3235:7055835] [MT] DVTAssertions: Warning in === CUT 10000 LINES of XCode Errors === PS: the maximum length on these forum posts is crazy small!
1
0
936
Oct ’24
app distribution failed because of asset validation
Asset validation failed (90680) Invalid directory. The bundle Payload/-.app/FBAEMKit.framework is not contained in a correctly named directory. It should be under Frameworks. (ID: ea5bb445-d7e8-42e4-a7c7-a3067fdec27f) Asset validation failed (90680) Invalid directory. The bundle Payload/-.app/FBSDKShareKit.framework is not contained in a correctly named directory. It should be under Frameworks. (ID: 149a6e7d-1ec1-4e20-86d4-d74e3c23059b) Asset validation failed (90535) Unexpected CFBundleExecutable Key. The bundle at 'Payload/-.app/Frameworks/UnityFramework.framework/UsdCs.bundle' does not contain a bundle executable. If this bundle intentionally does not contain an executable, consider removing the CFBundleExecutable key from its Info.plist and using a CFBundlePackageType of BNDL. If this bundle is part of a third-party framework, consider contacting the developer of the framework for an update to address this issue. (ID: e6941470-2215-49c2-a7a6-9303587559b6) Asset validation failed (90680) Invalid directory. The bundle Payload/-.app/FBSDKLoginKit.framework is not contained in a correctly named directory. It should be under Frameworks. (ID: 0ae7d7b2-6ba3-47e6-abb5-cb39791f3873) Asset validation failed (90680) Invalid directory. The bundle Payload/-.app/FBSDKCoreKit.framework is not contained in a correctly named directory. It should be under Frameworks. (ID: 4fb729bb-7f30-450b-be09-cbc3513b5dc6) Asset validation failed (90680) Invalid directory. The bundle Payload/-.app/FBSDKGamingServicesKit.framework is not contained in a correctly named directory. It should be under Frameworks. (ID: 2e434f90-d2b3-4627-ac3b-bed7aec7f007) Asset validation failed (90680) Invalid directory. The bundle Payload/-.app/FBSDKCoreKit_Basics.framework is not contained in a correctly named directory. It should be under Frameworks. (ID: e9c647d5-62fb-4100-b103-04ec7ee5481e)
0
0
728
Sep ’24
IOS 18 Beta 2
Hello, I encountered a problem in the latest beta version of ios 18. When I go to any browser or game, everything freezes and I can't do anything. The keyboard does not open and there is no response to touch. It started in the evening, but at first everything was fine. I hope you will fix it. I can't use the browser
1
0
906
Sep ’24
How best to handle AirPods audio glitches in Game Mode?
Hello! The new lower latency support for AirPods in Game Mode is impressive, but I'm not sure of the best way to handle the transition into/out of Game Mode while audio is playing. In order to lower the latency, the system appears to drop some number of samples, with the result being a good deal less latency. My use case is macOS where it's easier to switch in/out of the fullscreen game (a simple swipe left), thus causing more issues for Game Mode since the audio is playing the entire time. It would be nice if offscreen games could remain in game mode, but I understand not wanting to give developers that control. Are there any best practices for avoiding or masking the audio glitch caused by this skip-ahead? Is there a system event I can receive to know when Game Mode is about to be enabled or disabled, where I could perhaps fade out the audio? My callback checks the inTimestamp->mSampleTime value to detect gaps, but it only rarely detects a Game Mode gap, even though the audio skip-ahead always happens. BTW, I am currently only developing on macOS (15.0) and I'm working at a low level with AudioUnit callbacks and a SpatialMixer. I am not currently using any higher-level audio APIs. And here's a few questions I don't necessarily expect answers to, but it doesn't hurt to ask: Is there any additional technical details about how this latency reduction works, or exactly how much of a reduction is achieved (or said another way, how many samples are dropped)? How much does this affect AirPods battery life? And finally, is there a way to query the actual latency value? I check the value for kAudioDevicePropertyLatency but it seems to always report 160ms for AirPods. Thanks!
1
0
1.7k
Sep ’24
redeemed code
I am a developer, please send me the authentication code, I need the code for the test flight application!
Replies
1
Boosts
0
Views
526
Activity
Oct ’24
redeem code
I am a developer, please send me the authentication code !
