Discuss games on Apple platforms.

Posts under Games tag

200 Posts

Post

Replies

Boosts

Views

Activity

How do you incorporate WKInterfaceSKScene into a watchOS Starter Template App?
I'm trying to create a Apple Watch game using Xcode 14.2 and watchOS 9. Getting started creating a watchOS App seems pretty straight forward, and getting started creating a game project via the starter template seems easy enough. Trying to put these two together though doesn't seem to work (or is not straight foward). The documentation specifies limitations on what libraries can be used with watchOS noting WKInterfaceSKScene, but doesn't give any specific examples of how to start out a WatchOS project using this. Additionally nearly every online tutorial that I'm able to find uses Storyboards to create a watchOS game, which does not seem to be supported in the latest version of watchOS or Xcode. Can anyone provide example starter code using the watchOS App project starter that that loads with a small colored square on the screen that moves from left to right using the WKInterfaceSKScene library? I've tried the Apple documentation, asking ChatGPT for a sample or reference links, and various tutorials on YouTube and elsewhere.
2
1
2.2k
Jul ’24
Iphone 14 & 15 pro model camera focusing error / UNITY APP
Hi, I would like to ask your advice with our IOS app, which has a problem with the Iphone 14 pro & Iphone 15 pro model camera focusing on close objects. The game is made with Unity and the idea is that kids can scan random QR - and barcodes to catch monsters. With Iphone the no pro models focus and read the barcodes well, but new models with three back camera systems our app does not focus on close, that makes the barcode reading hard. Somehow it seems that the Iphone pro model is not changing the camera lens to close focusing one in a third party app like it does when you use the camera itself. Do you have any advice on how to solve the focusing problem? I appreciate your help!
0
0
881
Jul ’24
Unable to create PhysicsJoint using Entity's Geometric Pin
Hello, I'm trying to attach one entity to another entity via the new PhysicsFixedJoint. I have a usdz that contains a skeletal pose which expose the joints as pins as desired. However the when I access the pin, it is returning a GeometricPin, instead of an EntityGeometricPin as you would expect. I can't use the returned GeometricPin to create the joint. Am I missing something? Shouldn't access the Entity's pins object return EntityGeometricPins instead of GeometricPin? Here is the code sample: var body: some View { RealityView { content in if let scene = try? await Entity(named: "Scene", in: untitledBundle) { content.add(scene) let attack = try! Entity.load(named: "Attack01_SingleSword") let anchor = scene.findEntity(named: "Root") anchor?.addChild(attack) let sword = try! Entity.load(named: "OHS08_Sword") anchor?.addChild(sword) if let swordEntity = findModelComponentEntity(entity: sword) { let swordPin = swordEntity.pins.set( named: "test", position: SIMD3<Float>.zero ) if let attackEntity = findModelComponentEntity(entity: attack) { let attackPin = attackEntity.pins["root/pelvis/spine_01/spine_02/spine_03/clavicle_r/upperarm_r/lowerarm_r/hand_r/weapon_r"]! // This is returning GeomtricPin instead of the EntityGeometricPin that the "pins" object contains let joint = PhysicsFixedJoint( pin0: swordPin, pin1: attackPin // This is a compile error since it is not an EntityGeometricPin type ) try! joint.addToSimulation() } } } } }
2
0
1.2k
Jun ’24
Any emulator for Mac Silicon?
As of now, there are some emulators available for the Apple Silicon Mac, such as Parallels Desktop and VMware Fusion. These emulators support virtualization on Apple Silicon and offer some support for ARM architecture. However, not all mobile applications or games have been adapted for Apple Silicon yet, so are there any emulators designed for moblie games fully adapted to Apple Silicon?
1
0
1.4k
Jun ’24
Any emulator for Mac Silicon?
截至目前,有一些为苹果芯片的 Mac 设计的模拟器,比如 Parallels Desktop 和 VMware Fusion。这些模拟器支持在苹果芯片上的虚拟化,并提供了对 ARM 架构的一些支持。然而,并非所有移动应用程序或游戏都已经适配到苹果芯片上,因此是否有针对移动游戏完全适配到苹果芯片的模拟器?
