Create apps that allow players to interact with each other using GameKit.

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How to use Unity Apple GameKit Plugin For Rule-based matchmaking?
Hello, **I'm Using ** Unity 6 LTS Unity Apple GameKit + Core plugins Turn-based matchmaking interface w/ 2 players max App Store Connect API for rule-based matchmaking I have already enabled game center in app store connect (I think) authenticated players and matched via friend request I am stuck Using queues to match players automatically I'm working on a rule-based matchmaking system which aims to place two players against each other into a GKTurnBasedMatch. I have a simple Unity Project that correctly authenticates a user and proceeds to send a matchmaking request. The matchmaking script utilizes the Unity plugins' GKTurnBasedMatchmakerViewController.Request(...) request function with a GKMatchRequest.Init() request configured with a QueueName equal to the App Store Connect API Queue I created. The queue I created is also linked to a ruleset with a very basic rule that checks if the properties contains a key called 'preference' that contains a string value for what side the player wants to play for this match. If during the matchmaking, the preferences between players are different, then the match is made and both players should join the match; each player gets to play the side they have chosen. I have my rule expression designed to just check if the preferences are not equal: requests[0].properties.faction_preference != requests[1].properties.faction_preference When I launch the game with two physical iPads and begin the matchmaking request, each player is immediately presented with two options: Invite a friend, or Start game The Problem: Inviting a friend works to get two players into a game, but queue seems to not matter, and clicking start game will just put the current player into its own match (no one joins). The Question: How do I get queue based matchmaking to work in Unity for a Turn-based match with only two players who are able to select the enemy side they want to play dictated by a rule that compares enemy play-side preferences? Resources I've used: Apple Unity GameKit Plugin: https://github.com/apple/unityplugins Matchmaking: https://developer.apple.com/documentation/gamekit/matchmaking-rules Multiplayer rulesets: https://developer.apple.com/documentation/gamekit/finding-players-using-matchmaking-rules
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1.4k
Sep ’25
Game Center breaks "Kids games" Rules on iPadOS 26
I have several games on the app store which are setup as "For Kids" which means these games cannot have any way to access the outside world including the App Store. No problem. These games have worked fine for years until iOS 26. Now, all my updates are being rejected because the new version of Game Center running on iPadOS 26 has a way for people to exit the game and go to the App Store. I have no control over this since it's built into Game Center, and the app review folks want me to put a "parental gate" on it, but there's no way to do that because... well... it's in Game Center, not my code. So, I'm unable to update my apps because of this. Presumably, the existing versions on the app store still do this exact same thing, so my update isn't going to make any difference. Does anyone know of a way to make that crap at the top go away so this isn't an issue?
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479
Sep ’25
[Bug] iPadOS 26: 4-Finger Fast Tap/Swipe Gesture Not Detected (Multitouch Issue)
Hi everyone I'm experiencing an issue with iPadOS 26 regarding multi-touch gesture detection. When performing a quick four-finger gesture (tap and swipe), the system often fails to recognize the input. This especially affects multi-touch gestures, such as rhythm games with difficult levels. Steps to Reproduce: Place four fingers on the screen. Perform a quick tap or a quick horizontal swipe (like the one used to switch apps). Observe whether the gesture is ignored or detected inconsistently. Expected Behavior: 4-finger multitouch gestures should be recognized regardless of gesture speed, just like previous iPadOS versions. Actual Behavior: Gestures fail to be detected when executed quickly—same gestures still work, and miss notes in rhythm games. You can check out my posts on Twitter/x and Facebook: [https://x.com/kokona_fwa/status/1978131164104728949?s=61] Facebook: [https://m.facebook.com/groups/idipad/permalink/24438964899058806/?]
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1.5k
Oct ’25
GKMatch rule-based matching. Can't match more than 3 people.
