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

GameKit Documentation

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Can't start a game in Game Center (GameKit)
I'm working in a game that it was working perfectly with Game Center (remote game with 1 remote player), but since last Sunday I'm having errors when I try to start a remote game. I have 2 errors, one says FAILED when I invite a friend to play. In this case, the other device never gets the notification. The other error sent the notification, but when I tap on it (on the other device), it fails saying that it couldn't communicate with the server). The main device it says "INVITED" but it doesn't say anything else. I haven't found anyone else having the same issue, so I wonder if it's my fault, although I haven't change that part of the code since the last time I tested it. Is it someone else here having similar problems? or knows what should I review? thank you all, and have a great year!
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427
Jan ’24
GCSystemGestureStateDisabled is now working on macOS 14.2
I am using GCSystemGestureStateDisabled to suppress home button being capture by gesture recognizer so the system menu is not triggered while my app is using the gamepad. It was working well on macOS 14.1 but stop working after I migrated to 14.2. boundToSystemGesture is still showing "Yes" after button.preferredSystemGestureState = GCSystemGestureStateDisabled is assigned. Is it possible some change was introduced on 14.2 causing the issue?
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539
Dec ’23
[VisionOS] Crash on Present / Show GameCenter UI on VisionOS
I'm trying to display the native GameCenter interface from Unity (I've already tried Bounded and Unbouded Volume Mode, that is, with and without Full Immersive Mode) but I can't display this interface. If I use Unity's SocialAPI (https://docs.unity3d.com/ScriptReference/Social.ShowLeaderboardUI.html), nothing is displayed, and I get the following message in XCode (simulator): [u 9C225095-F55E-42CC-8136-957279631DF3:m (null)] [com.apple.GameCenterUI.GameCenterDashboardExtension(1.0)] Connection to plugin interrupted while in use. setViewControllers:animated: called on <GKGameCenterViewController 0x106825600> while an existing transition or presentation is occurring; the navigation stack will not be updated. Type: Notice | Timestamp: 2023-12-08 12:13:50.585973+01:00 | Process: leaderboard-test | Library: UIKitCore | TID: 0x3e57bd viewServiceDidTerminateWithError:: Error Domain=_UIViewServiceInterfaceErrorDomain Code=3 "(null)" UserInfo={Message=Service Connection Interrupted} Type: Notice | Timestamp: 2023-12-08 12:13:50.586997+01:00 | Process: leaderboard-test | Library: UIKitCore | TID: 0x3e57bd [u 9C225095-F55E-42CC-8136-957279631DF3:m (null)] [com.apple.GameCenterUI.GameCenterDashboardExtension(1.0)] Connection to plugin invalidated while in use. Type: Error | Timestamp: 2023-12-08 12:13:50.588393+01:00 | Process: leaderboard-test | Library: PlugInKit | Subsystem: com.apple.PlugInKit | Category: lifecycle | TID: 0x3e5a18 If I try to do it using Apple's plugin for GameCenter (GameKitWrapper) adapted to VisionOS, the application crashes with the following error: "Presentations are not permitted within volumetric window scenes." *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Presentations are not permitted within volumetric window scenes.' *** First throw call stack: ( 0 CoreFoundation 0x00000001804a510c __exceptionPreprocess + 172 1 libobjc.A.dylib 0x0000000180082f50 objc_exception_throw + 56 2 UIKitCore 0x0000000184bc2798 -[UIViewController _presentViewController:withAnimationController:completion:] + 1136 3 UIKitCore 0x0000000184bc4000 __63-[UIViewController _presentViewController:animated:completion:]_block_invoke + 88 4 UIKitCore 0x0000000184bc42d0 -[UIViewController _performCoordinatedPresentOrDismiss:animated:] + 484 5 UIKitCore 0x0000000184bc3f6c -[UIViewController _presentViewController:animated:completion:] + 160 6 UIKitCore 0x0000000184bc4374 -[UIViewController presentViewController:animate *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Presentations are not permitted within volumetric window scenes.' *** First throw call stack: ( 0 CoreFoundation 0x00000001804a510c __exceptionPreprocess + 172 1 