Was wondering if anyone from Apple could provide some clarification, The gaming studio "Epic Games" Is wondering if they could distribute the award winning game "Fortnite" back on MacOS without any retaliations.
I know Fortnite being back on MacOS would benefit thousands of MacOS Devs. Hoping to get a clarification so Epic could start on bringing Fortnite back.
Delve into the world of graphics and game development. Discuss creating stunning visuals, optimizing game mechanics, and share resources for game developers.
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I'm updating an existing distributed game to add turn-based matches. When the Matchmaker ViewController Info Button next to a game is pressed, the results vary:
iOS 15.x - Button under avatar says "Accept Invite" or "View Game" (depending on if invite has already been accepted)
iOS 18.x - Button always says "App Store" - I assume that means it would lead one to the App store to install the game.
Both devices (iPad 15.x and iPhone 18.x) have the same version of the game installed. The results are the same when running in the simulator.
When the game is released, I assume this button will work properly, no?
Topic:
Graphics & Games
SubTopic:
GameKit
Turn-based games: 2 players
When an opponent declines a game in the Game Center MatchMaker VC, that player sees that they quit, but no message is sent to the listener about that fact. For the person who started the match, their MMVC shows it's their turn
again. Why doesn't Game Center end the match?
Topic:
Graphics & Games
SubTopic:
General
I've recently run into an issue in Xcode where the sks editor's preview canvas just vanishes for every project on my computer. I don't think it is an issue with my sks files because this works as expected on another computer with the same files, and when it happens it happens for ALL sks files in all projects. There used to be menu items to toggle the canvas and its settings, but those are now gone for me in sks files (they show up for swift files that have previews, however).
Any idea what is going on here? How do I get the canvas back? I literally cannot get any work done on my primary computer because of this...
How can I paste a string to the findNavigator of a TextEditor ?
Topic:
Graphics & Games
SubTopic:
General
I've tried out a ParticleEmitter in Reality Composer Pro to produce a burst of particles that don't move (i.e. speed close to zero).
When viewing from different angles, it clearly looks like the particles are rendered exactly in the wrong order, that is, front first and back last. In other words, back particles obscure front particles.
I would prefer it the correct way around.
I've only tried this interactively in Reality Composer Pro, not programmatically, but I assume I would get the same result.
My Reality Composer Pro "File" (zipped):
https://gert-rieger-edv.de/Posts/Post-1/RealityParticles.zip
Screenshot:
Click on the ParticleEmitter object, then on its Play button, then select the Particles tab and click on "Burst" a few times to get a few random particles.
Mac Studio 2025
Apple M4 Max
macOS 15.7.2 (24G325)
Reality Composer Pro
Version 2.0 (494.60.2)
Is the pseudocode below thread-safe? Imagine that the Main thread sets the CAMetalLayer's drawableSize to a new size meanwhile the rendering thread is in the middle of rendering into an existing MTLDrawable which does still have the old size.
Is the change of metalLayer.drawableSize thread-safe in the sense that I can present an old MTLDrawable which has a different resolution than the current value of metalLayer.drawableSize? I assume that setting the drawableSize property informs Metal that the next MTLDrawable offered by the CAMetalLayer should have the new size, right?
Is it valid to assume that "metalLayer.drawableSize = newSize" and "metalLayer.nextDrawable()" are internally synchronized, so it cannot happen that metalLayer.nextDrawable() would produce e.g. a MTLDrawable with the old width but with the new height (or a completely invalid resolution due to potential race conditions)?
func onWindowResized(newSize: CGSize) {
// Called on the Main thread
metalLayer.drawableSize = newSize
}
func onVsync(drawable: MTLDrawable) {
// Called on a background rendering thread
renderer.renderInto(drawable: drawable)
}
Hi, I'm trying to set the displayScale environment value for a RealityView, so it renders at 2x instead of 3x on the iPhone, but it seems to have no effect.
.environment(\.displayScale, 2.0)
Is this expected behavior, or a bug?
The reason I want it to render at 2x and not at the default 3x is for game optimization and performance.
After authenticating the user I'm loading my Game Center leaderboards like this:
let leaderboards = try await GKLeaderboard.loadLeaderboards(IDs: [leaderboardID])
This is working fine, but there are times when this just returns an empty array. When I encounter this situation, the array remains empty for several hours when retrying, but then at some point it suddenly starts working again.
Is this a known issue? Or am I hitting some kind of quota maybe (as I do it quite often while developing my game)?.
Edit: My leaderboards are grouped in sets if that makes any difference here.
I do not understand how offline leaderboard submission is supposed to work in Game Kit:
While the documentation briefly states that offline submission is supported, how is that even possible when you first have to fetch a leaderboard object in order to then call its submitScore function? How can I get the leaderboard object in the first place when offline?
Can anyone enlighten me how this works? Or maybe point me to some relevant documentation?
Problem Summary
After upgrading to iOS 26.1 and 26.2, I'm experiencing a particle positioning bug in RealityKit where ParticleEmitterComponent particles render at an incorrect offset relative to their parent entity. This behavior does not occur on iOS 18.6.2 or earlier versions, suggesting a regression introduced in the newer OS builds.
