In the last several days I've gotten reports from customers saying that Game Center suddenly cannot connect to players. I was able to verify this myself.
It will find players to match, but then during the Connecting process it just sits there indefinitely with a spinning thing. Up until maybe 4 days ago this had worked fine for the last 12+ years, so something on the Game Center server broke.
Is anyone else experiencing the same problem?
GameKit
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Hello,
Asking the following as, I was unable to find answers via search on the forum and in the documentation:
Invitations sent via iMessage seem to work correctly with my custom image ( GKMessageImage.png ) however, notifications sent to Game Center Friends via invites generated in Game Center do not include the custom image ( GKMessageImage.png ).
Questions:
Is this expected behavior? Is there a different way to customize the image in the notification? Note the Game Center notification includes the App name correctly.
I also noted in the WWDC session in 2016 ( saw video recently ) that there was some mention of no longer adding friends via Game Center. Is that currently true?
Thanks in advance.
At WWDC 2023, the background asset feature was introduced, allowing essential resources to be downloaded before the game is first launched. How does this differ from including all necessary resources directly in the installation package? What are the advantages of this approach, and how does it enhance the user experience?
https://vimeo.com/957974306
Canvas #1(Unity) stopped rendering context when I switch tab on inspector. Also my device 13 pro max running iOS 17.5.1 lost context when I screenshot. It has no log in console. Not happened on 13 pro max running iOS 16.4
Dear Apple Developer Support,
I have a question regarding the Background Assets feature for a game we are planning to release on the App Store. Specifically, I would like to understand the user experience during the initial installation process.
If our game utilizes the Background Assets feature and we have essential assets specified in the BAExtension, will the end user need to wait for these essential assets to be fully downloaded before they can open the game after installing it from the App Store? Additionally, during this download process, will there be any indication of the essential assets' download status on the App Store or on the home screen icon of the game?
Your guidance on how this process is managed and what the user can expect would be greatly appreciated.
Thank you for your assistance.
Hello,
First of all, I understand that GKVoiceChat has been deprecated and replaced by shareplay but for my situation, it does not seem useful as I will be matching with the random players hence I can not utilise the Facetime(Shareplay) capability.
I have set up a voice chat function using the GKVoiceChat object, my game connects with another player successfully but the voice chat does not work for some reason. The code snippet below is how I implemented it with the help of the tutorial from : apple (Start Voice chat between players)
class OnlineGame {
var voiceChat: GKVoiceChat? = nil
...
// When online game succesfully connected and game view loaded
self.startVoiceChat()
func startVoiceChat() {
// Handle an unknown, connected, or disconnected player state.
/// - Tag:voiceChatChangeHandler
///
if voiceChat == nil {
// Create the voice chat object.
voiceChat = myMatch?.voiceChat(withName: "Gamesession")
}
let voiceChatChangeHandler = { (player: GKPlayer, state: GKVoiceChat.PlayerState) -> Void in
switch state {
case GKVoiceChat.PlayerState.connected:
self.voicechatstate = 1
case GKVoiceChat.PlayerState.disconnected:
self.voicechatstate = 2
case GKVoiceChat.PlayerState.speaking:
self.voicechatstate = 3
case GKVoiceChat.PlayerState.silent:
self.voicechatstate = 4
case GKVoiceChat.PlayerState.connecting:
self.voicechatstate = 5
@unknown default:
print("Player unknown state.")
}
}
// Exit early if the app can't start a voice chat session.
guard let voiceChat = voiceChat else { return }
// Handle an unknown, connected, or disconnected player state.
voiceChat.playerVoiceChatStateDidChangeHandler = voiceChatChangeHandler
// Set the audio volume.
// Activate the shared audio session.
do {
let audioSession = AVAudioSession.sharedInstance()
try audioSession.setCategory(AVAudioSession.Category.playAndRecord, mode: AVAudioSession.Mode.gameChat, options: AVAudioSession.CategoryOptions.allowBluetooth)
try audioSession.setActive(true, options: [])
}
catch {
print("ERROR: \(error.localizedDescription).")