Matchmaking rules https://developer.apple.com/documentation/gamekit/matchmaking-rules?language=objc AppStoreConnectApi rules https://developer.apple.com/documentation/appstoreconnectapi/rules?language=objc ・Environment Unity 6000.2.2f1 XCode 16.1 iOS 26 3 iPhones ・AppStoreConnectApi rules "type": "gameCenterMatchmakingRuleSets", "id": "f6a88caf-85db-42bf-xxxxxxxxxxxxxxxxxxxx", "attributes": { "referenceName": "co.mygame.RuleSets.GvERandom34", "ruleLanguageVersion": 1, "minPlayers": 3, "maxPlayers": 4 }, "type": "gameCenterMatchmakingRules", "id": "6afa68ce-4d2c-496f-xxxxxxxxxxxxxxxxxxxx", "attributes": { "referenceName": "GameVersion", "description": "Check Game Version. GvERandom34", "type": "COMPATIBLE", "expression": "requests[0].properties.gameVersion == requests[1].properties.gameVersion", "weight": null }, "type": "gameCenterMatchmakingQueues", "id": "7fb645ef-4eca-4510-xxxxxxxxxxxxxxxxxxxx", "attributes": { "referenceName": "co.mygame.que.GvERandom34", "classicMatchmakingBundleIds": [] }, ・Objective-C Execution code queueName = "co.mygame.que.GvERandom34" keyStr = "gameVersion " valueStr = "1.0" - (void)MatchQueueParamStr1Start:(NSString*)queueName keyStr:(NSString*)keyStr valueStr:(NSString*)valueStr { if (@available(iOS 17.2, tvOS 17.2, macOS 14.2, visionOS 1.1, *) == NO) { DBGLOG(@"MatchQueueParamStr1Start Not support."); return; } self->_matchMakingFlag = YES; self->_matchFinishFlag = NO; self->_myMatch = nil; GKMatchRequest *req = [[GKMatchRequest alloc] init]; if (@available(iOS 17.2, tvOS 17.2, macOS 14.2, visionOS 1.1, *)) { req.queueName = queueName; req.properties = @{keyStr: valueStr}; } [[GKMatchmaker sharedMatchmaker] findMatchForRequest:req withCompletionHandler: ^(GKMatch *match, NSError *error) { if (error) { [self SetupErrorInfo:error descriptionText:@"findMatchForRequest"]; } else if(match) { self->_myMatch = match; self->_myMatch.delegate = self; } self->_matchMakingFlag = NO; self->_matchFinishFlag = YES; }]; } ・ I'm trying to match with three devices. Matching doesn't work. 5 minutes later times out. What's the problem?
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322
Nov ’25
Crash occurring when authenticating user for Game Center
I am using the latest version of the Game Center plugin for Unity and have noticed that my game will crash on launch when trying to authenticate. I've tried this in an empty project with just the plugin and it still crashes with this exception. GfxDevice: creating device client; threaded=1; jobified=0 Initializing Metal device caps: Apple A14 GPU Initialize engine version: 2022.3.62f2 (7670c08855a9) GameKitException: Code=-7 Domain=GKErrorDomain Description=The operation couldn’t be completed. (GKErrorDomain error -7.) (UnsupportedOperationForOSVersion) at Apple.GameKit.DefaultNSErrorHandler.ThrowNSError (System.IntPtr nsErrorPtr) [0x00000] in <00000000000000000000000000000000>:0 Rethrow as TypeInitializationException: The type initializer for 'Apple.GameKit.GKGameActivity' threw an exception. And the area in the native code that is triggering the crash is this inside the GKLocalPlayer_SetAuthenticateHandler function `_onAuthenticate!(tid, _mostRecentAuthenticatePlayer!.passRetainedUnsafeMutablePointer()); I am using Unity 2022.3.62f2 and MacOS 15.6 with iOS 18.6.2 which based on the min specs for the plugin we should be within spec. I have also included this message because I thought it might help too `terminating due to uncaught exception of type Il2CppExceptionWrapper Could not import Swift modules for translation unit: failed to get module "GameKitWrapper" from AST context: error: 'GKErrorCodeExtension.h' file not found in file included from :1: error: could not build Objective-C module 'GameKitWrapper' warning: Ignoring missing VFS file: /Users/james/Library/Developer/Xcode/DerivedData/GameKitWrapper-dzawbtxqdxdviiakfxmfunexppqv/Build/Intermediates.noindex/GameKitWrapper.build/Release-iphoneos/GameKitWrapper-bc72bd3638f4d2956cac9b00e84c1a7d-VFS-iphoneos/all-product-headers.yaml This is the likely root cause for any subsequent compiler errors.warning: Ignoring missing VFS file: /Users/bill/Library/Developer/Xcode/DerivedData/GameKitWrapper-dzawbtxqdxdviiakfxmfunexppqv/Build/Intermediates.noindex/GameKitWrapper.build/Release-iphoneos/GameKitWrapper iOS.build/unextended-module-overlay.yaml This is the likely root cause for any subsequent compiler errors.warning: TypeSystemSwiftTypeRef::GetNumChildren: had to engage SwiftASTContext fallback for type $syyXCD I've also attached the script that I am using for authentication, this script runs on the first scene. GameCenterManager.cs
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615
Nov ’25
Game Porting Toolkit installation fails: CMake compatibility error in game-porting-toolkit-compiler
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!
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1.1k
Nov ’25
GKLeaderboard.loadLeaderboards returns empty array
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.
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854
Dec ’25
2 high scores vanished
In my game 854159268 (com.1791entertainment.qugame), in my quMostRecent3 leaderboard, the top 2 entries have 'vanished'. They were there yesterday. I know these players have played today, as I see their scores on other leaderboards. Any ideas how to get these back? These 2 players (me and my tester) are both TestFlight ing - not sure if that changes things.
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846
Jan ’26
Krazy Krownz multiplayer option not working for Game Center!