Topic: Code Signing SubTopic: General Tags:
Replies
1
Boosts
0
Views
633
Activity
Oct ’24
4.3.0 Design Spam Problem App Review is not helpful
Dear Apple Supervisors, im Enrik Sulaj an apps and games developer .I have many Why-s ! Why app review team have a stone heart? Why they dont value our work? Why they are not helpful? Why they cant tell us where the problem is ? Why they dont do their work right? Why "They dont share information "even that information can solve the problem. Why they create the problem just to reject our games? I sent an appeal for that, still waiting for it but they always had respond with not a solution to me and not in an helpful form! Why they hate new creators? And the last why, why they make the impossible to undervalue creators hardwork and made us never work with Apple Again. I never saw an car game that collect gold and rubin, gives all free assets or crushes into a wall, but they have always their answer and dont listen to the facts, the most common answer "Duplicated but with anonymous and not shareable proof "Apple supervisors, fix my problem, im an Apple unhappy user of Developer services ! Not about Apple policies, but even my new idea can get rejected. That will hurt so many new creators. Its just not right, to take money and to refuse to give service. If i buy your product you need to give me the service. At least the support, helpful support, not like (We cant share information, becouse if you analise it well that translates in " we cant help " or "we dont have any proof just want to make your road longer ".Fix this asap, apple review team need to support us, not just to say things we already know. My app is duplicated ? How is that possible didnt copy anybody, if they continue like this even if i have the problem i will never solve this becouse i dont know what to do, this situation is making me angry becouse think of it as in the same position, if you get refused for not a real reason. I will never give up, i will get my right, and i hope the other creators facing the same problem fix this also ! Do not use bots to do the work auto and faster, instead use your eyes, they never lie . Do not save time, instead do the work longer and ri to say a little thing, anything will be in the right place at the right time .
Replies
1
Boosts
0
Views
798
Activity
Oct ’24
I am getting a CopyCat rejection on my Match 3 game
Hi i have uploaded a match 3 game and i have changed the game from levels selection to gameplay. but still i am getting copycat rejection. i dont know what i am missing, all the match 3 games have the same generc same gameplay than why i am getting the rejection kindly explain Thanks
Replies
1
Boosts
0
Views
452
Activity
Oct ’24
App Review-4.3 spam
Our team has recently encountered a tricky issue: our game app was rejected during the App Store review process due to Guideline 4.3(a) - Design - Spam. We firmly believe this to be a miscarriage of judgment, as our game app is entirely self-developed and does not copy or imitate any other app. We've noted that the App Store review team may have considered our app to share similar binaries, metadata, and/or concepts with other apps on the App Store. However, we would like to emphasize that our team has invested a significant amount of time, effort, and creativity in developing this app. Despite our best efforts, our app was still rejected. We are sincerely seeking help and advice from the Apple Developer Forums community. Have any other developers encountered a similar situation, and if so, how did you resolve it?
Replies
3
Boosts
1
Views
923
Activity
Oct ’24
Resolution for Games
Hi, When using a High Definition Display, is there a way to render at exactly the target resolution on the physical screen? My understanding is that the default behavior is to render to a backing store with a resolution (in pixels) which can be twice the size of the logical resolution (in points). Then we let the OS handle the down-scaling to the actual target resolution on the screen. This is all nice for non-graphics intensive apps, but it means that my game will render at a higher resolution than needed, which seems like an obvious loss of performance. My expectation is that, for graphics intensive application such as games, we should be able to query and render to the final resolution on the display. Can it / should it be done? Thank you for your help :) FYI I did find a document which explains how to setup your CAMetalLayer to render at a custom resolution. I suspect that this may be what I have to do?
Replies
2
Boosts
0
Views
931
Activity
Oct ’24
Unable to Connect Apple ID Binding and Payment on IPv6 Network, Need Solutions
Hi everyone, I'm experiencing issues with Apple ID binding and payment on an IPv6 network. I've tried multiple devices and networks, but the problem persists. I'm not sure if it's due to a lack of official support for IPv6. I have a few questions: 1.Has anyone successfully completed Apple ID binding and payment on an IPv6 network? 2.If there is no official support, are there any solutions or alternatives? For example, switching to IPv4 or other workarounds?
