Discuss games on Apple platforms.

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Unity Accesibility plugin issues
Hi! I am trying to use the Apple Unity Plugins to add VoiceOver support to my game. I have built the plugins, and followed along with the video shown at https://developer.apple.com/videos/play/wwdc2022/10151/ However, I am seeing odd behaviour that I hope someone could help me with. For what it's worth, I am using Unity 2021.3.10f1 to build my game. I used the recommended version of Unity (2020.3.33f1) to build the plugins. Odd behaviour #1: I cannot work out what determines the order of AccessibilityNodes. If I have three GameObjects at the same level in the hierarchy, all marked with the trait button, using VoiceOver's single swipe right to go to each element in turn, seems to go to the last element first, then the first, then the second. At first I wondered if it was related to alphabetical order (GameObjects are called 'Music', 'SFX', 'Delete'), but renaming them to prefix numbers to the start of the names doesn't change the order. I have also tried removing the Label from the AccessibilityNode, but this did not help. Odd behaviour #1.5: The video says that Buttons don't need labels, and that if you use standard Unity UI controls, the label should be picked up automatically. I am not seeing this behaviour. I have a GameObject with a Button component, with a child GameObject with a TextMeshPro component. The label is not being picked up automatically. Odd behaviour #2: Once I have a button selected, I am unable to trigger it, with a VoiceOver 1-finger double tap. It just seems to repeat the label of the button. The GameObject I am trying to trigger just has a Button component, and the configuration looks the same as in the video. Does anyone have any successful experience using this plugin and could give me any insight? Thanks, Stephen
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1.6k
Jun ’23
"Jump to Definition" Issue for Unreal Engine 5.1 on Xcode 14.2
I love Xcode as an IDE and want to develop my UE5 games using Xcode. However, Xcode's "Jump to Definition" and "Auto-completion" props seems not working with non-Swift projects. I have tried to add UE5 source files' path to the Project/Build Settings/Search Paths but it did not work. I could do that via VS Code but I do want to use Xcode for development. Any help please?
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1.3k
Jul ’23
I will quit from Apple development no profit from my developer account unfortunately besides other companies I work to I have profit!
Hello community this post is for show my complete unsatisfied with Apple specially on developing games for Apples platforms there is lack of support for it for example some new gaming technologies and still that there is no profit or worth from all the work and money invested to develop for it I will close the journey with Apple very unsatisfied I'm going to give opportunities with my business to other platforms that are really worth it and give support to all new technologies in gaming and yes Apple destroyed other gaming makers with their new services like arcade and seems no future for gaming in Apples platforms. Quit goodbye and good luck to everyone.
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1.3k
Jan ’24
Game Center issue on IOS 16.4
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.
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1.6k
Sep ’23
Textures With Indirect Command Buffer
I render with func drawIndexedPrimitives( type primitiveType: MTLPrimitiveType, indexType: MTLIndexType, indexBuffer: MTLBuffer, indexBufferOffset: Int, indirectBuffer: MTLBuffer, indirectBufferOffset: Int ), when I use Argument Buffer to set textures(e.g. to fragnent shader), everything is fine. But is there a way to set textures without Argument Buffer? Argument Buffer is the only way?
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1k
Jun ’23
Macbook Air M2 Gaming - Cannot Run Diablo IV
Hi all, I installed the game porting toolkit, installed Battle.net.exe, and finished downloading Diablo IV. Clicking the Play button returns "No GPUs found! A GPU is required to play Diablo IV. This might occur if you are currently installing GPU drivers." Could anyone tell me how to fix this issue? How can I install the driver and run the game? I am not good at typing command lines so I really appreciate it if you guys can show me some codes to fix it. Thanks!