libobjc.A.dylib 0x0000000180082f50 objc_exception_throw + 56 2 UIKitCore 0x0000000184bc2798 -[UIViewController _presentViewController:withAnimationController:completion:] + 1136 3 UIKitCore 0x0000000184bc4000 __63-[UIViewController _presentViewController:animated:completion:]_block_invoke + 88 4 UIKitCore 0x0000000184bc42d0 -[UIViewController _performCoordinatedPresentOrDismiss:animated:] + 484 5 UIKitCore 0x0000000184bc3f6c -[UIViewController _presentViewController:animated:completion:] + 160 6 UIKitCore 0x0000000184bc4374 -[UIViewController presentViewController:animated:completion:] + 140 7 GameKitWrapper 0x00000001057aa864 $s14GameKitWrapper34GKGameCenterViewController_Present7pointer6taskId9onSuccessySv_s5Int64VyAGXCtF ... ) The code that produces this crash is the following (trying to display the GameCenter UI): let viewController = UIApplication.shared.windows.first!.rootViewController; viewController?.present(target, animated: true); @_cdecl("GKGameCenterViewController_Present") public func GKGameCenterViewController_Present ( pointer: UnsafeMutableRawPointer, taskId: Int64, onSuccess: @escaping SuccessTaskCallback ) { let target = Unmanaged<GKGameCenterViewController>.fromOpaque(pointer).takeUnretainedValue(); _currentPresentingGameCenterDelegate = GameKitUIDelegateHandler(taskId: taskId, onSuccess: onSuccess); target.gameCenterDelegate = _currentPresentingGameCenterDelegate; #if os(iOS) || os(tvOS) || os(visionOS) let viewController = UIApplication.shared.windows.first!.rootViewController; viewController?.present(target, animated: true); #endif } Is there a way to present the GameCenter UI overlaid on the Unity app?
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830
Dec ’23
Leaderboards for development and live environments
Hello, I'm working on a game application and I've been wondering about how I can separate the GameKit Leaderboards I'm using for testing purpose and the ones that would be "live" (i.e: only for the users) I've been point out that I can attach leaderboards to an app version but it makes me wondering about compatibility. I'm working on the application in version 1.1. My users are using the application in version 1.0 (with their leaderboards). Then I'm releasing a version 1.2. It would means I need to attach all the leaderboards from version 1.0 to version 1.2 and to me it's very tedious. What would be the best practice with using leaderboards on multiple environments? Thanks
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368
Nov ’23
Bluetooth Low Energy HID Gamepad PnP not accepted by iOS devices
Dear support We are developing a Bluetooth Low Energy HID Gamepad and are having issues connecting it to iOS devices (iPhone). Pairing is always successful. The issue is related to the PnP ID used. If we use a PnP ID for a gamepad currently on the market - like a Google Stadia - there is no issue. The Gamepad connects (pairs) with the iPhone and is recognised in the iPhone "settings->general->game controller" Also if a "Game Controller Tester" APP is installed on the iPhone this works ok. If we use our own PnP the Gamepad connects (pairs) but iPhone does not recognise it in "settings->general->game controller" . Also the "Game Controller Tester" APP does not work. The question is :- Is there something we need to do with our own PnP for it to be recognised by iOS devices. For info - on Android and Windows our PnP is recognised ok - we can control a Game Controller APP with it. The issue is only with Apple iOS devices. Any help would be welcome. Thanks JESP
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Nov ’23
Multiplayer testing with Game Center and IOS simulator
I am trying to test game center multiplayer with the IOS simulator and my physical phone. I can get it working between 2 physical phones but whenever I try with the simulator it shows the error Failed to find players. I have seen people use the simulator before to test multiplayer. I have tried both my account and a sandbox account with no luck. Is there something I am missing or doing wrong? I am using gamekit to make this app. Thanks
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387
Nov ’23
Unable to upload Game Center Achievement Image using API