}
voiceChat.volume = 0.8
voiceChat.start()
voiceChat.isActive = true
}
}
Thats my implementation of it and hope it explains my issue. Thanks for your assistance in advance!.
I'm using the Apple Unity Plugins to use Game Center to authenticate Playfab accounts for my game and when I test this on testflight, everything works fine for me and the people I've tested with, however, when I send the build to review, they are getting GameKitException 37 which states "This game is not listed in a marketplace that supports Game Center" and upon further research I found this page https://developer.apple.com/documentation/gamekit/gkerror/code/appunlisted which I'm assuming is the same thing.
This seems to suggest that I need my app to be listed on the App Store which is strange because this has created a what comes first, the chicken or the egg problem. I need to pass review to get the game listed in the App Store and they can't test the game because accounts cannot be authenticated with Game Center which apparently needs to be listed on the App Store.
So far, I can't find the reason why this doesn't happen on testflight and only happens when I send it to review. I opened a ticket to Apple Developer Support and haven't recieved a response. I asked app review about it and they replied
"Hello,
Thank you for your response. Since all apps must pass App Review before they can be approved, it should not be necessary to have a "store page".
We look forward to reviewing your app once all issues have been addressed and the new build has been received and queued for review.
Best regards,
App Review"
Which doesn't really help me. I am quite pressed for time and I really need assistance in resolving this issue which I cannot replicate. Has anyone encountered this issue or know how to solve it?
I have a VisionOS app that uses a Game Center Leaderboard. On 'appear' of my content view, I check authentication, and if the user is auth'd, I display a 'leaderboard' button. This works on development / TestFlight – the little floating 'Game Center logged-in' pop up shows up when the app runs, and the button appears.
Tapping the button opens the leaderboard, and I can tap over to 'global' and see everyone's scores.
However, the app launched today on the App Store, and I'm having some issues.
The leaderboard button isn't showing up, meaning that the auth call is probably failing silently. Not sure why. If I log out of Game Center on the device, and re-open the app, I'm able to auth and see my leaderboard button.
Once I've done that, the leaderboard seems busted. On App Store Connect I can see the values that I expect (high scores from my beta test flight). But, on the production app, the leaderboard is just empty. And there's no 'global' tab to tap on.
Wondering if this is a propagation issue? Like, does it take time to roll out the Game Center entitlements when the app is live?
I'm going to distribute promo codes to try and get some more people with the App Store version testing for me to see what happens for them.
Any help appreciated!
Hey, i have created a game in unity with the apple core and apple gamekit plugins present. I setup 5 leaderboards on the app store connect. I made a unity build and did the whole testflight build loop to test everything. When i open my gamecenter panel via the button i see my leaderboards but they show as MISSING TITLE which is weird because i have for sure set them up correctly they have a leaderboard reference name and leaderboard id as well. When debugging i can see that when i call my submit score function it gets submitted with no error but then i also dont see the score appear anywhere .
Keep in mind the leaderboards are not live and are being tested on testflight first
It show the following :
==> Upgrading apple/apple/game-porting-toolkit
1.0.3 -> 1.1
==> Staging /Users/mtahin07/Library/Caches/Homebrew/downloads/7baed2a6fd34b4a641
==> Patching
==> /private/tmp/game-porting-toolkit-20240619-16666-si8pyg/wine/configure --pre
==> make
Last 15 lines from /Users/mtahin07/Library/Logs/Homebrew/game-porting-toolkit/02.make:
/private/tmp/game-porting-toolkit-20240619-16666-si8pyg/wine/dlls/crypt32/unixlib.c:641:23: error: use of undeclared identifier 'noErr'
if (status == noErr)
^
/private/tmp/game-porting-toolkit-20240619-16666-si8pyg/wine/dlls/crypt32/unixlib.c:647:31: warning: this function declaration is not a prototype [-Wstrict-prototypes]
if ((status = SecItemExport(cert, kSecFormatX509Cert, 0, NULL, &certData)) == noErr)
^
/private/tmp/game-porting-toolkit-20240619-16666-si8pyg/wine/dlls/crypt32/unixlib.c:647:51: error: use of undeclared identifier 'kSecFormatX509Cert'
if ((status = SecItemExport(cert, kSecFormatX509Cert, 0, NULL, &certData)) == noErr)
^
/private/tmp/game-porting-toolkit-20240619-16666-si8pyg/wine/dlls/crypt32/unixlib.c:647:95: error: use of undeclared identifier 'noErr'
if ((status = SecItemExport(cert, kSecFormatX509Cert, 0, NULL, &certData)) == noErr)
^
2 warnings and 7 errors generated.