Replies
0
Boosts
0
Views
438
Activity
Oct ’24
Rejected Due to 4.3(a) Design - Spam
Hello everyone, I updated a new version to fix bugs and add more levels, but Apple rejected it citing spam design 4.3(a). Everything in the game is created by my team, and we did not copy or imitate any other product. We discovered that a studio has unpacked our game and stolen all our images, sounds, and many other files, even the file names match ours. Our game was released over a month before theirs, while they just released their first version a week ago. Despite being the original version, our game was rejected for spam. Currently, our game is generating $10k daily in IAP and we are spending a lot on ads. We are in urgent need of updating the game. I’m really frustrated that this issue has not been resolved yet. I have submitted all the information and evidence to the Apple Review Board, but I haven’t received any response so far.
Replies
1
Boosts
1
Views
700
Activity
Oct ’24
using instruments to record display while vsync signals are irregular
When I was using Instruments to test the Display on my phone, I discovered a long-duration frame. Below that frame, there were some gaps in the vsync queue. As I understand it, vsync signals should appear consistently and steadily. How can this behavior be explained? My phone is iPhone 15 Plus and iOS 18.
Replies
0
Boosts
0
Views
765
Activity
Oct ’24
Apple Practices Concerning Published Apps and Their Updates
I would like to warn other developers about shocking Apple practices of not allowing to update already published games. I have two published games on App Store and Apple does not allow me to update my games to fix simple bugs or just to replace the game icons. The updates are classified as SPAM despite the successful publication of the original games. I cannot comprehend what benefit would Apple have from dealing with upset users and developers who download suboptimal apps and who are not allowed to update already published apps to fix issues and improve users' experience. Do you think that such practices are fair? Your thoughts are welcome.
Replies
2
Boosts
0
Views
791
Activity
Oct ’24
Is this business model counted as in-app purchase?
Hello All, My team and I are developing a mobile application (offgrid) to help combat screen addiction. Our application will allow users through gamification, to challenge each other to stay off certain predetermined apps on their phone for a set amount of time and risk their own money. The money will act as a reinforcement to stay focused and off the application. Example: Jon challenges Jen to stay off Instagram for 1 hour for $5. If Jen accepts the challenge, she and Jon cannot go on Instagram. If Jen or Jon decides to click the Instagram app within the hour, the $5 automatically goes to the winner via Apple Pay or another service. If they complete the challenge and stay off Instagram then there is no exchange of money. I will also give the option for users to challenge each other and risk their money for a charity cause if someone loses. My question is, will the exchange of money count as an in-app purchase, or will the winner receive the full amount? Also, if the money goes to charity, will that count as an in-app purchase? Thanks!
Replies
0
Boosts
0
Views
634
Activity
Oct ’24
SceneKit Animations Transition Abruptly on iOS 18 Device, but Smooth in Simulator
Hi Friends! I’m facing an issue with SceneKit. I’m developing a 3D mobile game. I have a character 3D model and several skeletal animations CAAnimation. I import both the model and the animations from Maya in *.dae format. The character’s animations play continuously one after the other, with each new animation being triggered randomly. The transition between animations makes smoothly by setting the fadeInDuration and fadeOutDuration properties. Here’s an example of the code: import UIKit import QuartzCore import SceneKit class TestAnimationController: UIViewController { var bodyNode: SCNNode? override func viewDidLoad() { super.viewDidLoad() let scnView = SCNView(frame: self.view.bounds) scnView.backgroundColor = .black // Set your desired background color scnView.autoresizingMask = [.flexibleWidth, .flexibleHeight] let scene = SCNScene(named: "art.scnassets/scene/Base_room/ROOM5.scn")! bodyNode = collada2SCNNode(filepath: "art.scnassets/female/girl_body_races.dae")! bodyNode?.renderingOrder = 10 scene.rootNode.addChildNode(bodyNode!) playIdleAnimation() scnView.scene = scene // Assign the scene to the SCNView self.view.addSubview(scnView) // Add the SCNView to your main view) } func collada2SCNNode(filepath:String) -> SCNNode? { if let scene = SCNScene(named: filepath) { let node = scene.rootNode.childNodes[0] return node } else { return nil } } func playIdleAnimation() { let array = [ "art.scnassets/female/animations/idle/girl_idle_4.dae", "art.scnassets/female/animations/idle/girl_idle1.dae", "art.scnassets/female/animations/idle/girl_idle2.dae", "art.scnassets/female/animations/idle/Girl_idle3.dae", ] let animation = CAAnimation.animationWithSceneNamed(array.randomElement() ?? "")! self.setAnimationAdd( fadeInDuration: 1.0, fadeOutDuration: 1.0, keyTime: 0.99, animation, isLooped: false ) { [weak self] in guard let self = self else { return } try? self.playBoringAnimations() } } func playBoringAnimations() { let array = [ "art.scnassets/female/animations/boring/girl_boring1.dae", "art.scnassets/female/animations/boring/girl_boring2.dae", "art.scnassets/female/animations/boring/girl_boring3.dae", "art.scnassets/female/animations/boring/girl_boring4.dae", "art.scnassets/female/animations/boring/girl_boring5.dae", "art.scnassets/female/animations/boring/girl_boring6.dae", "art.scnassets/female/animations/boring/girl_boring8.dae" ] let animation = CAAnimation.animationWithSceneNamed(array.randomElement() ?? "")! self.setAnimationAdd( fadeInDuration: 1.0, fadeOutDuration: 1.0, keyTime: 0.99, animation, isLooped: false ) { [weak self] in guard let self = self else { return } try? self.playIdleAnimation() } } func setAnimationAdd(fadeInDuration : CGFloat, fadeOutDuration : CGFloat, keyTime : CGFloat, _ animation: CAAnimation, isLooped: Bool, completion: (() -> Void)?) { animation.fadeInDuration = fadeInDuration animation.fadeOutDuration = fadeOutDuration if !isLooped { animation.repeatCount = 1 } else { animation.repeatCount = Float.greatestFiniteMagnitude } animation.animationEvents = [ SCNAnimationEvent(keyTime: keyTime, block: { _, _, _ in completion?() }) ] bodyNode?.addAnimation(animation, forKey: "avatarAnimation") } } Everything worked perfectly until I updated to iOS 18. On a physical device, the animations now transition abruptly without the smooth blending that was present in earlier iOS versions. The switch between them is very noticeable, as if the fadeInDuration and fadeOutDuration parameters are being ignored. However, in the iOS 18 simulator, the animations still transition smoothly as before. Here two example videos - IOS 17.5 and IOS 18 https://youtube.com/shorts/jzoMRF4skAQ - IOS 17,5 smooth https://youtube.com/shorts/VJXrZzO9wl0 - IOS 18 not smooth I try this code in IOS 17.5, everything works fine Does anyone have any ideas on how to fix this issue?
Replies
0
Boosts
0
Views
1.2k
Activity
Oct ’24
CADisplayLink wrongly capping at 90hz on iPhone 15 Pro
I have a game for iOS where I use CADisplayLink to animate a simulation, and for some reason the animation is not getting the full 120hz on capable devices (like iPhone 15 Pro). When I enable a 120hz refresh target, the animation is capped at only 90hz. This looks terrible because the animation works best when doubled (30, 60, 120, 240, etc). The really bizarre thing is that when I turn on Screen Recording, my frame rate instantly jumps to 120, and everything looks perfectly smooth. My game has never looked better on iPhone! When recording is stopped, the animation drops back down to 90 fps. What in the world is going on? [displayLink setPreferredFrameRateRange:CAFrameRateRangeMake(100,240,120)]; //Min. Max, Preferred [displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; (Also, CADisableMinimumFrameDurationOnPhone is set to True in info.plist)
Replies
2
Boosts
0
Views
1.4k
Activity
Oct ’24
What triggers Game Mode?
What are the specific characteristics that trigger Game Mode in an iOS game? I have several casual SpriteKit games in the App Store but only one of them triggers Game Mode. What does GCSupportsGameMode do when set to true? Will it trigger Game Mode or will the OS still decide by itself?