When trying to play with friends Krazy Krownz doesn’t allow me to click multiplayer even though my Apple Game Center connected and my friends Apple game center connected as well. I even tried sending an invite from Apple Game Center to friends and Krazy Krownz doesn’t even show up on the list of available multiplayer games. I’ve signed out and back in the same issue remain. I’ve try to contact the game developer, but the website doesn’t work.
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469
Jan ’26
Present GameCentre Overlay Programmatically
As GKGameCenterViewController has been deprecated, it seems that GKAccessPoint is now the correct way to present the GameCentre leaderboard. But the placement options for the GKAccessPoint are very limited and lead to misaligned UI that looks clunky, as the GKAccessPoint does not align with the system navigation toolbar. Am I missing something here or am I just stuck with a lopsided UI now? I much preferred how this previously worked, where I could present the GKGameCenterViewController in a sheet from my own button
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480
Feb ’26
Cannot submit Game Center leaderboard – asks for app version although app is already live
Hi, I’m stuck with submitting a Game Center leaderboard and wanted to ask if others are seeing the same issue. My setup: App is already live on the App Store Game Center capability is enabled Leaderboard works perfectly in TestFlight (scores are submitted and visible) Problem: When I try to submit the leaderboard for review, I get: “A Game Center enabled app version must be added for review.” This is confusing because: The app already includes Game Center The app is already approved and published Apple documentation says Game Center components can be submitted without a new app version I also tried recreating the leaderboard and checking all settings, but the issue persists. Is this a known App Store Connect issue? Or is there something I’m missing? Thanks!
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295
Apr ’26
How do I test a new leaderboard added to a Published app with prior leaderboard?
Hi I have attempted to find a fix for my issue via documentation online and one phone support ( not code level support ) call to no end. I could continue to try various things but would like to see if someone else has encountered this issue and a fix for it. Background: My Game app is live on App Store and has 1 classic leaderboard . I am now getting ready to submit an update to the app and it also entails adding a new recurring leaderboard. I added the leaderboard in App Store. I however have NOT uploaded my new build yet. I have also not added my leaderboards ( currently live and not live ) to any set. When I try to submit scores using GKLeaderboard.submitScore(_:context:player:leaderboardIDs:completionHandler:) to the new non-live leaderboard it works ( gives me no error ) When I try to load the scores from the new non-live leaderboard GKLeaderboard.loadLeaderboards(IDs:completionHandler:) loadEntries(for:timeScope:range:completionHandler:) it fails. Error: "leaderboardID not found" I could try ( and will ) uploading the new build to AppStore connect and associating the new leaderboard to it before testing again. try associating each leaderboard to a set Is there anything else that I should be aware of ? Thanks in advance
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258
Jul ’25
Blurry Game Center Achievement Images?
Hey all — I’ve been building out my first set of Game Center Achievements for a game I’m working on, and I’ve run into something odd with the image quality. The specs say to upload icons at 512x512 or 1024x1024@2x. I’ve been uploading 1024x1024 PNGs (without explicitly naming them “@2x” since there’s only one upload slot), assuming that Game Center would just handle the scaling automatically — kind of like how a lot of things are getting more streamlined across platforms lately. But in testing, the icons are showing up a bit blurry, especially in the Game Center interface. It’s not horrible, but it’s definitely softer than I expected — more like low-res than Retina. All my test devices (outside the Simulator) are running iOS 26, so I’m also wondering if this might be a beta-related display bug? Has anyone else run into this? Curious if I’m missing a best practice here, or if I really do need to ensure I’m uploading it with the @2x suffix, or maybe something else entirely? Thanks!
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874
Jul ’25
GameKit Achievements, Leaderboards and Challenges not showing on iOS 26 beta 4 in the Game Center UI (opened from GKAccessPoint)
On an iPad running iPadOS 26 beta 4, when tapping the Game Center Access Point, the overlay doesn’t show the configured achievements, leaderboards or challenges. I should specify this is an in-development app and the achievements and leaderboards are in the “Not Live” state, however they show on other devices running iOS 18 in the Access Point UI. Anyone else having this issue? If so, how should I test achievements and leaderboards while iOS 26 beta is out? The UI looks like this on iPadOS 26:
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592
Aug ’25
App not showing in Game Center “All Activity” after release
Hello — I shipped an App Store build that signs in to Game Center using the Apple Unity Plugins (GameKit). The login banner appears, but my app still doesn’t show up in Game Center’s “All activity” (You started playing XXX 2d ago) What I’ve done Call await GKLocalPlayer.Authenticate(); “Game Center” is enabled for the current version in App Store Connect Confirmed: other App Store games do appear under “All Activity” on the same device/account Timeline: This is the first version that enables Game Center (not the app’s first release), and it has been about 2 hours since this build went live. Questions Is authentication alone sufficient for “Recently Played,” or is at least one Game Center component (leaderboards, achievements, activities, multiplayer) required? Is there a typical propagation delay before “Recently Played” starts showing a newly enabled app/version? Is there anything else I should configure in App Store Connect or entitlements to make “Recently Played” visible? Thanks for any help.
