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Physics Engine for Metal API rendering
Hello everyone! Here with another graphics api question but slightly different. I'm currently looking at 2 SDK's for physics called PhysX and Bullet. The game asphalt 9 uses metal and bullet and I would like to do the same with asphalt 9. With metal 3 out and stable it seems, I would like to use one of these engines for my upcoming metal api rendering engine. Bur there's a catch, I wish to use objective-c or c++ for both the rendering engine and the physics engine as I mentioned above, but not me touching swift(its a good language but i wish to use c++ for game development). What do you guys say about this?
1
0
1.6k
Aug ’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
4
2
4.4k
Aug ’23
My game crashes after launch
Hello, I have created game (first one) using Unreal Engine 4. Distributed it on Android and works good. But I have problem with ios version. Game crashes after launch. It shows only splash screen for very short period of time. I have CrashLog from one of test devices. CrashLog - https://developer.apple.com/forums/content/attachment/c739bc91-2a0c-4fde-89c0-52f7550d9fbe I tryied also build my game using xcode (I have read somewhere that it could help with crash) but build failed. Have no idea what couses crash. Any solution I found didnt work in my case. Please help me with translate CrashLog.
6
0
4.7k
Jul ’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!
3
5
4.0k
Jul ’23
iOS Game Center achievements are resetting
We have some problems with achievements which were unlocked in Game Center. This is our first time that we implemented Game Center features inside our app and it seems that leaderboards, score reporting and unlocking achievements are all working fine. We can see unlocked achievements in the achievements board but they are becoming locked again just a few seconds later. Everything seem to be working fine except this weird behavior (all handlers are returning success etc.) We also tried many tests with different type of achievements (both with achievable more than once YES and NO achievements). It may be an expected behavior with achievements which are of kind achievable more than once but they are becoming locked again if they are not as such) As the only thing that comes to our minds: the version with achievements and leaderboard is not published yet in AppStore and we are testing achievements with some sandbox testers and a real user device. Could such resetting (becoming locked again) be due to not yet being published in store? Thanks in advance for very appreciated tries, help and assistance If it will help you guide us: * GKAchievementDescription loadAchievementDescriptionsWithCompletionHandler: returns all achievement registered in appstore connect GKAchievement reportAchievements: always return success (and so we can see them in gamecenter board) GKAchievement loadAchievementsWithCompletionHandler: returns completed achievements until that reset occurs (i.e. after completing the achievement, we send a request -> it is there; a few seconds later again we send a request -> it is again there; a few more tries and it is gone ...)
1
1
1.7k
Jun ’23
RealityKit Object Masking / Providing Depth Map for Effects - Use Case Feature Request
In regular Metal, I can do all sorts of tricks with texture masking to create composite objects and effects, similar to CSG. Since for now, AR-mode in visionOS requires RealityKit without the ability to use custom shaders, I'm a bit stuck. I'm pretty sure so far that what I want is impossible and requires a feature request, but here it goes: Here's a 2D example: Say I have some fake circular flashlights shining into the scene, depthwise, and everything else is black except for some rectangles that are "lit" by the circles. The result: How it works: In Metal, my per-instance data contain a texture index for a mask texture. The mask texture has an alpha of 0 for spots where the instance should not be visible, and an alpha of 1 otherwise. So in an initial renderpass, I draw the circular lights to this mask texture. In pass 2, I attach the fullscreen mask texture (circular lights) to all mesh instances that I want hidden in the darkness. A custom fragment shader multiplies the alpha of the full-screen mask texture sample at the given fragment with the color that would otherwise be output. i.e. out_color *= mask.a. The way I have blending and clear colors set-up, wherever the mask alpha is 0, an object will be hidden. The background clear color is black. The following is how the scene looks if I don't attach the masking texture. You can see that behind the scenes, the full rectangle is there. In visionOS AR-mode, the point is for the system to apply lighting, depth, and occlusion information to the world. For my effect to work, I need to be able to generate an intermediate representation of my world (after pass 2) that shows some of that world in darkness. I know I can use Metal separately from RealityKit to prepare a texture to apply to a RealityKit mesh using DrawableQueue However, as far as I know there is no way to supply a full-screen depth buffer for RealityKit to mix with whatever it's doing with the AR passthrough depth and occlusion behind the scenes. So my Metal texture would just be a flat quad in the scene rather than something mixed with the world. Furthermore, I don't see a way to apply a full-screen quad to the scene, period. I think my use case is impossible in visionOS in AR mode without customizable rendering in Metal (separate issue: I still think in single full app mode, it should be possible to grant access to the camera and custom rendering more securely) and/or a RealityKit feature enabling mixing of depth and occlusion textures for compositing. I love these sorts of masking/texture effects because they're simple and elegant to pull-off, and I can imagine creating several useful and fun experiences using this masking and custom depth info with AR passthrough. Please advise on how I could achieve this effect in the meantime. However, I'll go ahead and say a specific feature request is the ability to provide full-screen depth and occlusion textures to RealityKit so it's easier to mix Metal rendering as a pre-pass with RealityKit as a final composition step.