Replies
2
Boosts
0
Views
2.5k
Activity
Oct ’24
Errors Building XCode Project
This project had been stable for years, doing hundreds of updates for customers but XCode has suddenly started generating lists of errors with every build. I have sent in reports in Feedback Assistant but never get any response. Is this a recent regression in XCode? This project is Objective-C++ with C++11, clang with lots of assembly for both CPU families. Cleaning up ... Building XCode Project... --- xcodebuild: WARNING: Using the first of multiple matching destinations: { platform:macOS, arch:arm64, id:00006001-000851861A42401E } { platform:macOS, arch:x86_64, id:00006001-000851861A42401E } { platform:macOS, name:Any Mac } --- xcodebuild: WARNING: Using the first of multiple matching destinations: { platform:macOS, arch:arm64, id:00006001-000851861A42401E } { platform:macOS, arch:x86_64, id:00006001-000851861A42401E } { platform:macOS, name:Any Mac } 2024-10-02 22:42:09.000 xcodebuild[3235:7055835] [MT] DVTAssertions: Warning in /System/Volumes/Data/SWE/Apps/DT/BuildRoots/BuildRoot11/ActiveBuildRoot/Library/Caches/com.apple.xbs/Sources/IDEFrameworks/IDEFrameworks-22269/IDEFoundation/Provisioning/Capabilities Infrastructure/IDECapabilityQuerySelection.swift:103 Details: createItemModels creation requirements should not create capability item model for a capability item model that already exists. Function: createItemModels(for:itemModelSource:) Thread: <_NSMainThread: 0x6000033fc2c0>{number = 1, name = main} Please file a bug at https://feedbackassistant.apple.com with this warning message and any useful information you can provide. 2024-10-02 22:42:09.000 xcodebuild[3235:7055835] [MT] DVTAssertions: Warning in /System/Volumes/Data/SWE/Apps/DT/BuildRoots/BuildRoot11/ActiveBuildRoot/Library/Caches/com.apple.xbs/Sources/IDEFrameworks/IDEFrameworks-22269/IDEFoundation/Provisioning/Capabilities Infrastructure/IDECapabilityQuerySelection.swift:103 Details: createItemModels creation requirements should not create capability item model for a capability item model that already exists. Function: createItemModels(for:itemModelSource:) Thread: <_NSMainThread: 0x6000033fc2c0>{number = 1, name = main} Please file a bug at https://feedbackassistant.apple.com with this warning message and any useful information you can provide. 2024-10-02 22:42:09.000 xcodebuild[3235:7055835] [MT] DVTAssertions: Warning in /System/Volumes/Data/SWE/Apps/DT/BuildRoots/BuildRoot11/ActiveBuildRoot/Library/Caches/com.apple.xbs/Sources/IDEFrameworks/IDEFrameworks-22269/IDEFoundation/Provisioning/Capabilities Infrastructure/IDECapabilityQuerySelection.swift:103 Details: createItemModels creation requirements should not create capability item model for a capability item model that already exists. Function: createItemModels(for:itemModelSource:) Thread: <_NSMainThread: 0x6000033fc2c0>{number = 1, name = main} Please file a bug at https://feedbackassistant.apple.com with this warning message and any useful information you can provide. 2024-10-02 22:42:09.000 xcodebuild[3235:7055835] [MT] DVTAssertions: Warning in /System/Volumes/Data/SWE/Apps/DT/BuildRoots/BuildRoot11/ActiveBuildRoot/Library/Caches/com.apple.xbs/Sources/IDEFrameworks/IDEFrameworks-22269/IDEFoundation/Provisioning/Capabilities Infrastructure/IDECapabilityQuerySelection.swift:103 Details: createItemModels creation requirements should not create capability item model for a capability item model that already exists. Function: createItemModels(for:itemModelSource:) Thread: <_NSMainThread: 0x6000033fc2c0>{number = 1, name = main} Please file a bug at https://feedbackassistant.apple.com with this warning message and any useful information you can provide. 2024-10-02 22:42:09.000 xcodebuild[3235:7055835] [MT] DVTAssertions: Warning in === CUT 10000 LINES of XCode Errors === PS: the maximum length on these forum posts is crazy small!