make: *** [dlls/crypt32/unixlib.o] Error 1
make: *** Waiting for unfinished jobs....
If reporting this issue please do so to (not Homebrew/brew or Homebrew/homebrew-core):
apple/apple
I can't verify what error occur
I was trying update gptk, so i removed the old one ( installed by Xcode 15.0 ) and reinstalled it, but accuired a issue:
Error: apple/apple/game-porting-toolkit 1.1 did not build
Logs:
/Users/CASEM/Library/Logs/Homebrew/game-porting-toolkit/00.options.out
/Users/CASEM/Library/Logs/Homebrew/game-porting-toolkit/01.configure
/Users/CASEM/Library/Logs/Homebrew/game-porting-toolkit/01.configure.cc
/Users/CASEM/Library/Logs/Homebrew/game-porting-toolkit/02.make
/Users/CASEM/Library/Logs/Homebrew/game-porting-toolkit/wine64-build
If reporting this issue please do so to (not Homebrew/brew or Homebrew/homebrew-core):
apple/apple
Error: Your Xcode (15.0) is outdated.
Please update to Xcode 15.4 (or delete it).
Xcode can be updated from the App Store.
So I upgrade the Xcode to 15.4 by app store and still encountered:
Error: apple/apple/game-porting-toolkit 1.1 did not build
Logs:
/Users/CASEM/Library/Logs/Homebrew/game-porting-toolkit/00.options.out
/Users/CASEM/Library/Logs/Homebrew/game-porting-toolkit/01.configure
/Users/CASEM/Library/Logs/Homebrew/game-porting-toolkit/01.configure.cc
/Users/CASEM/Library/Logs/Homebrew/game-porting-toolkit/02.make
/Users/CASEM/Library/Logs/Homebrew/game-porting-toolkit/wine64-build
If reporting this issue please do so to (not Homebrew/brew or Homebrew/homebrew-core):
apple/apple
I've been reading some post says use 15.1, but still get same error report.
What should I do next?
Any help woulbe appreciated.
my game center account are linked both on my ipad and iphone but the activity on the game center didnt update when i play games on my ipad. It only linked to games on my phone. So all the games i‘ve downloaded on my ipad arent linked to the game center. Is there any solution so that the games i‘ve downloaded on my ipad could link to the game center? i have tried to turn on and off both on my ipad and iphone but it still only linked to the phone.
when i install game porting toolkit 1.1 ,i got an error as below:
Error: Failure while executing; patch -g 0 -f -p0 exited with 2
==> Installing game-porting-toolkit from apple/apple
==> Staging /Users/***/Library/Caches/Homebrew/downloads/bf215bb93a68251243c69e19a3ba0d670aa82daad63a2bfe24d7ff0a11c2c969--crossover-sources-24.0.2.tar.gz in /private/tmp/game-porting-toolkit-20240520-35139-asrgp4
==> Patching
Error: Failure while executing; patch -g 0 -f -p0 exited with 2. Here's the output:
patching file 'wine/include/distversion.h'
patching file 'wine/configure
guys who knows how to fix it?
I've added a recurring leaderboard in App Store Connect which I can get the localized title from, submit scores to, and load players from, but I'm getting an error whenever I try loading the image for it with the instance method for GKLeaderboard, loadImage().
The description from the error is:
The requested operation could not be completed due to an error communicating with the server.