I attempted to use the new App Store Connect API 3.0 feature to manage Game Center achievements. My goal was to create a bunch of achievements, with one en-US localization each, with an attached image. Creating the achievement and its localization initially seems to have worked fine; I uploaded the image, and its assetDeliveryState.state is COMPLETED. But when I visit the achievement in the App Store Connect Console UI, all the images I've uploaded are 404 Not Found. I'm going to have to upload all of these images by hand. 😭 Here's the sample code I used, using the https://github.com/dfabulich/node-app-store-connect-api v5.0.3. import { api } from 'node-app-store-connect-api'; import { readFile, stat } from 'node:fs/promises'; import { homedir } from 'node:os'; const appId = 6468677114; const vendorIdentifier = 'com.example.myachievement'; const showBeforeEarend = true; const points = 10; const locale = "en-US"; const title = "My Achievement"; const afterEarnedDescription = "Earned the achievment."; const beforeEarnedDescription = "Earn the achievement."; const fileName = `${vendorIdentifier}.png`; const params = { issuerId: "69a6de6f-0d6d-47e3-e053-5b8c7c11a4d1", apiKey: "3S3G8T48YW", }; params.privateKey = await readFile(`${homedir()}/.appstoreconnect/private_keys/AuthKey_${params.apiKey}.p8`, 'utf8'); const { read, create, uploadAsset, pollForUploadSuccess } = await api(params); const {data: gameCenterDetail} = await read(`apps/${appId}/gameCenterDetail`); console.log('creating', vendorIdentifier); const gameCenterAchievement = await create({ type: 'gameCenterAchievements', attributes: { referenceName: title, vendorIdentifier, points, repeatable: false, showBeforeEarned, }, relationships: { gameCenterDetail } }); console.log(' localization'); const gameCenterAchievementLocalization = await create({ type: 'gameCenterAchievementLocalizations', attributes: { locale, name: title, afterEarnedDescription, beforeEarnedDescription, }, relationships: { gameCenterAchievement } }); console.log(' image'); const image = await create({ type: 'gameCenterAchievementImages', attributes: { fileName, fileSize: (await stat(fileName)).size, }, relationships: { gameCenterAchievementLocalization } }); console.log(' upload'); await uploadAsset(image, await readFile(fileName)); console.log(' poll'); await pollForUploadSuccess(image.links.self);
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767
Nov ’23
Game Controller Framework for visionOS Apps
Hi, I was working on implementation of game controller input to my game. I've connected my Xbox controller and tried to do a test and it is working in an macOS application. I wanted to port it to my visionOS app but the app can't seem to recognize my gamepad inputs. But visionOS simulator can recognize because it is changing camera by gamepad input. According to documentation GCController functions supports visionOS. Do the apps directly supports GC input? Or do I make mistake in my code? Thanks
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757
Oct ’23
Game Center authentication workflow
Prior to iOS 14.5, I adopted the following workflow for my Game Center enabled game - At the launch, if there is no authenticated GKLocalPlayer, then store the viewController passed in the completion handler and display it later to the user (i.e. not immediately after the app completes launching). I am using the following code for the authentication process -         GKLocalPlayer.local.authenticateHandler = {viewController, error in             if (viewController != nil){ //store the viewController and present it at a later time             } else if (GKLocalPlayer.local.isAuthenticated) { //successfully authenticated             } else { // player could not be authenticated             } Since iOS 14.5 the callback to the authenticationHandler seems to have changed. The login prompt is displayed automatically after app launch, if there is no authenticated player. I checked - the completionHandler is not even being called in this case before the login prompt is presented. If there is already an authenticated player on the device, then the handler is called as expected. How can I prevent the login prompt from being displayed automatically by the system? Is there a new workflow for authenticating a player from iOS 14.5 onwards? thanks,
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3.3k
Aug ’21
Is it possible to make Unity iOS App into iOS widget extension?