Replies
1
Boosts
0
Views
936
Activity
Oct ’24
app distribution failed because of asset validation
Asset validation failed (90680) Invalid directory. The bundle Payload/-.app/FBAEMKit.framework is not contained in a correctly named directory. It should be under Frameworks. (ID: ea5bb445-d7e8-42e4-a7c7-a3067fdec27f) Asset validation failed (90680) Invalid directory. The bundle Payload/-.app/FBSDKShareKit.framework is not contained in a correctly named directory. It should be under Frameworks. (ID: 149a6e7d-1ec1-4e20-86d4-d74e3c23059b) Asset validation failed (90535) Unexpected CFBundleExecutable Key. The bundle at 'Payload/-.app/Frameworks/UnityFramework.framework/UsdCs.bundle' does not contain a bundle executable. If this bundle intentionally does not contain an executable, consider removing the CFBundleExecutable key from its Info.plist and using a CFBundlePackageType of BNDL. If this bundle is part of a third-party framework, consider contacting the developer of the framework for an update to address this issue. (ID: e6941470-2215-49c2-a7a6-9303587559b6) Asset validation failed (90680) Invalid directory. The bundle Payload/-.app/FBSDKLoginKit.framework is not contained in a correctly named directory. It should be under Frameworks. (ID: 0ae7d7b2-6ba3-47e6-abb5-cb39791f3873) Asset validation failed (90680) Invalid directory. The bundle Payload/-.app/FBSDKCoreKit.framework is not contained in a correctly named directory. It should be under Frameworks. (ID: 4fb729bb-7f30-450b-be09-cbc3513b5dc6) Asset validation failed (90680) Invalid directory. The bundle Payload/-.app/FBSDKGamingServicesKit.framework is not contained in a correctly named directory. It should be under Frameworks. (ID: 2e434f90-d2b3-4627-ac3b-bed7aec7f007) Asset validation failed (90680) Invalid directory. The bundle Payload/-.app/FBSDKCoreKit_Basics.framework is not contained in a correctly named directory. It should be under Frameworks. (ID: e9c647d5-62fb-4100-b103-04ec7ee5481e)
Replies
0
Boosts
0
Views
728
Activity
Sep ’24
IOS 18 Beta 2
Hello, I encountered a problem in the latest beta version of ios 18. When I go to any browser or game, everything freezes and I can't do anything. The keyboard does not open and there is no response to touch. It started in the evening, but at first everything was fine. I hope you will fix it. I can't use the browser
Replies
1
Boosts
0
Views
906
Activity
Sep ’24
My app has no sound except when adjusting the volume
My app occasionally went completely silent, but I heard it briefly when I used the buttons to adjust the volume Can someone help me, please
Replies
2
Boosts
0
Views
558
Activity
Sep ’24
How best to handle AirPods audio glitches in Game Mode?
Hello! The new lower latency support for AirPods in Game Mode is impressive, but I'm not sure of the best way to handle the transition into/out of Game Mode while audio is playing. In order to lower the latency, the system appears to drop some number of samples, with the result being a good deal less latency. My use case is macOS where it's easier to switch in/out of the fullscreen game (a simple swipe left), thus causing more issues for Game Mode since the audio is playing the entire time. It would be nice if offscreen games could remain in game mode, but I understand not wanting to give developers that control. Are there any best practices for avoiding or masking the audio glitch caused by this skip-ahead? Is there a system event I can receive to know when Game Mode is about to be enabled or disabled, where I could perhaps fade out the audio? My callback checks the inTimestamp->mSampleTime value to detect gaps, but it only rarely detects a Game Mode gap, even though the audio skip-ahead always happens. BTW, I am currently only developing on macOS (15.0) and I'm working at a low level with AudioUnit callbacks and a SpatialMixer. I am not currently using any higher-level audio APIs. And here's a few questions I don't necessarily expect answers to, but it doesn't hurt to ask: Is there any additional technical details about how this latency reduction works, or exactly how much of a reduction is achieved (or said another way, how many samples are dropped)? How much does this affect AirPods battery life? And finally, is there a way to query the actual latency value? I check the value for kAudioDevicePropertyLatency but it seems to always report 160ms for AirPods. Thanks!
Replies
1
Boosts
0
Views
1.7k
Activity
Sep ’24
After the system is upgraded to 18, the Chinese characters in the arial font in the unity application are missing
After the system is upgraded to 18, the Chinese characters in the arial font in the unity application are missing
Replies
2
Boosts
1
Views
910
Activity
Sep ’24