0
0
780
Jun ’24
Unreal 5.3 build failed, copied project from windows pc
I am having problems building an Unreal project in Xcode. The problem starts when the compiler starts to build a custom made plugin, that works perfectly fine on windows. When looking at the log, it seems that I will have to rebuild the plugin for macOS-arm64, does anyone have some ideas how I should approach? Showing All Messages ------ Building 4 action(s) started ------ [1/4] Link [Apple] Trancendent Undefined symbols for architecture arm64: "ExampleLibraryFunction()", referenced from: FTrancendantMetaNodesModule::StartupModule() in Module.TrancendantMetaNodes.cpp.o ld: symbol(s) not found for architecture arm64 /Users/Shared/Epic Games/UE_5.3/ld:1:1: ignoring file /Users/nicolaslefevre/Desktop/KanuziTemple/Plugins/TrancendantMetaNodes/Source/ThirdParty/TrancendantMetaNodesLibrary/Mac/Release/libExampleLibrary.dylib, building for macOS-arm64 but attempting to link with file built for macOS-x86_64 Total time in Parallel executor: 2.18 seconds Total execution time: 2.95 seconds /Users/Shared/Epic Games/UE_5.3/clang:1:1: linker command failed with exit code 1 (use -v to see invocation)
0
0
785
Jun ’24
Game rejected due to Bitcoin logo - Copycats
Hi everyone, Last month, my endless runner game set in a crypto world was rejected for using the Bitcoin logo, labeled as a "Copycats" issue. We were asked to remove the logo and Bitcoin prices, even though the Bitcoin logo is public domain. I noticed other Bitcoin games on the AppStore were updated recently without any problems. I couldn't find any rules against using Bitcoin in the guidelines. When I appealed, they just told me to remove it again but didn't explain why. We've updated our game several times before, and only this small bug fix was rejected. Any advice on what are the next step? Anyone experienced this? Cheers
0
0
864
May ’24
Overlapping in Tilemap
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
2
0
1.5k
May ’24
any example based on SpriteKit for getting started ?
Background: This is a question asking for a good example of SpriteKit from a very new iOS developer who is investigating for starting an iOS 2D game project. As I explored in the official apple development doc, to dev a 2D game SpriteKit is the very framework I am looking for. There have been some clear and succinct words for any API and class documented in the reference spec when I started a project in Xcode. However I haven't been able to finish the project as having no any general idea about what is always needed of a typical game using the framework. Question: As an experienced Java Spring programmer I believe that I am needed a brief example to get started with the SpriteKit framework which provides me an idea of necessary steps for a 2D game.
2
0
1.8k
May ’24
in-app purchase with free tier
Hi, I am developing Cordova apps/games with in-app purchase products as well as an initial product as non-paid (Free) tier: New users will be able to play freely for a set of games as default at the beginning. Then, if they would like to have more games with different set of attributes or themes, they can add more games with in-app purchases. It is similar to a game called Subway Surfers in App Store I would play in the past. A new player initiates games as Free Tier. After, let us say 3 games, the user is asked if he/she would like to have more games to play with different scenes/themes in different Tiers, in addition to their disposal: Tier 1, Tier 2 and Tier 3. For example Tier 1 adds 3 more games into the Free Tier games so they can play 6 games in the set;Tier 2 add 6 more games and so 9 games they can play and so on. Each individual game in their set is a variant of others in differing Tiers. If they don't wish and play Free Tier games, they may play them too, with limited set of themes but infinite times. If a user chooses a tier, let us say Tier 1, and when they play 6 games, they are asked if they would like advance to Tier 2 or Tier 3. If they choose Tier 2, as they complete the respective games they will be asked for Tier 3. However, if they don't wish to advance, again they can play current Tier games as many times as they wish. It is like non-subscription apps then converted to subscription-based ones. In App Store Connect, I created a number of products for in-app purchases for an app. How I can deliver this Free Tier games in the app and let users try it and allow them to choose in-app purchase products available in AppStore Connect. I would appreciate response and support. Best Lexxyacc
0
0
1.2k
May ’24
My game (made with unity) becomes unplayable due to the scrolling shortcuts in the safe area at the bottom.
Hello. My game, which I have been preparing for a long time on Unity, has been completed. But I have a big problem. My game is a game focused on constantly drawing lines. For this reason, I need to draw lines in the safe area at the bottom of the iPhone. However, due to the shortcuts on the iPhone, my game is constantly put in the background or switched to another application. Since there are so many levels in my game, it is almost impossible to redesign the levels and since I am a game with lines drawn, I will always have this problem again. What I want is to cancel the shortcut to switch to another application and put it in the background when I swipe from left to right or right to left when my game opens. When my game opens, the priority is on the lines in my game. I also marked the defer system gestures on edges section on Unity for postponement, but it did not help. Also, postponing it will not solve the problem. For example, they disabled these shortcuts in the (mini metro) game and you can never use these shortcuts in the game. I did a lot of research on forum sites and chatgpt and tried different codes, but I couldn't find a solution. Can you help me with this? When my game is opened, I want to prevent and cancel the transition to another application by drawing a line left and right in the safe area section at the bottom and the game from being placed in the background. I would be very happy if you could help me with a hint or a code on what to do.