Environment Details
Operating System: iOS 26.1 & iOS 26.2
Framework: RealityKit
Xcode Version: 16.2 (16C5032a)
Expected vs. Actual Behavior
Expected: Particles should render at the position of the entity to which the ParticleEmitterComponent is attached, matching the behavior on iOS 18.6.2 and earlier.
Actual: Particles appear away from their parent entity, creating a visual misalignment that breaks the intended AR experience.
Steps to Reproduce
Create or open an AR application with RealityKit that uses particle components
Attach a ParticleEmitterComponent to an entity via a custom system
Run the application on iOS 26.1 or iOS 26.2
Observe that particles render at an offset position away from the entity
Minimal Code Example
Here's the setup from my test case:
Custom Component & System:
struct SparkleComponent4: Component {}
class SparkleSystem4: System {
static let query = EntityQuery(where: .has(SparkleComponent4.self))
required init(scene: Scene) {}
func update(context: SceneUpdateContext) {
for entity in context.scene.performQuery(Self.query) {
// Only add once
if entity.components.has(ParticleEmitterComponent.self) { continue }
var newEmitter = ParticleEmitterComponent()
newEmitter.mainEmitter.color = .constant(.single(.red))
entity.components.set(newEmitter)
}
}
}
AR Setup:
let material = SimpleMaterial(color: .gray, roughness: 0.15, isMetallic: true)
let model = Entity()
model.components.set(ModelComponent(mesh: boxMesh, materials: [material]))
model.components.set(SparkleComponent4())
model.position = [0, 0.05, 0]
model.name = "MyCube"
let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: [0.2, 0.2]))
anchor.addChild(model)
arView.scene.addAnchor(anchor)
Questions for the Community
Has anyone else encountered this particle positioning issue after updating to iOS 26.1/26.2?
Are there known workarounds or configuration changes to ParticleEmitterComponent that restore correct positioning?
Is this a confirmed bug, or could there be a change in coordinate system handling or transform inheritance that I'm missing?
Additional Information
I've already submitted this issue via Feedback Assistant(FB21346746)
Problem Summary
After upgrading to iOS 26.1 and 26.2, I'm experiencing a particle positioning bug in RealityKit where ParticleEmitterComponent particles render at an incorrect offset relative to their parent entity. This behavior does not occur on iOS 18.6.2 or earlier versions, suggesting a regression introduced in the newer OS builds.
Environment Details
Operating System: iOS 26.1 & iOS 26.2
Framework: RealityKit
Xcode Version: 16.2 (16C5032a)
Expected vs. Actual Behavior
Expected: Particles should render at the position of the entity to which the ParticleEmitterComponent is attached, matching the behavior on iOS 18.6.2 and earlier.
Actual: Particles appear away from their parent entity, creating a visual misalignment that breaks the intended AR experience.
Steps to Reproduce
Create or open an AR application with RealityKit that uses particle components
Attach a ParticleEmitterComponent to an entity via a custom system
Run the application on iOS 26.1 or iOS 26.2
Observe that particles render at an offset position away from the entity
Minimal Code Example
Here's the setup from my test case:
Custom Component & System:
struct SparkleComponent4: Component {}
class SparkleSystem4: System {
static let query = EntityQuery(where: .has(SparkleComponent4.self))
required init(scene: Scene) {}
func update(context: SceneUpdateContext) {
for entity in context.scene.performQuery(Self.query) {
// Only add once
if entity.components.has(ParticleEmitterComponent.self) { continue }
var newEmitter = ParticleEmitterComponent()
newEmitter.mainEmitter.color = .constant(.single(.red))
entity.components.set(newEmitter)
}
}
}
AR Setup:
let material = SimpleMaterial(color: .gray, roughness: 0.15, isMetallic: true)
let model = Entity()
model.components.set(ModelComponent(mesh: boxMesh, materials: [material]))
model.components.set(SparkleComponent4())
model.position = [0, 0.05, 0]
model.name = "MyCube"
let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: [0.2, 0.2]))
anchor.addChild(model)
arView.scene.addAnchor(anchor)
Questions for the Community
Has anyone else encountered this particle positioning issue after updating to iOS 26.1/26.2?
Are there known workarounds or configuration changes to ParticleEmitterComponent that restore correct positioning?
Is this a confirmed bug, or could there be a change in coordinate system handling or transform inheritance that I'm missing?
Additional Information
I've already submitted this issue via Feedback Assistant(FB21346746)
After updating iPad/iPhone devices from iOS 18 to iOS 26, PhotogrammetrySession intermittently crashes during photogrammetry processing. The same workflow was stable on iOS 18 with no code changes to the app.
Environment:
OS versions: Works on OS 18, crashes on OS 26
Device: iPad/iPhone (reproducible across devices)
Source images: ~170-200 JPG files at 2160 x 3840 resolution
Reproduction:
The crash occurs consistently on the second or third sequential run of the photogrammetry session with the same image set. First run typically succeeds.
