Hello, I’m the developer of the “ StepSquad” app. Our app uses the Game Center achievement feature, but we’ve been encountering a problem: the “Global Players” metric always shows 0%, even though there are friends who have already achieved these achievements. Initially, I thought it might be because the app was newly launched. However, it’s now been over two months since release, and it’s still showing 0%. If anyone has any insight into this issue, please leave a comment.
GameKit
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I am using Unity's GameKit to implement a turnbase game.
I want to make a UI in Unity to show all the games I can join.
I tried using
var matches = await GKTurnBasedMatch.LoadMatches();
to get all the open matches.
But it seems that I can only get the matcm related to the current apple account.
Can you help me get all the matches?
ALSO
I used
var match = await GKTurnBasedMatchmakerViewController.Request(request);
to exit the gamecenter interface and start a game (automatic matching, no one was invited)
Another device used
var match = await GKTurnBasedMatch.Find(request);
to find the game, but it did not find the game, but it start a new game (automatic matching).
Can you help me solve these problems?
When running on my iPhone SE3 under IOS 18.4.1, achievement banners show as expected. The same code running on my iPad Air2 under IOS 15.8.4, achievement banners do not show, but they are accepted (as shown in the GameCenterViewController). The banners also don't show when running the simulator under iPhone 16 Pro Max under IOS 18.2 or simulator under iPhone SE3 under IOS 18.3. I haven't tried others. [Note that I clear the achievements each run during test so that I can duplicate this]
Topic:
Graphics & Games
SubTopic:
GameKit
Hello Everyone I am new here,
I am testing game center integration and using a development build of my IOS game. I have set up a couple of achievements in app store connect, but when I trigger them in the game then they do not unlock or show up.
Okay so i am signed into the game center with a sandbox account on a test advice. Is there anything else I need to configure, or do achievements usually only work after the game is released?.
I will appreciate any guidance…
Thanks in Advance!!!
Hi,
I'm trying to add game center challenges and activities to an already live game, but they are not appearing in game for testing, GameCenter, or the Games app.
I know the game is setup with GameKit entitlements since this is a live game and it has working leaderboards and achievements.
I've updated to Tahoe beta 8, added a challenge and activity on app store connect, added that to a new distribution and added that distribution to 'Add for Review'
I'm using Unity and the Apple Unity plugin
Not sure what other steps I'm missing
Thanks
我们想在游戏类 App 内接入 Game Center。用户可以在游戏内创建多个角色,若用户在游戏内创建了2个角色:角色1、角色2,请问:
当用户将角色1与 Game Center 绑定后,数据将上报至 Game Center。此时玩家想要将角色1与 Game Center 解除绑定,解绑后,再将角色2与 Game Center 绑定。那么这时角色1的数据是留存在 Game Center 中,还是将被移除?
In a Unity game, if the assetBundle.Unloadinterface is called very frequently during normal gameplay, it can cause the game application's screen to freeze, although the background music continues to play normally. This issue only occurs on iPhone 16 and iPhone 17 models, with no problems on lower-version phones. How can this problem be resolved?
In the process of using ARKit's image tracking, we found that different images have significant differences in recognizability. How can we judge the quality of this image in ARKit's image tracking for this situation?
I'm encountering a build failure when trying to install the Game Porting Toolkit via Homebrew. The installation fails during the game-porting-toolkit-compiler dependency build phase with a CMake compatibility error.
Error Message:
CMake Error at CMakeLists.txt:3 (cmake_minimum_required):
Compatibility with CMake < 3.5 has been removed from CMake.
Update the VERSION argument <min> value. Or, use the <min>...<max> syntax
to tell CMake that the project requires at least <min> but has been updated
to work with policies introduced by <max> or earlier.
Or, add -DCMAKE_POLICY_VERSION_MINIMUM=3.5 to try configuring anyway.
-- Configuring incomplete, errors occurred!
Environment:
macOS: 15.6.1 (Sequoia)
Homebrew: 5.0.1
CMake: 3.20.2
Architecture: x86_64 (via Rosetta)
Formula: apple/apple/game-porting-toolkit-compiler v0.1
Source: crossover-sources-22.1.1.tar.gz
Steps to Reproduce:
Install x86_64 Homebrew for Rosetta compatibility
Run: arch -x86_64 /usr/local/bin/brew install apple/apple/game-porting-toolkit
Build fails during dependency installation
Root Cause:
The LLVM/Clang sources included in crossover-sources-22.1.1.tar.gz contain a CMakeLists.txt file that specifies a minimum CMake version lower than 3.5. Modern CMake versions (3.5+) have removed backward compatibility with these older version requirements.
Potential Solutions:
Update the Homebrew formula to patch the CMakeLists.txt with cmake_minimum_required(VERSION 3.5) or higher
Update to newer CrossOver sources with updated CMake requirements
Add the -DCMAKE_POLICY_VERSION_MINIMUM=3.5 flag to the CMake build command in the formula
Is this a known issue? Are there plans to update the formula or the source package to resolve this compatibility problem? Any guidance on a workaround would be appreciated.
Full log available at: /Users/kentarovadney/Library/Logs/Homebrew/game-porting-toolkit-compiler/02.cmake.log
Thanks for any assistance!
My app is live but the leaderboards still aren’t updating. App was built with unreal engine 5 with blueprints. I have the leaderboard stat info entered into the node for write integer to leaderboard and a node for show platform specific leaderboard. The leaderboards are shown as live on app connect.
When I run the app, the Game Center login functions and the leaderboard interface launches as expected but it just lists a group of friends to invite. There are no scores listed and it says number of players 0 even though I have scored on two different devices and accounts. I have the Game Center entitlement added in Xcode. Not sure where else to look.