0
0
777
May ’24
Memory corruption crash
Hello! We are experiencing crashes on iOS both in debug and release builds in a game made in Godot 3.5.1. The main problem is that we don’t know where exactly the problem is and cannot understand how could we find a way to fix it. We don't expect that someone here will know how to fix this on Godot's side, but we would appreciate some help on how to get more info about the problem and potentially fix it. Debug builds: It is way more frequent in debug builds when we make a build, open it in Xcode, and install it directly on an iOS device. The first type of the crash in debug build is occurring like 70% of the time when the game is loading and trying to get into its main menu. The thing we are getting in Xcode looks like on first image below. Another type of crash happens when we open some save files and start the actual playable part of the game. It happens just after moving the character a few steps and it looks like on second image below. We are aware that the log recommends using breakpoints to find where exactly the problem is, but the thing is that we don’t know where we could do that in Xcode. We are not sure if we are missing something in Xcode or if we cannot do that when opening a project made in Godot. We tried many different builds with removed shader files, and scenes and changed different kinds of settings. We would get the same crash every time. When we made a new build, we cleared the build’s folder. Also, we occasionally deleted the .import folder of the project during development and reimported it. The problem occurred on many different iOS devices with more than 4GB of RAM. Release builds: These builds are uploaded on TestFlight. In release builds crashes wouldn’t occur like in debug builds. They would happen like totally randomly. In some testing sessions, it would happen like 10 minutes in the game, and in others in a few hours. Some testers couldn’t get the crash and altogether and we couldn’t find some repro steps to produce these crashes. In the attached files, you can find logs that we managed to collect from TestFlight. The most frequent type of the crash that we got, is following: Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Subtype: KERN_INVALID_ADDRESS Additional info: From reading Apple’s documentation Investigating memory access crashes, we got it that the problem is in “Invalid memory fetch”, but we couldn’t find how this could help us with further investigation. When we used Address Sanitizer tool and made a build, suddently the game stopped crashing in debug builds like it did before. Also we then didn't receive logs in Xcode that would hint us that something is going on. Tried to build our project in newer version of Godot, but the problem still persisted. Used software and hardware: Godot 3.5.1 macOS, Ventura, 13.5 Xcode, 15.2 iPad Air (5th generation), 17.4.1 MacBook Pro, Apple M1 If you have some clues or ideas on how to fix this problem, please write it, it would mean us a lot. Don’t hesitate to ask questions if something is unclear. Thank you very much in advance!
2
0
2.2k
May ’24
What Platform to Use To Make a Game in Xcode?
I am wanting to create a 3D video game in Xcode for macOS, iOS, iPadOS, tvOS, and visionOS. I have heard that there are a few different ways to go about this such as MetalKit or SceneKit. These libraries seem to have little examples and documentation so I am wondering: Are they still be developed/supported? Which platform should I make a game in? Where are some resources to learn how to use these platforms? Are there other better platforms that I am just not aware of? Thanks!
1
0
2.3k
May ’24
Test Game Center integration for new game
Hi! I have a new game and I have setup the leaderboards and achievements in App Store Connect but all of them are "not live" and in console I see this warning: "No AchievementDescription could be found for Achievement with ID: {my_ID}" I did not do a fresh Game Center setup for a long time, but is there any way to test if achievements and leaderboards are working for nonreleased game? Thank you!
3
1
2k
Apr ’24
collision detecting is not working in my Watch app
Wanted to reach out for some assistance with troublshooting my watch app not detecting collision, I have set up a few breakpoints and determined that it is not running the game over struct even if it had detected the collision, I have also tried to generate a log file when a collision is detected and that does not work either. I have considered that the objects may not be on the same layer so they are now in the same zstack.
1
0
1.4k
Apr ’24
How do you incorporate WKInterfaceSKScene into a watchOS Starter Template App?