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3.4k
Jul ’23
i fail with isJumping = true for my mobile game
hey i want my character to add a jumping animation to my doodlejump clone style. I think I know how to specify the sprites but I fail with the query isJumping = true. can someone help me? the coin provides the platform on which the player lands the ground is only at the start // GameScene.swift // megaJump // // Created by Dennis Sergel on 26.06.23. // import Foundation import SpriteKit class GameScene: SKScene, SKPhysicsContactDelegate{ let background = SKSpriteNode(imageNamed: "background") let player = SKSpriteNode(imageNamed: "Monster2") let ground = SKSpriteNode(imageNamed: "ground") let coin = SKSpriteNode(imageNamed: "coin") enum bitmasks: UInt32 { case player = 0b1 case coin = 0b10 } override func didMove(to view: SKView) { self.size = CGSize(width: UIScreen.main.bounds.width, height: UIScreen.main.bounds.height) self.anchorPoint = .zero background.position = CGPoint(x: size.width / 2, y: 1060) background.zPosition = 1 background.setScale(1.3) addChild(background) physicsWorld.contactDelegate = self ground.position = CGPoint(x: size.width / 2, y: 80) ground.zPosition = 5 ground.setScale(2.5) ground.physicsBody = SKPhysicsBody(rectangleOf: ground.size) ground.physicsBody?.isDynamic = false ground.physicsBody?.affectedByGravity = false addChild(ground) player.position = CGPoint(x: size.width / 2, y: 150) player.zPosition = 80 player.setScale(0.14) player.physicsBody = SKPhysicsBody(circleOfRadius: player.size.height / 2) player.physicsBody?.isDynamic = false // later is true player.physicsBody?.restitution = 1 player.physicsBody?.friction = 0 player.physicsBody?.angularDamping = 0 player.physicsBody?.categoryBitMask = bitmasks.player.rawValue player.physicsBody?.collisionBitMask = 0 player.physicsBody?.contactTestBitMask = bitmasks.coin.rawValue addChild(player) animatePlayer(isJumping: true) makeCoin() } func animatePlayer (isJumping: Bool){ if isJumping { player.texture = SKTexture(imageNamed: "monster") }else{ player.texture = SKTexture(imageNamed: "Monster2") } } func didBegin(_ contact: SKPhysicsContact) { let contactA: SKPhysicsBody let contactB: SKPhysicsBody if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask{ contactA = contact.bodyA // player contactB = contact.bodyB // Coin } else { contactA = contact.bodyB // player contactB = contact.bodyA // coin } if contactA.categoryBitMask == bitmasks.player.rawValue && contactB.categoryBitMask == bitmasks.coin.rawValue{ if player.physicsBody!.velocity.dy < 0 { player.physicsBody?.velocity = CGVector(dx: player.physicsBody!.velocity.dx, dy: 120) } } } override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) { for touch in touches { let location = touch.location(in: self) player.position.x = location.x } } override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) { player.physicsBody?.isDynamic = true player.physicsBody?.applyImpulse(CGVector(dx: 0, dy: 120)) } func makeCoin() { coin.position = CGPoint(x: size.width / 2, y: 150) coin.zPosition = 5 coin.setScale(0.14) coin.physicsBody = SKPhysicsBody(rectangleOf: coin.size) coin.physicsBody?.isDynamic = false coin.physicsBody?.allowsRotation = false coin.physicsBody?.affectedByGravity = false coin.physicsBody?.categoryBitMask = bitmasks.coin.rawValue coin.physicsBody?.collisionBitMask = 0 coin.physicsBody?.contactTestBitMask = bitmasks.player.rawValue addChild(coin) } }
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947
Jun ’23
Diablo IV - Entering new areas, opening Character menu causes RAM Memory Overflow and screen freezes/crashes
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
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3.0k
Aug ’23
Game Porting Toolkit already installed and it isn't linked
`shauryajetty@Shauryas-MBP ~ % brew -v install apple/apple/game-porting-toolkit Warning: apple/apple/game-porting-toolkit 1.0.2 is already installed, it's just not linked. To link this version, run: brew link game-porting-toolkit Error: /usr/local/opt/game-porting-toolkit is not a valid keg` how the heck do I fix this?? I am on macOS 14 dev beta 3, and my computer ran out of battery during the install (face palm) but then it stopped and I tried install Game Porting Toolkit and got this. I tried the command but nothing happened.
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1.2k
Jul ’23
Can we use a domain name as a game name in the AppStore?
Hi everyone! We have a web browser game with an audience and we have made its mobile version for Apple AppStore, the game has built-in purchases. Question: is it possible to use a domain name in the game logo and its name in the AppStore? we noticed that some applications change their name and logo to a domain name. This practice is mostly common for apps like Booking.com, etc., but also it is commonly used by GameDev companies like EasyBrain, MiniClip, Voodoo for some of their games. In addition, they changed their logo on the loading screen to a logo with a domain name. I looked through the application naming rules and did not find any direct prohibitions on the use of a domain name. We checked the games from EasyBrain and they have In-App Purchases. Here is a list of the apps with a domain name in the title: Sudoku.com, Booking.com, Nonogram.com, Agai.io and so on..
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549
Jul ’23
I can't read my crash file from unity!
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,"
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664
Sep ’23
A new value for UIRequiredDeviceCapabilities, "iphone-performance-gaming-tier", is submitted to App Store Connect using Xcode 15.0 and iOS 17.0+, but the bundle is declared invalid.
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?
4
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1.1k
Dec ’23
backtrace_symbols() doesn't supply file/line
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?
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699
Sep ’23
Game Center and App transfer
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?
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483
Oct ’23