Both the completion block and async versions of this method yield the same result.
I made sure the image is a PNG in 1024x1024, 72 DPI, and in the RGB colorspace. No errors appear after I upload the image.
Are there any hidden requirements that might be causing this error? Perhaps there is a waiting period before the server can provide the image?
When I run the following code, the Matchmaker view is populated with me (local player) and my opponent (correct picture and friendly name). however, the "Send Game" button is disabled. I assume that recipients is set correctly.
There are errors from loadPlayersForIdentifiers .
GKMatchRequest *request = [[GKMatchRequest alloc] init];
request.minPlayers = 2;
request.maxPlayers = 2;
request.defaultNumberOfPlayers = 2;
request.inviteMessage = @"Testing";
[GKPlayer loadPlayersForIdentifiers:@[ playerID ]
withCompletionHandler:^(NSArray<GKPlayer *> *_Nullable players,
NSError *_Nullable error) {
if (error) {
NSLog(@"Error loading player: %@", error);
} else if (players.count > 0) {
request.recipients = players;
GKTurnBasedMatchmakerViewController *mmvc =
[[GKTurnBasedMatchmakerViewController alloc]
initWithMatchRequest:request];
mmvc.turnBasedMatchmakerDelegate = self;
mmvc.showExistingMatches = NO;
[self presentViewController:mmvc
animated:YES
completion:nil];
}
}];
If I remove the opponent, and then re-add them manually, the "Send Game" button is enabled.
Here is a link to a super long conversation with a true genius at StackOverflow
https://stackoverflow.com/questions/78343630/what-algorithm-is-available-to-correlate-a-skspritenodes-position-with-the-uibe/78379892#78379892
He has done an extraordinary amount of work to make up for what I consider is the non-working of UIBezierPath’s orientToPath = true.
He’s done multiple hours work to make up for orientToPath = true not working.
What are we missing?
[UE] Assertion failed: Binding.index < ML_MaxTextures [File:./Runtime/Apple/MetalRHI/Private/MetalPipeline.cpp] [Line: 563]
Metal texture index exceeded!
How can I solve it?
My MacBook Pro is M3 max, running macOS 14.4.1 (23E224), with Xcode 15.3 and Command_Line_Tools_for_Xcode_15.3 installed. When I tried to execute "brew -v install apple/apple/game-porting-toolkit", it reported the following error.
Error: apple/apple/game-porting-toolkit 1.1 did not build
Logs:
/Users/yuanmouren/Library/Logs/Homebrew/game-porting-toolkit/00.options.out
/Users/yuanmouren/Library/Logs/Homebrew/game-porting-toolkit/01.configure
/Users/yuanmouren/Library/Logs/Homebrew/game-porting-toolkit/01.configure.cc
/Users/yuanmouren/Library/Logs/Homebrew/game-porting-toolkit/02.make
/Users/yuanmouren/Library/Logs/Homebrew/game-porting-toolkit/wine64-build
If reporting this issue please do so to (not Homebrew/brew or Homebrew/homebrew-core):
apple/apple
I found the following error reasons in the console.