I'm trying to create a Apple Watch game using Xcode 14.2 and watchOS 9. Getting started creating a watchOS App seems pretty straight forward, and getting started creating a game project via the starter template seems easy enough. Trying to put these two together though doesn't seem to work (or is not straight foward). The documentation specifies limitations on what libraries can be used with watchOS noting WKInterfaceSKScene, but doesn't give any specific examples of how to start out a WatchOS project using this. Additionally nearly every online tutorial that I'm able to find uses Storyboards to create a watchOS game, which does not seem to be supported in the latest version of watchOS or Xcode. Can anyone provide example starter code using the watchOS App project starter that that loads with a small colored square on the screen that moves from left to right using the WKInterfaceSKScene library? I've tried the Apple documentation, asking ChatGPT for a sample or reference links, and various tutorials on YouTube and elsewhere.
Replies
2
Boosts
1
Views
2.2k
Activity
Jul ’24
Iphone 14 & 15 pro model camera focusing error / UNITY APP
Hi, I would like to ask your advice with our IOS app, which has a problem with the Iphone 14 pro & Iphone 15 pro model camera focusing on close objects. The game is made with Unity and the idea is that kids can scan random QR - and barcodes to catch monsters. With Iphone the no pro models focus and read the barcodes well, but new models with three back camera systems our app does not focus on close, that makes the barcode reading hard. Somehow it seems that the Iphone pro model is not changing the camera lens to close focusing one in a third party app like it does when you use the camera itself. Do you have any advice on how to solve the focusing problem? I appreciate your help!
Replies
0
Boosts
0
Views
881
Activity
Jul ’24
Unable to create PhysicsJoint using Entity's Geometric Pin
Hello, I'm trying to attach one entity to another entity via the new PhysicsFixedJoint. I have a usdz that contains a skeletal pose which expose the joints as pins as desired. However the when I access the pin, it is returning a GeometricPin, instead of an EntityGeometricPin as you would expect. I can't use the returned GeometricPin to create the joint. Am I missing something? Shouldn't access the Entity's pins object return EntityGeometricPins instead of GeometricPin? Here is the code sample: var body: some View { RealityView { content in if let scene = try? await Entity(named: "Scene", in: untitledBundle) { content.add(scene) let attack = try! Entity.load(named: "Attack01_SingleSword") let anchor = scene.findEntity(named: "Root") anchor?.addChild(attack) let sword = try! Entity.load(named: "OHS08_Sword") anchor?.addChild(sword) if let swordEntity = findModelComponentEntity(entity: sword) { let swordPin = swordEntity.pins.set( named: "test", position: SIMD3<Float>.zero ) if let attackEntity = findModelComponentEntity(entity: attack) { let attackPin = attackEntity.pins["root/pelvis/spine_01/spine_02/spine_03/clavicle_r/upperarm_r/lowerarm_r/hand_r/weapon_r"]! // This is returning GeomtricPin instead of the EntityGeometricPin that the "pins" object contains let joint = PhysicsFixedJoint( pin0: swordPin, pin1: attackPin // This is a compile error since it is not an EntityGeometricPin type ) try! joint.addToSimulation() } } } } }
Replies
2
Boosts
0
Views
1.2k
Activity
Jun ’24
Any emulator for Mac Silicon?
As of now, there are some emulators available for the Apple Silicon Mac, such as Parallels Desktop and VMware Fusion. These emulators support virtualization on Apple Silicon and offer some support for ARM architecture. However, not all mobile applications or games have been adapted for Apple Silicon yet, so are there any emulators designed for moblie games fully adapted to Apple Silicon?
Replies
1
Boosts
0
Views
1.4k
Activity
Jun ’24
Any emulator for Mac Silicon?
截至目前,有一些为苹果芯片的 Mac 设计的模拟器,比如 Parallels Desktop 和 VMware Fusion。这些模拟器支持在苹果芯片上的虚拟化,并提供了对 ARM 架构的一些支持。然而,并非所有移动应用程序或游戏都已经适配到苹果芯片上,因此是否有针对移动游戏完全适配到苹果芯片的模拟器?