Hi, I’m creating a game and I’m just wondering if I can integrate GCVirtualController in my SwiftUI app.
I'm making the following call:
[[GKGameCenterViewController alloc] initWithLeaderboardID:leaderboardID playerScope:(GKLeaderboardPlayerScopeGlobal) timeScope:(GKLeaderboardTimeScopeAllTime)];
When I present that VC, I get the correct leaderboard (for my passed leaderboardID), but it appears in "Friends" view, not "Global". Global works fine when I tap on it, but I'd like to display that list by default. Seems like a pretty straightforward request supported by the API. Does initWithLeaderboardID not respect that? I'm curious if others have this problem. Thanks!
Topic:
Graphics & Games
SubTopic:
GameKit
Hello, I’m the developer of the “stepsquad” app. Our app uses the Game Center achievement feature, but we’ve been encountering a problem: the “Global Players” always shows 0%, even though there are friends who have already achieved these achievements. Initially, I thought it might be because the app was newly launched. However, it’s now been over two months since release, and it’s still showing 0%. If anyone has any insight into this issue, please leave a comment.
I play this game called Sonic Forces: Speed Battle that's available in the app store and I completed a quest outside of the app on this site called TapResearch for some rewards as I've done before and has worked, but after this one time I can no longer enter back into the game without crashing immediately. I tried deleting and reinstalling but nothing. I even tried signing into a different account but that didn't work either. So then I tried to make a new game center account to try and see if it works, and it did, though all my progress has been restarted. Does anyone know how to fix this?
The solo Leveling:arise is a game but the game mode is not switching on and game crashing everything time while playing
Topic:
Graphics & Games
SubTopic:
GameKit
Tags:
External Graphics Processors
Games
Graphics and Games
Hi all im having a variety of issues with gamekit matchmaking. On the simulator the matchmaking ui pops up and I can click Quick Match, then immediately "Failed to find Players" this is the same with a real Apple ID and a sandbox account.
If I use real devices the app at least discovers a match, but then the match none of the delegate methods for the match ever get called and the logs are filled with socket not connected and various errors.
My questions are:
Should match making via quick match work in the simulator, I have seen tutorial videos etc of this working, but I can't seem to get it to work.
How do people debug issues with GameCenter / Gamekit to find out why its not able to connect?
Many thanks in advance
I am currently working on a game that involves earning achievements, which I am using the Apple Unity Plug-Ins to display. I have found that occasionally opening the Game Center Dashboard the last achievement earned will not be displayed until the game is closed and reopened. I am using GKAccessPoint.Shared.Trigger to display the Achievements screen, which occasionally seems to open a cached version of the dashboard. I've found that it seems to consistently happen when earning multiple achievements within one minute, but this is not always the case. Does anybody have any experience with something like this in the past?
Hello !
We are working on a real-time 2-player online game targeting multiple Apple devices.
The following issue only occurs on tvOS:
When selecting matchmaking to connect with another random player, the native Game Center interface opens and begins the matchmaking process.
Almost immediately after clicking "start", the following log appears in the console, and the matchmaking screen remains indefinitely without completing:
Timeout while starting matching with request: <GKMatchRequestInternal 0x30d62f690> {
defaultNumberOfPlayers : 0
isLateJoin : 0
localPlayerID : U:bea182d69b85f0839e3958742fbc4609
matchType : 0
maxPlayers : 2
minPlayers : 2
playerAttributes : 4294967295
playerGroup : 1
preloadedMatch : 0
recipientPlayerIDs : <__NSArrayM 0x3034ed5c0> {}
recipients : <__NSArrayM 0x3034ee280> {}
restrictToAutomatch : 0
version : 1
archivedSharePlayInviteeTokensFromProgrammaticInvite, inviteMessage, localizableInviteMessage, messagesBasedRecipients, properties, queueName, recipientProperties, rid, sessionToken : (null)
} . Error: (null)
However, as shown in the code snippet below, the task does not complete when the log appears. But when we manually cancel the matchmaking process, the "User cancel" log is correctly triggered.
var gkMatchRequest = GKMatchRequest.Init();
gkMatchRequest.MinPlayers = 2;
gkMatchRequest.MaxPlayers = 2;
var matchRequestTask = GKMatchmakerViewController.Request(gkMatchRequest);
matchRequestTask.ContinueWith(t => { Debug.LogException(t.Exception); }, TaskContinuationOptions.OnlyOnFaulted);
matchRequestTask.ContinueWith(t => { Debug.Log("User cancel"); }, TaskContinuationOptions.OnlyOnCanceled);
matchRequestTask.ContinueWith(t => { Debug.Log("Success"); }, TaskContinuationOptions.OnlyOnRanToCompletion);
We have tested this on multiple Apple TV and network types (Wi-Fi, 5G, Ethernet), but we consistently encounter this bug along with the same log message.
Could you please help us understand or resolve this issue?
Thank you.
This is the first time I have tried adding achievements to my games. The online documentation says:
"Before you can access achievements in your code, you can configure them in Xcode and sync the configuration updates you make with App Store Connect. Begin configuring achievements by creating a GameKit configuration file. In Xcode, choose File > New > File from Template. Select GameKit File, and click Next. In the sheet that appears, enter a name for the configuration and click Create."
Sounds easy - except Xcode 16.2 does not have a GameKit File as one of the Templates. Please advise on how to proceed and it would be nice if the documentation were updated.
Topic:
Graphics & Games
SubTopic:
GameKit
Added achievements to my approved app. Added them for the next release version, which I am running in simulator. When I look at the Achievements page, I can see that there are 17 Achievements available (correct), but they all show as hidden, despite checking the "No" box in App Store Connect.
Topic:
Graphics & Games
SubTopic:
GameKit