Crash details:
Xcode shows an uncaught exception during image processing:
terminating due to uncaught exception of type std::bad_alloc: std::bad_alloc
VTPixelTransferSession 420f sid 269 (2160.00 x 3840.00) [0.00 0.00 2160 3840]
rowbytes( 2160, 2160 ) Color( (null), 0x0, (null), (null), ITU_R_601_4 )
=> 24 sid 19 (2160.00 x 3840.00) [0.00 0.00 2160 3840] rowbytes( 6528 )
Color( 0x0, (null), (null), (null) )
This appears to be a memory allocation failure in VTPixelTransferSession during color space conversion. Has anyone else experienced similar crashes with CorePhotogrammetry on iOS 26, or found workarounds?
Topic:
Graphics & Games
SubTopic:
RealityKit
We set the CVDisplayLink on macOS to 0 or 120, and get the following. This then clamps maximum refresh to 60Hz on the 120Hz ProMotion display on a MBP M2 Max laptop. How is this not fixed in 4 macOS releases?
CoreVideo: currentVBLDelta returned 200000 for display 1 -- ignoring unreasonable value
CoreVideo: [0x7fe2fb816020] Bad CurrentVBLDelta for display 1 is zero. defaulting to 60Hz.
Dear Apple Color Management Team,
I’m a professional visual creator working on color-critical photo and graphic projects using macOS (currently 26.1 Tahoe).
In recent macOS releases, LUT-based ICC display profiles (such as XYZ LUT + Matrix types generated by DisplayCAL or professional spectrophotometers) can no longer be installed or activated via ColorSync.
This limitation significantly affects professional workflows in photography, graphic design, prepress, and video color grading — fields that rely on precise display profiling.
The current workaround (converting LUT profiles to simple shaper/matrix ICC v2) results in less accurate tone response and color reproduction, particularly in the dark range and wide-gamut displays.
I kindly request Apple to restore or re-enable the ability to install and use ICC v2/v4 LUT-based display profiles under ColorSync, as was possible on macOS Monterey and Ventura.
This would allow professionals to continue using trusted calibration tools such as DisplayCAL, X-Rite i1Profiler, and Calibrite Profiler to achieve accurate color management.
macOS is widely used in professional creative industries, and restoring this feature would be a huge help for countless photographers, designers, and colorists.
Thank you for your attention and commitment to professional users.
Best regards,
Richárd Deutsch
Professional Photographer
https://riccio.hu/
MacBook Pro (M4 Pro, macOS 26.1)
I'm experiencing an issue with PDFKit where page.removeAnnotation(annotation) successfully removes the annotation from the page's data structure, but the PDFView no longer updates automatically to reflect the change visually.
Issue Details:
The annotation is removed (verified by checking page.annotations.count)
The PDFView display doesn't refresh to show the removal
This code was working correctly before and suddenly stopped working
No code changes were made on my end
The maximumExtendedDynamicRangeColorComponentValue should provide some value between 1.0 and maximumPotentialExtendedDynamicRangeColorComponentValue depending on the available EDR headroom if there is any content on-screen that uses EDR.
This works fine in most scenarios but in macOS 26 Tahoe (including in 26.2) this seemingly breaks down when a third party external display is in HDR mode and the Mac goes to sleep and wakes up. After wake only a value of 1.0 is provided by the third party external display's NSScreen object, no matter what (although when the SDR peak brightness is being changed using the brightness slider, didChangeScreenParametersNotification is firing and the system should provide a proper updated headroom value). This makes dynamic tone-mapping that adapts to actual screen brightness impossible.
Everything works fine in Sequoia. In Tahoe the user needs to turn off HDR, then go through a sleep/wake cycle and turn HDR back on to have this fixed, which is obviously not a sustainable workaround.
Can I use them in SK and do the animations work?
Thanks, Patrick
I'm trying to get video material to work on an imported 3D asset, and this asset is a USDC file. There's actually an example in this WWDC video from Apple. You can see it running on the flag in this airplane, but there are no examples of this, and there are no other examples on the internet. Does anybody know how to do this?
You can look at 10:34 in this video.
https://developer.apple.com/documentation/realitykit/videomaterial
I have a model that uses a video material as the surface shader and I need to also use a geometry modifier on the material.
This seemed like it would be promising (adapted from https://developer.apple.com/wwdc21/10075 ~5m 50s).
// Did the setup for the video and AVPlayer eventually leading me to
let videoMaterial = VideoMaterial(avPlayer: avPlayer)
// Assign the material to the entity
entity.model!.materials = [videoMaterial]
// The part shown in WWDC: Set up the library and geometry modifier before, so now try to map the new custom material to the video material
entity.model!.materials = entity.model!.materials.map { baseMaterial in
try! CustomMaterial(from: baseMaterial, geometryModifier: geometryModifier)
}
But, I get the following error
Thread 1: Fatal error: 'try!' expression unexpectedly raised an error: RealityFoundation.CustomMaterialError.defaultSurfaceShaderForMaterialNotFound
How can I apply a geometry modifier to a VideoMaterial? Or, if I can't do that, is there an easy way to route the AVPlayer video data into the baseColor of CustomMaterial?