Replies
0
Boosts
0
Views
780
Activity
Jun ’24
Unreal 5.3 build failed, copied project from windows pc
I am having problems building an Unreal project in Xcode. The problem starts when the compiler starts to build a custom made plugin, that works perfectly fine on windows. When looking at the log, it seems that I will have to rebuild the plugin for macOS-arm64, does anyone have some ideas how I should approach? Showing All Messages ------ Building 4 action(s) started ------ [1/4] Link [Apple] Trancendent Undefined symbols for architecture arm64: "ExampleLibraryFunction()", referenced from: FTrancendantMetaNodesModule::StartupModule() in Module.TrancendantMetaNodes.cpp.o ld: symbol(s) not found for architecture arm64 /Users/Shared/Epic Games/UE_5.3/ld:1:1: ignoring file /Users/nicolaslefevre/Desktop/KanuziTemple/Plugins/TrancendantMetaNodes/Source/ThirdParty/TrancendantMetaNodesLibrary/Mac/Release/libExampleLibrary.dylib, building for macOS-arm64 but attempting to link with file built for macOS-x86_64 Total time in Parallel executor: 2.18 seconds Total execution time: 2.95 seconds /Users/Shared/Epic Games/UE_5.3/clang:1:1: linker command failed with exit code 1 (use -v to see invocation)
Replies
0
Boosts
0
Views
785
Activity
Jun ’24
Game rejected due to Bitcoin logo - Copycats
Hi everyone, Last month, my endless runner game set in a crypto world was rejected for using the Bitcoin logo, labeled as a "Copycats" issue. We were asked to remove the logo and Bitcoin prices, even though the Bitcoin logo is public domain. I noticed other Bitcoin games on the AppStore were updated recently without any problems. I couldn't find any rules against using Bitcoin in the guidelines. When I appealed, they just told me to remove it again but didn't explain why. We've updated our game several times before, and only this small bug fix was rejected. Any advice on what are the next step? Anyone experienced this? Cheers
Replies
0
Boosts
0
Views
864
Activity
May ’24
Overlapping in Tilemap
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
Replies
2
Boosts
0
Views
1.5k
Activity
May ’24
any example based on SpriteKit for getting started ?
Background: This is a question asking for a good example of SpriteKit from a very new iOS developer who is investigating for starting an iOS 2D game project. As I explored in the official apple development doc, to dev a 2D game SpriteKit is the very framework I am looking for. There have been some clear and succinct words for any API and class documented in the reference spec when I started a project in Xcode. However I haven't been able to finish the project as having no any general idea about what is always needed of a typical game using the framework. Question: As an experienced Java Spring programmer I believe that I am needed a brief example to get started with the SpriteKit framework which provides me an idea of necessary steps for a 2D game.
Replies
2
Boosts
0
Views
1.8k
Activity
May ’24
in-app purchase with free tier
Hi, I am developing Cordova apps/games with in-app purchase products as well as an initial product as non-paid (Free) tier: New users will be able to play freely for a set of games as default at the beginning. Then, if they would like to have more games with different set of attributes or themes, they can add more games with in-app purchases. It is similar to a game called Subway Surfers in App Store I would play in the past. A new player initiates games as Free Tier. After, let us say 3 games, the user is asked if he/she would like to have more games to play with different scenes/themes in different Tiers, in addition to their disposal: Tier 1, Tier 2 and Tier 3. For example Tier 1 adds 3 more games into the Free Tier games so they can play 6 games in the set;Tier 2 add 6 more games and so 9 games they can play and so on. Each individual game in their set is a variant of others in differing Tiers. If they don't wish and play Free Tier games, they may play them too, with limited set of themes but infinite times. If a user chooses a tier, let us say Tier 1, and when they play 6 games, they are asked if they would like advance to Tier 2 or Tier 3. If they choose Tier 2, as they complete the respective games they will be asked for Tier 3. However, if they don't wish to advance, again they can play current Tier games as many times as they wish. It is like non-subscription apps then converted to subscription-based ones. In App Store Connect, I created a number of products for in-app purchases for an app. How I can deliver this Free Tier games in the app and let users try it and allow them to choose in-app purchase products available in AppStore Connect. I would appreciate response and support. Best Lexxyacc
Replies
0
Boosts
0
Views
1.2k
Activity
May ’24
My game (made with unity) becomes unplayable due to the scrolling shortcuts in the safe area at the bottom.
Hello. My game, which I have been preparing for a long time on Unity, has been completed. But I have a big problem. My game is a game focused on constantly drawing lines. For this reason, I need to draw lines in the safe area at the bottom of the iPhone. However, due to the shortcuts on the iPhone, my game is constantly put in the background or switched to another application. Since there are so many levels in my game, it is almost impossible to redesign the levels and since I am a game with lines drawn, I will always have this problem again. What I want is to cancel the shortcut to switch to another application and put it in the background when I swipe from left to right or right to left when my game opens. When my game opens, the priority is on the lines in my game. I also marked the defer system gestures on edges section on Unity for postponement, but it did not help. Also, postponing it will not solve the problem. For example, they disabled these shortcuts in the (mini metro) game and you can never use these shortcuts in the game. I did a lot of research on forum sites and chatgpt and tried different codes, but I couldn't find a solution. Can you help me with this? When my game is opened, I want to prevent and cancel the transition to another application by drawing a line left and right in the safe area section at the bottom and the game from being placed in the background. I would be very happy if you could help me with a hint or a code on what to do.