0
2
1.3k
Jun ’23
Ground Shadows for in-Program-Generated Meshes in RealityKit
Apparenrly, shadows aren’t generated for procedural geometry in RealityKit: https://codingxr.com/articles/shadows-lights-in-realitykit/ Has this been fixed? My projects tend to involve a lot of procedurally-generated meshes as opposed to importes-models. This will be even more important when VisionOS is out. On a similar note, it used to be that ground shadows were not per-entity. I’d like to enable or disable them per-entity. Is it possible? Since currently the only way to use passthrough AR in Vision OS will be to use RealityKit, more flexibility will be required. I can‘t simply apply my own preferences.
16
1
3.1k
Jun ’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?
2
0
1.3k
Jun ’23
34" Display not recognises full resolution in Big Sur
Hi There, I just bought a IIYAMA G-MASTER GB3461WQSU-B1 which has a native resolution of 3440x1440 but my MacBook Pro (Retina, 15-inch, Mid 2014) doesn't recognise the monitor and I can't run it at its full resolution. It is currently recognised as a PL3461WQ 34.5-inch (2560 x 1440). Is there anything that I can do to get it sorted or I will have to wait until this monitor driver is added to the Big Sur list? Thanks
15
0
16k
Jun ’23
Input with Metal-CPP, overriding MTK::View
Hi, I am new to Metal and macOS development, and trying to learn Metal with the CPP wrapper for a toy rendering engine. I am mostly following the "Learn Metal with C++" sample code. I am trying to read mouse and keyboard input. It seems like the Objective-C or Swift wrappers allow you to override your own MTK::View class, and then override the respective keyDown(), keyUp() methods. However, when looking at the CPP wrapper, MTK::View doesn't have any virtual functions to override. How can I read mouse and keyboard inputs in my application? Hopefully without having an Objective-C bridge. Thank you, Robin
4
1
3.6k
Apr ’23
FPS drops when tapping the screen on iPhone 13 Pro Max
When running on iPhone13 Pro Max (iOS15.1) and tapping the screen with several fingers in succession, it may go to 30fps at the moment of the tap. self.displayLink = [CADisplayLink displayLinkWithTarget: self selector: @selector(repaintDisplayLink)]; [self.displayLink setPreferredFramesPerSecond:60]; // or // [self.displayLink setPreferredFrameRateRange:CAFrameRateRangeMake(60,60,60)]; [self.displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; Unity and cocos2d-x are written with almost the same code, but the same phenomenon occurs. It is not reproduced on iPhoneXS MAX(iOS15.1), iPhoneSE2, iPhone7, etc. Also, if you set it to 120fps and run it, and then tap it continuously, the 120fps will turn into 60fps in the same way.
12
1
7.4k
Apr ’23
AGXMetalA12 symbol decoding
We've encontered a crash at 0 libobjc.A.dylib 0x00000001becff9ec objc_release_x8 + 8 1 AGXMetalA12 0x000000024e47fb04 0x24e36c000 + 1129220 2 AGXMetalA12 0x000000024e3ad708 0x24e36c000 + 268040 3 .... (stack from our own libraries) Is there a way to decode the symbols from AGXMetalA12? The crash happens on Hardware Model: iPhone11,8 OS Version: iPhone OS 16.3.1 (20D67)
0
0
1.3k
Apr ’23
苹果14ProMAX
ios版本16.3.1玩cf穿越火线手游锁80帧还掉帧有时候莫名其妙掉6Ohz然后对枪有时候画质会很模糊录屏虽然能达到 120但是也是掉帧视频里面玩到后面直接锁60帧尤其是对开 陀螺仪的人很不友好这个必须要时刻保持在120 高帧率才能 正常的玩这个游戏希望苹果官方在下一个版本增加一个 120hz的选项选中 120hz就一直保持在 120hz一直跳帧的话,导致屏幕滑动游戏内部灵敏度跟不上一卡一卡的
0
0
1.9k
Mar ’23
Game installer/launcher
Hi, I'm trying to make a installer/launcher app for Unity game. It is written in C# with Avalonia UI framework. It is my first MacOS app. I have managed to sing and notarize the app and the game. And also to create signed and notarized pkg installers for both. When I run the installers manually the app and the game is installed correctly. From the app I can now start the game. The issue I'm having is that I can not run the game.pkg from the app. I have used the Process.Start(path/game.pkg) but this would crash. Is my approach possible? I'm attaching the entitlements files which I use in code signing process. appEntitlements.txt GameEntitlements.txt Thanks in advance.