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636
Aug ’25
Unity GameKit plugin beta GameKit Activity UnsupportedOperationForOSVersion
I’m running into unexpected problems with the Unity GameKit plugin setup with the new Activities. I didn’t see anyone else mentioning these issues, so my guess is that it’s a problem with my setup. The authentication (GKLocalPlayer.Authenticate()) works as expected, but any call to the new GameActivity functionality (e.g. GKGameActivityDefinition.LoadGameActivityDefinitions() or GKGameActivity.WantsToPlay) gives me an exception with a 'UnsupportedOperationForOSVersion' reason despite it running on an iOS 18.6.1 device. I’m using a completely empty Unity 2022.3.62f1 project that only contains the official authentication example, followed by an event handler for activities from another example and the Unity core and gamekit plugins. The setup: macOS 15.6 Xcode 26 beta 6 (also tried with 5) Physical iPhone device running iOS 18.6.1 Unity 2022.3.62f1, which satisfies the requirements Unity plugin, Xcode setup, and build steps: I Followed the official beta branch build steps for Unity plugins with python3 build.py -m iOS iPhoneSimulator macOS -p Core GameKit which ran through after a slight modification for the macOS target that somehow contained an unknown team reference for the GameKitWrapper project, which I changed to not reference a team and use ‘sign to run locally’, as was the case for the other packages. As far as I understood the macOS version is not strictly necessary either way just for running it on a local iOS device(?) I Imported these as tarball packages into the empty Unity 2022.3.62f1 project as per the official instructions, which seems to work as expected Added a single script with the mentioned example code added in a MonoBehavior.Start Building in Unity works as expected as well, creating the Xcode project The Unity-iPhone target has the GameKit framework linked (’do not embed’) and the GameCenter capability was added automatically as expected The GameKit framework seems to not be added to the UnityFramework target, but I don’t think this is necessary? Quickly testing this with the GameKit framework added there as well didn’t make a difference The linked GameKit framework is indeed the expected Xcode 26 beta version I can then build and run this on the physical iPhone iOS 18.6.1 device, where I get an ‘UnsupportedOperationForOSVersion’ as soon as I try to subscribe to deeplinking events (GKGameActivity.WantsToPlay) or use other GameKit Activity functionality from the official examples: // log showing that it's actually running on iOS 18.6: [Apple.Core Plug-In Runtime] Availability Runtime Environment: iOS 18.6 Apple.Core.Availability:OnApplicationStart() // and the exception I get: GameKitException: Code=-7 Domain=GKErrorDomain Description=The operation couldn’t be completed. (GKErrorDomain error -7.) (UnsupportedOperationForOSVersion) at Apple.GameKit.DefaultNSErrorHandler.ThrowNSError (System.IntPtr nsErrorPtr) [0x00000] in <00000000000000000000000000000000>:0 Rethrow as TypeInitializationException: The type initializer for 'Apple.GameKit.GKGameActivity' threw an exception. I unfortunately didn’t find any clues as to why this happens and how to resolve it on this forum or otherwise. Changing the minimum iOS version - up to 18.6 from the previously used (Unity export default) 12.0 for any and all targets - did not yield a different result I'd rather not update the phone to use the iOS 26 beta, though as far as I understood this is not necessary Any pointers to what I might be missing or doing wrong are greatly appreciated! Thank you very much in advance!
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760
Aug ’25
iOS 26 Games app: Wired Switch Pro controllers (and GameSir X5 Lite) not working correctly
Hi, Since iOS 26 introduced the new Games app, I’ve noticed a problem when using a Nintendo Switch Pro Controller in wired USB-C mode, and also with third-party controllers that emulate it (like the GameSir X5 Lite). In the Games app interface, only the L/R buttons respond, but the D-Pad and analog sticks don’t work at all. Once inside actual games, the controller works fine — the issue only affects the Games app UI. What I’ve tested so far: Xbox / PlayStation controllers → work fine in both wired and Bluetooth, including inside the Games app. Switch Pro Controller (Bluetooth) → works fine, including in the Games app. Switch Pro Controller (wired) → same issue as the X5 Lite, D-Pad and sticks don’t work in the Games app. This makes it hard to use the new Games app launcher with these controllers, even though they work perfectly once a game is launched. My question: is this an iOS bug (Apple needs to add proper support for wired Switch Pro controllers in the Games app), or something that Nintendo / GameSir would need to address? Thanks in advance to anyone who can confirm this or provide more info.
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969
Sep ’25
How to use Unity Apple GameKit Plugin For Rule-based matchmaking?