Replies
0
Boosts
0
Views
777
Activity
May ’24
Memory corruption crash
Hello! We are experiencing crashes on iOS both in debug and release builds in a game made in Godot 3.5.1. The main problem is that we don’t know where exactly the problem is and cannot understand how could we find a way to fix it. We don't expect that someone here will know how to fix this on Godot's side, but we would appreciate some help on how to get more info about the problem and potentially fix it. Debug builds: It is way more frequent in debug builds when we make a build, open it in Xcode, and install it directly on an iOS device. The first type of the crash in debug build is occurring like 70% of the time when the game is loading and trying to get into its main menu. The thing we are getting in Xcode looks like on first image below. Another type of crash happens when we open some save files and start the actual playable part of the game. It happens just after moving the character a few steps and it looks like on second image below. We are aware that the log recommends using breakpoints to find where exactly the problem is, but the thing is that we don’t know where we could do that in Xcode. We are not sure if we are missing something in Xcode or if we cannot do that when opening a project made in Godot. We tried many different builds with removed shader files, and scenes and changed different kinds of settings. We would get the same crash every time. When we made a new build, we cleared the build’s folder. Also, we occasionally deleted the .import folder of the project during development and reimported it. The problem occurred on many different iOS devices with more than 4GB of RAM. Release builds: These builds are uploaded on TestFlight. In release builds crashes wouldn’t occur like in debug builds. They would happen like totally randomly. In some testing sessions, it would happen like 10 minutes in the game, and in others in a few hours. Some testers couldn’t get the crash and altogether and we couldn’t find some repro steps to produce these crashes. In the attached files, you can find logs that we managed to collect from TestFlight. The most frequent type of the crash that we got, is following: Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Subtype: KERN_INVALID_ADDRESS Additional info: From reading Apple’s documentation Investigating memory access crashes, we got it that the problem is in “Invalid memory fetch”, but we couldn’t find how this could help us with further investigation. When we used Address Sanitizer tool and made a build, suddently the game stopped crashing in debug builds like it did before. Also we then didn't receive logs in Xcode that would hint us that something is going on. Tried to build our project in newer version of Godot, but the problem still persisted. Used software and hardware: Godot 3.5.1 macOS, Ventura, 13.5 Xcode, 15.2 iPad Air (5th generation), 17.4.1 MacBook Pro, Apple M1 If you have some clues or ideas on how to fix this problem, please write it, it would mean us a lot. Don’t hesitate to ask questions if something is unclear. Thank you very much in advance!
Replies
2
Boosts
0
Views
2.2k
Activity
May ’24
What Platform to Use To Make a Game in Xcode?
I am wanting to create a 3D video game in Xcode for macOS, iOS, iPadOS, tvOS, and visionOS. I have heard that there are a few different ways to go about this such as MetalKit or SceneKit. These libraries seem to have little examples and documentation so I am wondering: Are they still be developed/supported? Which platform should I make a game in? Where are some resources to learn how to use these platforms? Are there other better platforms that I am just not aware of? Thanks!
Replies
1
Boosts
0
Views
2.3k
Activity
May ’24
Test Game Center integration for new game
Hi! I have a new game and I have setup the leaderboards and achievements in App Store Connect but all of them are "not live" and in console I see this warning: "No AchievementDescription could be found for Achievement with ID: {my_ID}" I did not do a fresh Game Center setup for a long time, but is there any way to test if achievements and leaderboards are working for nonreleased game? Thank you!
Replies
3
Boosts
1
Views
2k
Activity
Apr ’24
collision detecting is not working in my Watch app
Wanted to reach out for some assistance with troublshooting my watch app not detecting collision, I have set up a few breakpoints and determined that it is not running the game over struct even if it had detected the collision, I have also tried to generate a log file when a collision is detected and that does not work either. I have considered that the objects may not be on the same layer so they are now in the same zstack.
Replies
1
Boosts
0
Views
1.4k
Activity
Apr ’24