3
0
1.9k
Feb ’23
Physics Engine for Metal API rendering
Hello everyone! Here with another graphics api question but slightly different. I'm currently looking at 2 SDK's for physics called PhysX and Bullet. The game asphalt 9 uses metal and bullet and I would like to do the same with asphalt 9. With metal 3 out and stable it seems, I would like to use one of these engines for my upcoming metal api rendering engine. Bur there's a catch, I wish to use objective-c or c++ for both the rendering engine and the physics engine as I mentioned above, but not me touching swift(its a good language but i wish to use c++ for game development). What do you guys say about this?
Replies
1
Boosts
0
Views
1.6k
Activity
Aug ’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
Replies
4
Boosts
2
Views
4.4k
Activity
Aug ’23
My game crashes after launch
Hello, I have created game (first one) using Unreal Engine 4. Distributed it on Android and works good. But I have problem with ios version. Game crashes after launch. It shows only splash screen for very short period of time. I have CrashLog from one of test devices. CrashLog - https://developer.apple.com/forums/content/attachment/c739bc91-2a0c-4fde-89c0-52f7550d9fbe I tryied also build my game using xcode (I have read somewhere that it could help with crash) but build failed. Have no idea what couses crash. Any solution I found didnt work in my case. Please help me with translate CrashLog.
Replies
6
Boosts
0
Views
4.7k
Activity
Jul ’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!
Replies
3
Boosts
5
Views
4.0k
Activity
Jul ’23
iOS Game Center achievements are resetting
We have some problems with achievements which were unlocked in Game Center. This is our first time that we implemented Game Center features inside our app and it seems that leaderboards, score reporting and unlocking achievements are all working fine. We can see unlocked achievements in the achievements board but they are becoming locked again just a few seconds later. Everything seem to be working fine except this weird behavior (all handlers are returning success etc.) We also tried many tests with different type of achievements (both with achievable more than once YES and NO achievements). It may be an expected behavior with achievements which are of kind achievable more than once but they are becoming locked again if they are not as such) As the only thing that comes to our minds: the version with achievements and leaderboard is not published yet in AppStore and we are testing achievements with some sandbox testers and a real user device. Could such resetting (becoming locked again) be due to not yet being published in store? Thanks in advance for very appreciated tries, help and assistance If it will help you guide us: * GKAchievementDescription loadAchievementDescriptionsWithCompletionHandler: returns all achievement registered in appstore connect GKAchievement reportAchievements: always return success (and so we can see them in gamecenter board) GKAchievement loadAchievementsWithCompletionHandler: returns completed achievements until that reset occurs (i.e. after completing the achievement, we send a request -> it is there; a few seconds later again we send a request -> it is again there; a few more tries and it is gone ...)