HELLO WORLD! I am currently developing an amazing Unity mini Game. The game development has come to the deploying stage. Using Unity allows me to deploy this game on MacOS, iOS, Android and Windows which is fantastic . However, I really need this game to have the iOS widget extension as a key feature on mobile. Just like the "Steve" dinosaur game which can be played in widget. I had seen a lot of tutorials and youtube videos but still cant find a solution which make Unity iOS app into a widget. If I really want to make widget Game on iOS, do I need to develop the whole game all over again in xcode or using GameKit? Really hoping there's a way to simply convert the Unity iOS app into a widget.
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1.8k
Sep ’22
GKLocalPlayer.FetchItems BAD ACCESS
We are using the Apple Unity plugin (Gamekit) to authorize players, using a Game Center account. To get player info we run a task from the plugin, var fetchItemsResponse = await GKLocalPlayer.Local.FetchItems(); But when this code run, there is an error in Xcode. The error is the following, Thread 1: EXC_BAD_ACCESS (code=257, address=0x2) MacOS 12.5 Monterey Unity 2021.3.4f1 XCode 14.2 AppleCore Unity Package - 1.0.2 AppleGameKit Unity Package - 1.0.3 Crashes when calling FetchItems in Unity Installed in iPhone XR (iOS 15.2.1)
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1.3k
Feb ’23
Game Center leaderboard privacy
I have implemented a standard GKLeaderboard in my app. The leaderboard includes the player's avatar, display name, and the score. I only use functionality provided by GameKit without any custom server functionality. I don't even have an own server. Still, my app got rejected with the following notice: We noticed that your app does not obtain the user's consent prior to uploading users' scores to a global leaderboard. To collect personal data with your app, you must make it clear to the user that their personal data will be uploaded to your server. What should I do here? Do I really have to obtain user's consent before uploading his score to Game Center?
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826
May ’23
[GPTK] Unity game controller support
While my GPTK setup works fine with games like Rocket League, any Unity made game will freeze when a joystick input is given. I've tested this with 'Zeepkist' and 'Engine Evolution 2021', both have full steam controller support enabled. If I run the GPTK game in foreground, right after moving the joystick, this error is logged: 0bac:fixme:rawinput:rawinput_from_hardware_message Unhandled rawinput type 0x100 This only happens when Steam is running. For example, running the 'Zeepkist' .exe manually while Steam is NOT RUNNING, the controller works fine! Most of the time this results in a crash throwing: 0bbc:fixme:dbghelp:SymLoadModuleExW Unsupported Flags 00000005 for (null) 0bbc:fixme:dbghelp:SymLoadModuleExW Unsupported Flags 00000005 for (null) 0bbc:fixme:dbghelp:SymRegisterFunctionEntryCallback64 (0000000000000084 0000000140036E50 2508e0): stub! wine: Unhandled page fault on read access to 0000001BFFFFFFE4 at address 000000006E73B991 (thread 0bac), starting debugger... 0bbc:fixme:file:CancelSynchronousIo (000000000000007C): stub 0810:fixme:imm:ImeSetActiveContext (0x36ed10, 1): stub 0810:fixme:imm:ImmReleaseContext (000000000009020A, 000000000036ED10): stub I would love to play Unity games using GPTK. Please suggest any tips/tricks to resolve this issue.
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811
Oct ’23
Game Center and App transfer
We transferred application, using guide there: https://developer.apple.com/help/app-store-connect/transfer-an-app/overview-of-app-transfer/ We use Game Center to identify users via playerid https://developer.apple.com/documentation/gamekit/gkplayer/1521127-playerid After transferring application playerid for our current users is changed, and so users are unable to login How can we restore playerid for our users? For "Sign in with Apple" there are migration process, so there are no issues, is there something like that for Game Center?
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500
Oct ’23