Hello, **I'm Using ** Unity 6 LTS Unity Apple GameKit + Core plugins Turn-based matchmaking interface w/ 2 players max App Store Connect API for rule-based matchmaking I have already enabled game center in app store connect (I think) authenticated players and matched via friend request I am stuck Using queues to match players automatically I'm working on a rule-based matchmaking system which aims to place two players against each other into a GKTurnBasedMatch. I have a simple Unity Project that correctly authenticates a user and proceeds to send a matchmaking request. The matchmaking script utilizes the Unity plugins' GKTurnBasedMatchmakerViewController.Request(...) request function with a GKMatchRequest.Init() request configured with a QueueName equal to the App Store Connect API Queue I created. The queue I created is also linked to a ruleset with a very basic rule that checks if the properties contains a key called 'preference' that contains a string value for what side the player wants to play for this match. If during the matchmaking, the preferences between players are different, then the match is made and both players should join the match; each player gets to play the side they have chosen. I have my rule expression designed to just check if the preferences are not equal: requests[0].properties.faction_preference != requests[1].properties.faction_preference When I launch the game with two physical iPads and begin the matchmaking request, each player is immediately presented with two options: Invite a friend, or Start game The Problem: Inviting a friend works to get two players into a game, but queue seems to not matter, and clicking start game will just put the current player into its own match (no one joins). The Question: How do I get queue based matchmaking to work in Unity for a Turn-based match with only two players who are able to select the enemy side they want to play dictated by a rule that compares enemy play-side preferences? Resources I've used: Apple Unity GameKit Plugin: https://github.com/apple/unityplugins Matchmaking: https://developer.apple.com/documentation/gamekit/matchmaking-rules Multiplayer rulesets: https://developer.apple.com/documentation/gamekit/finding-players-using-matchmaking-rules
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1.4k
Activity
Sep ’25
Game Center breaks "Kids games" Rules on iPadOS 26
I have several games on the app store which are setup as "For Kids" which means these games cannot have any way to access the outside world including the App Store. No problem. These games have worked fine for years until iOS 26. Now, all my updates are being rejected because the new version of Game Center running on iPadOS 26 has a way for people to exit the game and go to the App Store. I have no control over this since it's built into Game Center, and the app review folks want me to put a "parental gate" on it, but there's no way to do that because... well... it's in Game Center, not my code. So, I'm unable to update my apps because of this. Presumably, the existing versions on the app store still do this exact same thing, so my update isn't going to make any difference. Does anyone know of a way to make that crap at the top go away so this isn't an issue?
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479
Activity
Sep ’25
Roblox very Laggy on iOS 26.1 23b5044i
i play Roblox and ever since I've got this update the quality graphics stability Internet ping and a lot of other stuff has drastically been worse
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1
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872
Activity
Oct ’25
[Bug] iPadOS 26: 4-Finger Fast Tap/Swipe Gesture Not Detected (Multitouch Issue)
Hi everyone I'm experiencing an issue with iPadOS 26 regarding multi-touch gesture detection. When performing a quick four-finger gesture (tap and swipe), the system often fails to recognize the input. This especially affects multi-touch gestures, such as rhythm games with difficult levels. Steps to Reproduce: Place four fingers on the screen. Perform a quick tap or a quick horizontal swipe (like the one used to switch apps). Observe whether the gesture is ignored or detected inconsistently. Expected Behavior: 4-finger multitouch gestures should be recognized regardless of gesture speed, just like previous iPadOS versions. Actual Behavior: Gestures fail to be detected when executed quickly—same gestures still work, and miss notes in rhythm games. You can check out my posts on Twitter/x and Facebook: [https://x.com/kokona_fwa/status/1978131164104728949?s=61] Facebook: [https://m.facebook.com/groups/idipad/permalink/24438964899058806/?]
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1.5k
Activity
Oct ’25
GKMatch rule-based matching. Can't match more than 3 people.
Matchmaking rules https://developer.apple.com/documentation/gamekit/matchmaking-rules?language=objc AppStoreConnectApi rules https://developer.apple.com/documentation/appstoreconnectapi/rules?language=objc ・Environment Unity 6000.2.2f1 XCode 16.1 iOS 26 3 iPhones ・AppStoreConnectApi rules "type": "gameCenterMatchmakingRuleSets", "id": "f6a88caf-85db-42bf-xxxxxxxxxxxxxxxxxxxx", "attributes": { "referenceName": "co.mygame.RuleSets.GvERandom34", "ruleLanguageVersion": 1, "minPlayers": 3, "maxPlayers": 4 }, "type": "gameCenterMatchmakingRules", "id": "6afa68ce-4d2c-496f-xxxxxxxxxxxxxxxxxxxx", "attributes": { "referenceName": "GameVersion", "description": "Check Game Version. GvERandom34", "type": "COMPATIBLE", "expression": "requests[0].properties.gameVersion == requests[1].properties.gameVersion", "weight": null }, "type": "gameCenterMatchmakingQueues", "id": "7fb645ef-4eca-4510-xxxxxxxxxxxxxxxxxxxx", "attributes": { "referenceName": "co.mygame.que.GvERandom34", "classicMatchmakingBundleIds": [] }, ・Objective-C Execution code queueName = "co.mygame.que.GvERandom34" keyStr = "gameVersion " valueStr = "1.0" - (void)MatchQueueParamStr1Start:(NSString*)queueName keyStr:(NSString*)keyStr valueStr:(NSString*)valueStr { if (@available(iOS 17.2, tvOS 17.2, macOS 14.2, visionOS 1.1, *) == NO) { DBGLOG(@"MatchQueueParamStr1Start Not support."); return; } self->_matchMakingFlag = YES; self->_matchFinishFlag = NO; self->_myMatch = nil; GKMatchRequest *req = [[GKMatchRequest alloc] init]; if (@available(iOS 17.2, tvOS 17.2, macOS 14.2, visionOS 1.1, *)) { req.queueName = queueName; req.properties = @{keyStr: valueStr}; } [[GKMatchmaker sharedMatchmaker] findMatchForRequest:req withCompletionHandler: ^(GKMatch *match, NSError *error) { if (error) { [self SetupErrorInfo:error descriptionText:@"findMatchForRequest"]; } else if(match) { self->_myMatch = match; self->_myMatch.delegate = self; } self->_matchMakingFlag = NO; self->_matchFinishFlag = YES; }]; } ・ I'm trying to match with three devices. Matching doesn't work. 5 minutes later times out. What's the problem?