Replies
1
Boosts
1
Views
1.7k
Activity
Jun ’23
RealityKit Object Masking / Providing Depth Map for Effects - Use Case Feature Request
In regular Metal, I can do all sorts of tricks with texture masking to create composite objects and effects, similar to CSG. Since for now, AR-mode in visionOS requires RealityKit without the ability to use custom shaders, I'm a bit stuck. I'm pretty sure so far that what I want is impossible and requires a feature request, but here it goes: Here's a 2D example: Say I have some fake circular flashlights shining into the scene, depthwise, and everything else is black except for some rectangles that are "lit" by the circles. The result: How it works: In Metal, my per-instance data contain a texture index for a mask texture. The mask texture has an alpha of 0 for spots where the instance should not be visible, and an alpha of 1 otherwise. So in an initial renderpass, I draw the circular lights to this mask texture. In pass 2, I attach the fullscreen mask texture (circular lights) to all mesh instances that I want hidden in the darkness. A custom fragment shader multiplies the alpha of the full-screen mask texture sample at the given fragment with the color that would otherwise be output. i.e. out_color *= mask.a. The way I have blending and clear colors set-up, wherever the mask alpha is 0, an object will be hidden. The background clear color is black. The following is how the scene looks if I don't attach the masking texture. You can see that behind the scenes, the full rectangle is there. In visionOS AR-mode, the point is for the system to apply lighting, depth, and occlusion information to the world. For my effect to work, I need to be able to generate an intermediate representation of my world (after pass 2) that shows some of that world in darkness. I know I can use Metal separately from RealityKit to prepare a texture to apply to a RealityKit mesh using DrawableQueue However, as far as I know there is no way to supply a full-screen depth buffer for RealityKit to mix with whatever it's doing with the AR passthrough depth and occlusion behind the scenes. So my Metal texture would just be a flat quad in the scene rather than something mixed with the world. Furthermore, I don't see a way to apply a full-screen quad to the scene, period. I think my use case is impossible in visionOS in AR mode without customizable rendering in Metal (separate issue: I still think in single full app mode, it should be possible to grant access to the camera and custom rendering more securely) and/or a RealityKit feature enabling mixing of depth and occlusion textures for compositing. I love these sorts of masking/texture effects because they're simple and elegant to pull-off, and I can imagine creating several useful and fun experiences using this masking and custom depth info with AR passthrough. Please advise on how I could achieve this effect in the meantime. However, I'll go ahead and say a specific feature request is the ability to provide full-screen depth and occlusion textures to RealityKit so it's easier to mix Metal rendering as a pre-pass with RealityKit as a final composition step.
Replies
0
Boosts
2
Views
1.3k
Activity
Jun ’23
Ground Shadows for in-Program-Generated Meshes in RealityKit
Apparenrly, shadows aren’t generated for procedural geometry in RealityKit: https://codingxr.com/articles/shadows-lights-in-realitykit/ Has this been fixed? My projects tend to involve a lot of procedurally-generated meshes as opposed to importes-models. This will be even more important when VisionOS is out. On a similar note, it used to be that ground shadows were not per-entity. I’d like to enable or disable them per-entity. Is it possible? Since currently the only way to use passthrough AR in Vision OS will be to use RealityKit, more flexibility will be required. I can‘t simply apply my own preferences.
Replies
16
Boosts
1
Views
3.1k
Activity
Jun ’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?
Replies
2
Boosts
0
Views
1.3k
Activity
Jun ’23
34" Display not recognises full resolution in Big Sur
Hi There, I just bought a IIYAMA G-MASTER GB3461WQSU-B1 which has a native resolution of 3440x1440 but my MacBook Pro (Retina, 15-inch, Mid 2014) doesn't recognise the monitor and I can't run it at its full resolution. It is currently recognised as a PL3461WQ 34.5-inch (2560 x 1440). Is there anything that I can do to get it sorted or I will have to wait until this monitor driver is added to the Big Sur list? Thanks
Replies
15
Boosts
0
Views
16k
Activity
Jun ’23
Porting Games to Older Apple Platforms
Sadly, I was not able to register for the Games Q&A at. WWDC. My question is as follows: For making a Universal Binary, one compatible with Big Sur and up, will the tools in Xcode 15 help me port over a Win32 project over, or does the tool only work assuming macOS Sonoma and up, exclusively on Apple Silicon?