/private/tmp/game-porting-toolkit-20240414-2133-st99bv/wine/dlls/crypt32/unixlib.c:629:11: error: unknown type name 'SecTrustSettingsDomain'
const SecTrustSettingsDomain domains[] = {
^
/private/tmp/game-porting-toolkit-20240414-2133-st99bv/wine/dlls/crypt32/unixlib.c:630:9: error: use of undeclared identifier 'kSecTrustSettingsDomainSystem'
kSecTrustSettingsDomainSystem,
^
/private/tmp/game-porting-toolkit-20240414-2133-st99bv/wine/dlls/crypt32/unixlib.c:631:9: error: use of undeclared identifier 'kSecTrustSettingsDomainAdmin'
kSecTrustSettingsDomainAdmin,
^
/private/tmp/game-porting-toolkit-20240414-2133-st99bv/wine/dlls/crypt32/unixlib.c:632:9: error: use of undeclared identifier 'kSecTrustSettingsDomainUser'
kSecTrustSettingsDomainUser
^
/private/tmp/game-porting-toolkit-20240414-2133-st99bv/wine/dlls/crypt32/unixlib.c:640:18: warning: this function declaration is not a prototype [-Wstrict-prototypes]
status = SecTrustSettingsCopyCertificates(domains[domain], &certs);
^
/private/tmp/game-porting-toolkit-20240414-2133-st99bv/wine/dlls/crypt32/unixlib.c:641:23: error: use of undeclared identifier 'noErr'
if (status == noErr)
^
/private/tmp/game-porting-toolkit-20240414-2133-st99bv/wine/dlls/crypt32/unixlib.c:647:31: warning: this function declaration is not a prototype [-Wstrict-prototypes]
if ((status = SecItemExport(cert, kSecFormatX509Cert, 0, NULL, &certData)) == noErr)
^
/private/tmp/game-porting-toolkit-20240414-2133-st99bv/wine/dlls/crypt32/unixlib.c:647:51: error: use of undeclared identifier 'kSecFormatX509Cert'
if ((status = SecItemExport(cert, kSecFormatX509Cert, 0, NULL, &certData)) == noErr)
^
/private/tmp/game-porting-toolkit-20240414-2133-st99bv/wine/dlls/crypt32/unixlib.c:647:95: error: use of undeclared identifier 'noErr'
if ((status = SecItemExport(cert, kSecFormatX509Cert, 0, NULL, &certData)) == noErr)
^
2 warnings and 7 errors generated.
make: *** [dlls/crypt32/unixlib.o] Error 1
make: *** Waiting for unfinished jobs....
How should I resolve this issue?
Hello,
As stated in the title, we implemented the GameKit unity package.
We did a lot of testing and never encountered any issue related to the authentication until now, andwe identified that the device with the issue was Intel.
The configurations and provisioning profile used are correctly set.
I was wondering if any of you encountered this issue or had an idea how to debug this?
Thanks!
I have a two-level view-based NSOutlineView, employing a data-source and delegate. It is not populated by binding. My code is all ObjC, and my problem persist since MacOS 10.11 to the current MacOS 14.4.x
Because of some specific visual issue, I use a very simple subclass of NSTableRowView, which has only this:
@implementation MYRowView
- (void)drawRect:(NSRect)dirtyRect {
self.emphasized = NO; // this affects the complicated color scheme for selection - will not use the "alternateColor" for drawing, but rather the "secondary color" - who knows what it is. This way our texts and icons and progress do NOT disappear on selected rows.
[super drawRect:dirtyRect];
}
@end
And then later, in my NSOutlineView delegate:
-(NSTableRowView *)outlineView:(NSOutlineView *)outlineView rowViewForItem:(id)item {
return [OITRowView new];
}
There are, other more complicated
@interface OITOutlineCellView : NSTableCellView
That I makeViewWithIdentifier:owner: and populate in response to NSOutlineView
- (NSView *)outlineView:(NSOutlineView *)outlineView
viewForTableColumn:(NSTableColumn *)tableColumn
item:(id)item {
Now I noticed that after adding several items (top level) with some thousands sub-level items to my outline-view, and then REMOVING them and reloading all data - my app's memory is ever increasing
When I used the memory graph feature in Xcode debugger - I found a huge number (actually identical to the maximum number of rows) - all of the class MYRowView. Interestingly enough - none of my cell-views remained in memory.
Now I verified - my data source reported zero items, the UI looks empty, and all functions as expected - except for this "leak" of MYRowView objects.
As you can see in the code (copied exactly from my app) I only create them - and return them to the OS - I never hold any reference to these objects.
So.... What Am I doing wrong, and what can I do to alleviate the issue??
The methods [NSOutlineView reloadItem:reloadChildren:] and [NSTableView reloadData] are documented to "release all related views" -- but obviously they DONT. my app gets to ~300 MB (started at 20MB) with about 7500 rows
Idea anyone? What to check? what to try?