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322
Activity
Nov ’25
Crash occurring when authenticating user for Game Center
I am using the latest version of the Game Center plugin for Unity and have noticed that my game will crash on launch when trying to authenticate. I've tried this in an empty project with just the plugin and it still crashes with this exception. GfxDevice: creating device client; threaded=1; jobified=0 Initializing Metal device caps: Apple A14 GPU Initialize engine version: 2022.3.62f2 (7670c08855a9) GameKitException: Code=-7 Domain=GKErrorDomain Description=The operation couldn’t be completed. (GKErrorDomain error -7.) (UnsupportedOperationForOSVersion) at Apple.GameKit.DefaultNSErrorHandler.ThrowNSError (System.IntPtr nsErrorPtr) [0x00000] in <00000000000000000000000000000000>:0 Rethrow as TypeInitializationException: The type initializer for 'Apple.GameKit.GKGameActivity' threw an exception. And the area in the native code that is triggering the crash is this inside the GKLocalPlayer_SetAuthenticateHandler function `_onAuthenticate!(tid, _mostRecentAuthenticatePlayer!.passRetainedUnsafeMutablePointer()); I am using Unity 2022.3.62f2 and MacOS 15.6 with iOS 18.6.2 which based on the min specs for the plugin we should be within spec. I have also included this message because I thought it might help too `terminating due to uncaught exception of type Il2CppExceptionWrapper Could not import Swift modules for translation unit: failed to get module "GameKitWrapper" from AST context: error: 'GKErrorCodeExtension.h' file not found in file included from :1: error: could not build Objective-C module 'GameKitWrapper' warning: Ignoring missing VFS file: /Users/james/Library/Developer/Xcode/DerivedData/GameKitWrapper-dzawbtxqdxdviiakfxmfunexppqv/Build/Intermediates.noindex/GameKitWrapper.build/Release-iphoneos/GameKitWrapper-bc72bd3638f4d2956cac9b00e84c1a7d-VFS-iphoneos/all-product-headers.yaml This is the likely root cause for any subsequent compiler errors.warning: Ignoring missing VFS file: /Users/bill/Library/Developer/Xcode/DerivedData/GameKitWrapper-dzawbtxqdxdviiakfxmfunexppqv/Build/Intermediates.noindex/GameKitWrapper.build/Release-iphoneos/GameKitWrapper iOS.build/unextended-module-overlay.yaml This is the likely root cause for any subsequent compiler errors.warning: TypeSystemSwiftTypeRef::GetNumChildren: had to engage SwiftASTContext fallback for type $syyXCD I've also attached the script that I am using for authentication, this script runs on the first scene. GameCenterManager.cs
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615
Activity
Nov ’25
unity游戏在新版本iphone手机上卡渲染
在正常游戏中,如果非常频繁的调用assetBundle.Unload接口,会导致游戏应用画面卡死,但是游戏的背景音乐仍然正常播放。这类问题仅发生在iphone16 和iphone17的手机上,低版本的手机没有任何问题,请问该如何解决这个问题?
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1k
Activity
Nov ’25
Game Porting Toolkit installation fails: CMake compatibility error in game-porting-toolkit-compiler
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!
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1.1k
Activity
Nov ’25
GKLeaderboard.loadLeaderboards returns empty array
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.
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854
Activity
Dec ’25
2 high scores vanished
In my game 854159268 (com.1791entertainment.qugame), in my quMostRecent3 leaderboard, the top 2 entries have 'vanished'. They were there yesterday. I know these players have played today, as I see their scores on other leaderboards. Any ideas how to get these back? These 2 players (me and my tester) are both TestFlight ing - not sure if that changes things.
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846
Activity
Jan ’26
Krazy Krownz multiplayer option not working for Game Center!