Replies
1
Boosts
0
Views
2.5k
Activity
Jun ’23
MacOS Big Sur Lagging
Hello! Help please, after updating the system to Big Sur, my MacBook Pro 13 began to slow down, previously there were no such problems. MacBook Pro (Retina, 13-inch, Early 2015) 2,7 GHz 2‑core processor Intel Core i5 8 GB 1867 MHz DDR3 Intel Iris Graphics 6100 1536 MB
Replies
294
Boosts
2
Views
168k
Activity
Jun ’23
video in my gallery stuttering after editing it with iphone's inbuilt editing tools
I have an apple iphone 11 pro and there are a few videos which when edited with iphone's inbuilt editing tools, the video stutters. Please help
Replies
0
Boosts
0
Views
1.1k
Activity
May ’23
Input with Metal-CPP, overriding MTK::View
Hi, I am new to Metal and macOS development, and trying to learn Metal with the CPP wrapper for a toy rendering engine. I am mostly following the "Learn Metal with C++" sample code. I am trying to read mouse and keyboard input. It seems like the Objective-C or Swift wrappers allow you to override your own MTK::View class, and then override the respective keyDown(), keyUp() methods. However, when looking at the CPP wrapper, MTK::View doesn't have any virtual functions to override. How can I read mouse and keyboard inputs in my application? Hopefully without having an Objective-C bridge. Thank you, Robin
Replies
4
Boosts
1
Views
3.6k
Activity
Apr ’23
FPS drops when tapping the screen on iPhone 13 Pro Max
When running on iPhone13 Pro Max (iOS15.1) and tapping the screen with several fingers in succession, it may go to 30fps at the moment of the tap. self.displayLink = [CADisplayLink displayLinkWithTarget: self selector: @selector(repaintDisplayLink)]; [self.displayLink setPreferredFramesPerSecond:60]; // or // [self.displayLink setPreferredFrameRateRange:CAFrameRateRangeMake(60,60,60)]; [self.displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; Unity and cocos2d-x are written with almost the same code, but the same phenomenon occurs. It is not reproduced on iPhoneXS MAX(iOS15.1), iPhoneSE2, iPhone7, etc. Also, if you set it to 120fps and run it, and then tap it continuously, the 120fps will turn into 60fps in the same way.
Replies
12
Boosts
1
Views
7.4k
Activity
Apr ’23
AGXMetalA12 symbol decoding
We've encontered a crash at 0 libobjc.A.dylib 0x00000001becff9ec objc_release_x8 + 8 1 AGXMetalA12 0x000000024e47fb04 0x24e36c000 + 1129220 2 AGXMetalA12 0x000000024e3ad708 0x24e36c000 + 268040 3 .... (stack from our own libraries) Is there a way to decode the symbols from AGXMetalA12? The crash happens on Hardware Model: iPhone11,8 OS Version: iPhone OS 16.3.1 (20D67)
Replies
0
Boosts
0
Views
1.3k
Activity
Apr ’23
Hybrid Rendering MPSRayIntersector not working
Hello, im trying to add RT shadows to my deferred rendering engine and I been stuck for days now. Using MPSRayIntersector and following apple's example on https://developer.apple.com/documentation/metalperformanceshaders/animating_and_denoising_a_raytraced_scene Here's my scene with 2 Models please help thank you !
Replies
2
Boosts
0
Views
1.2k
Activity
Apr ’23
苹果14ProMAX
ios版本16.3.1玩cf穿越火线手游锁80帧还掉帧有时候莫名其妙掉6Ohz然后对枪有时候画质会很模糊录屏虽然能达到 120但是也是掉帧视频里面玩到后面直接锁60帧尤其是对开 陀螺仪的人很不友好这个必须要时刻保持在120 高帧率才能 正常的玩这个游戏希望苹果官方在下一个版本增加一个 120hz的选项选中 120hz就一直保持在 120hz一直跳帧的话,导致屏幕滑动游戏内部灵敏度跟不上一卡一卡的
Replies
0
Boosts
0
Views
1.9k
Activity
Mar ’23
Swarm simulation
I'm new to iOS. What would be the right toolkit to create something like a swarm animation with thousands of objects on the screen moving at high speed?
Replies
2
Boosts
1
Views
1.9k
Activity
Mar ’23
Game installer/launcher
Hi, I'm trying to make a installer/launcher app for Unity game. It is written in C# with Avalonia UI framework. It is my first MacOS app. I have managed to sing and notarize the app and the game. And also to create signed and notarized pkg installers for both. When I run the installers manually the app and the game is installed correctly. From the app I can now start the game. The issue I'm having is that I can not run the game.pkg from the app. I have used the Process.Start(path/game.pkg) but this would crash. Is my approach possible? I'm attaching the entitlements files which I use in code signing process. appEntitlements.txt GameEntitlements.txt Thanks in advance.
Replies
3
Boosts
0
Views
1.9k
Activity
Feb ’23
ps3 buttons not working in most programs OSX Big Sur 11.6.5
Using 2 working ps3 remotes, D pad and trigger buttons wont work in GeforceNow and on remote testing websites, but they work on my ps3 and in Dolphin. I'm pretty good at troubleshooting but this one has stumped me. Any ideas? Running a Macbook Pro 16" 2019
Replies
1
Boosts
0
Views
868
Activity
Feb ’23