When trying to play with friends Krazy Krownz doesn’t allow me to click multiplayer even though my Apple Game Center connected and my friends Apple game center connected as well. I even tried sending an invite from Apple Game Center to friends and Krazy Krownz doesn’t even show up on the list of available multiplayer games. I’ve signed out and back in the same issue remain. I’ve try to contact the game developer, but the website doesn’t work.
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469
Activity
Jan ’26
Present GameCentre Overlay Programmatically
As GKGameCenterViewController has been deprecated, it seems that GKAccessPoint is now the correct way to present the GameCentre leaderboard. But the placement options for the GKAccessPoint are very limited and lead to misaligned UI that looks clunky, as the GKAccessPoint does not align with the system navigation toolbar. Am I missing something here or am I just stuck with a lopsided UI now? I much preferred how this previously worked, where I could present the GKGameCenterViewController in a sheet from my own button
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480
Activity
Feb ’26
Cannot submit Game Center leaderboard – asks for app version although app is already live
Hi, I’m stuck with submitting a Game Center leaderboard and wanted to ask if others are seeing the same issue. My setup: App is already live on the App Store Game Center capability is enabled Leaderboard works perfectly in TestFlight (scores are submitted and visible) Problem: When I try to submit the leaderboard for review, I get: “A Game Center enabled app version must be added for review.” This is confusing because: The app already includes Game Center The app is already approved and published Apple documentation says Game Center components can be submitted without a new app version I also tried recreating the leaderboard and checking all settings, but the issue persists. Is this a known App Store Connect issue? Or is there something I’m missing? Thanks!
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295
Activity
Apr ’26
Game Center Notifications Stopped Working
I recompiled my turn-based app to the (now mandatory) SDK 26 (Xcode 26.4 to be exact), and Game Center is no longer sending notifications of turn changes or game invites to either my iPad Air running 15.8.8 or my iPhone SE3 running 26.4.2.
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218
Activity
3w
How do I test a new leaderboard added to a Published app with prior leaderboard?
Hi I have attempted to find a fix for my issue via documentation online and one phone support ( not code level support ) call to no end. I could continue to try various things but would like to see if someone else has encountered this issue and a fix for it. Background: My Game app is live on App Store and has 1 classic leaderboard . I am now getting ready to submit an update to the app and it also entails adding a new recurring leaderboard. I added the leaderboard in App Store. I however have NOT uploaded my new build yet. I have also not added my leaderboards ( currently live and not live ) to any set. When I try to submit scores using GKLeaderboard.submitScore(_:context:player:leaderboardIDs:completionHandler:) to the new non-live leaderboard it works ( gives me no error ) When I try to load the scores from the new non-live leaderboard GKLeaderboard.loadLeaderboards(IDs:completionHandler:) loadEntries(for:timeScope:range:completionHandler:) it fails. Error: "leaderboardID not found" I could try ( and will ) uploading the new build to AppStore connect and associating the new leaderboard to it before testing again. try associating each leaderboard to a set Is there anything else that I should be aware of ? Thanks in advance
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258
Activity
Jul ’25
Blurry Game Center Achievement Images?
Hey all — I’ve been building out my first set of Game Center Achievements for a game I’m working on, and I’ve run into something odd with the image quality. The specs say to upload icons at 512x512 or 1024x1024@2x. I’ve been uploading 1024x1024 PNGs (without explicitly naming them “@2x” since there’s only one upload slot), assuming that Game Center would just handle the scaling automatically — kind of like how a lot of things are getting more streamlined across platforms lately. But in testing, the icons are showing up a bit blurry, especially in the Game Center interface. It’s not horrible, but it’s definitely softer than I expected — more like low-res than Retina. All my test devices (outside the Simulator) are running iOS 26, so I’m also wondering if this might be a beta-related display bug? Has anyone else run into this? Curious if I’m missing a best practice here, or if I really do need to ensure I’m uploading it with the @2x suffix, or maybe something else entirely? Thanks!
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2
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874
Activity
Jul ’25
GameKit Achievements, Leaderboards and Challenges not showing on iOS 26 beta 4 in the Game Center UI (opened from GKAccessPoint)
On an iPad running iPadOS 26 beta 4, when tapping the Game Center Access Point, the overlay doesn’t show the configured achievements, leaderboards or challenges. I should specify this is an in-development app and the achievements and leaderboards are in the “Not Live” state, however they show on other devices running iOS 18 in the Access Point UI. Anyone else having this issue? If so, how should I test achievements and leaderboards while iOS 26 beta is out? The UI looks like this on iPadOS 26:
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592
Activity
Aug ’25
App not showing in Game Center “All Activity” after release
Hello — I shipped an App Store build that signs in to Game Center using the Apple Unity Plugins (GameKit). The login banner appears, but my app still doesn’t show up in Game Center’s “All activity” (You started playing XXX 2d ago) What I’ve done Call await GKLocalPlayer.Authenticate(); “Game Center” is enabled for the current version in App Store Connect Confirmed: other App Store games do appear under “All Activity” on the same device/account Timeline: This is the first version that enables Game Center (not the app’s first release), and it has been about 2 hours since this build went live. Questions Is authentication alone sufficient for “Recently Played,” or is at least one Game Center component (leaderboards, achievements, activities, multiplayer) required? Is there a typical propagation delay before “Recently Played” starts showing a newly enabled app/version? Is there anything else I should configure in App Store Connect or entitlements to make “Recently Played” visible? Thanks for any help.
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636
Activity
Aug ’25
Unity GameKit plugin beta GameKit Activity UnsupportedOperationForOSVersion
I’m running into unexpected problems with the Unity GameKit plugin setup with the new Activities. I didn’t see anyone else mentioning these issues, so my guess is that it’s a problem with my setup. The authentication (GKLocalPlayer.Authenticate()) works as expected, but any call to the new GameActivity functionality (e.g. GKGameActivityDefinition.LoadGameActivityDefinitions() or GKGameActivity.WantsToPlay) gives me an exception with a 'UnsupportedOperationForOSVersion' reason despite it running on an iOS 18.6.1 device. I’m using a completely empty Unity 2022.3.62f1 project that only contains the official authentication example, followed by an event handler for activities from another example and the Unity core and gamekit plugins. The setup: macOS 15.6 Xcode 26 beta 6 (also tried with 5) Physical iPhone device running iOS 18.6.1 Unity 2022.3.62f1, which satisfies the requirements Unity plugin, Xcode setup, and build steps: I Followed the official beta branch build steps for Unity plugins with python3 build.py -m iOS iPhoneSimulator macOS -p Core GameKit which ran through after a slight modification for the macOS target that somehow contained an unknown team reference for the GameKitWrapper project, which I changed to not reference a team and use ‘sign to run locally’, as was the case for the other packages. As far as I understood the macOS version is not strictly necessary either way just for running it on a local iOS device(?) I Imported these as tarball packages into the empty Unity 2022.3.62f1 project as per the official instructions, which seems to work as expected Added a single script with the mentioned example code added in a MonoBehavior.Start Building in Unity works as expected as well, creating the Xcode project The Unity-iPhone target has the GameKit framework linked (’do not embed’) and the GameCenter capability was added automatically as expected The GameKit framework seems to not be added to the UnityFramework target, but I don’t think this is necessary? Quickly testing this with the GameKit framework added there as well didn’t make a difference The linked GameKit framework is indeed the expected Xcode 26 beta version I can then build and run this on the physical iPhone iOS 18.6.1 device, where I get an ‘UnsupportedOperationForOSVersion’ as soon as I try to subscribe to deeplinking events (GKGameActivity.WantsToPlay) or use other GameKit Activity functionality from the official examples: // log showing that it's actually running on iOS 18.6: [Apple.Core Plug-In Runtime] Availability Runtime Environment: iOS 18.6 Apple.Core.Availability:OnApplicationStart() // and the exception I get: GameKitException: Code=-7 Domain=GKErrorDomain Description=The operation couldn’t be completed. (GKErrorDomain error -7.) (UnsupportedOperationForOSVersion) at Apple.GameKit.DefaultNSErrorHandler.ThrowNSError (System.IntPtr nsErrorPtr) [0x00000] in <00000000000000000000000000000000>:0 Rethrow as TypeInitializationException: The type initializer for 'Apple.GameKit.GKGameActivity' threw an exception. I unfortunately didn’t find any clues as to why this happens and how to resolve it on this forum or otherwise. Changing the minimum iOS version - up to 18.6 from the previously used (Unity export default) 12.0 for any and all targets - did not yield a different result I'd rather not update the phone to use the iOS 26 beta, though as far as I understood this is not necessary Any pointers to what I might be missing or doing wrong are greatly appreciated! Thank you very much in advance!
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760
Activity
Aug ’25
iOS 26 Games app: Wired Switch Pro controllers (and GameSir X5 Lite) not working correctly
Hi, Since iOS 26 introduced the new Games app, I’ve noticed a problem when using a Nintendo Switch Pro Controller in wired USB-C mode, and also with third-party controllers that emulate it (like the GameSir X5 Lite). In the Games app interface, only the L/R buttons respond, but the D-Pad and analog sticks don’t work at all. Once inside actual games, the controller works fine — the issue only affects the Games app UI. What I’ve tested so far: Xbox / PlayStation controllers → work fine in both wired and Bluetooth, including inside the Games app. Switch Pro Controller (Bluetooth) → works fine, including in the Games app. Switch Pro Controller (wired) → same issue as the X5 Lite, D-Pad and sticks don’t work in the Games app. This makes it hard to use the new Games app launcher with these controllers, even though they work perfectly once a game is launched. My question: is this an iOS bug (Apple needs to add proper support for wired Switch Pro controllers in the Games app), or something that Nintendo / GameSir would need to address? Thanks in advance to anyone who can confirm this or provide more info.
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969
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Sep ’25