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

GameKit Documentation

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Game Center Achievement "Global Players" Always Showing 0% Issue
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.
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543
Jan ’25
Editor Ok, but running batch get: Cannot locate a Release or Debug Apple.GameKit native library for macOS
After running build.py -p Core GameKit and adding the tar balls to the Unity project in Assets/ExternalPackages no packages seem to be found when running the build using our continuous integration system. This was not the case when the project was opened in the Editor. It looks like in Apple.Core, the ApplePluginEnvironment hasn't run the OnEditorUpdate function and so the _appleUnityPackages Dictionary is empty. A change to ApplePlugInEnvironment.cs seemed to fix the issue: public static AppleNativeLibrary GetLibrary(string packageDisplayName, string appleBuildConfig, string applePlatform) { // ?FIX?: If we're not in the editor, we might not have updated the package list. if (_appleUnityPackages.Count == 0 && _updateState == UpdateState.Initializing) { OnEditorUpdate(); // UpdateState.Initializing OnEditorUpdate(); // UpdateState.Updating } I'm not sure if this is something we're doing incorrectly, the documentation for the plug-in mostly covered building the package.
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Dec ’24
What is the earliest supported MacOS version that the Unity plugins will work on?
Hi. The earliest version of MacOS that Unity supports is 10.13. However, it seems that running a game using Unity Plugins on 10.13 causes DLL loading exceptions whenever you try to access part of the GameKit API. The errors look like this: Fallback handler could not load library /Users/love/Desktop/REDACTED/Contents/Frameworks/MonoEmbedRuntime/osx/GameKitWrapper Fallback handler could not load library /Users/love/Desktop/REDACTED/Contents/Frameworks/MonoEmbedRuntime/osx/libGameKitWrapper.dylib Fallback handler could not load library /Users/love/Desktop/REDACTED/Contents/Frameworks/MonoEmbedRuntime/osx/libGameKitWrapper.dylib Fallback handler could not load library /Users/love/Desktop/REDACTED/Contents/Frameworks/MonoEmbedRuntime/osx/libGameKitWrapper.so Fallback handler could not load library /Users/love/Desktop/REDACTED/Contents/Frameworks/MonoEmbedRuntime/osx/libGameKitWrapper.bundle DllNotFoundException: GameKitWrapper assembly:<unknown assembly> type:<unknown type> member:(null) at (wrapper managed-to-native) Apple.GameKit.DefaultNSErrorHandler+Interop.DefaultNSErrorHandler_Set(Apple.Core.Runtime.NSExceptionCallback) at Apple.GameKit.DefaultNSErrorHandler.Init () [0x00001] in ./Library/PackageCache/com.apple.unityplugin.gamekit@e3d4ad5a2c8e/Source/DefaultHandlers.cs:35 (Filename: ./Library/PackageCache/com.apple.unityplugin.gamekit@e3d4ad5a2c8e/Source/DefaultHandlers.cs Line: 35) Fallback handler could not load library /Users/love/Desktop/REDACTED/Contents/Frameworks/MonoEmbedRuntime/osx/GameKitWrapper Fallback handler could not load library /Users/love/Desktop/REDACTED/Contents/Frameworks/MonoEmbedRuntime/osx/libGameKitWrapper.dylib Fallback handler could not load library /Users/love/Desktop/REDACTED/Contents/Frameworks/MonoEmbedRuntime/osx/libGameKitWrapper.dylib Fallback handler could not load library /Users/love/Desktop/REDACTED/Contents/Frameworks/MonoEmbedRuntime/osx/libGameKitWrapper.so Fallback handler could not load library /Users/love/Desktop/REDACTED/Contents/Frameworks/MonoEmbedRuntime/osx/libGameKitWrapper.bundle DllNotFoundException: GameKitWrapper assembly:<unknown assembly> type:<unknown type> member:(null) at (wrapper managed-to-native) Apple.GameKit.DefaultNSExceptionHandler+Interop.DefaultNSExceptionHandler_Set(Apple.Core.Runtime.NSExceptionCallback) at Apple.GameKit.DefaultNSExceptionHandler.Init () [0x00001] in ./Library/PackageCache/com.apple.unityplugin.gamekit@e3d4ad5a2c8e/Source/DefaultHandlers.cs:14 These errors do not appear on 10.15 or later, which is why I am assuming it's a problem with this particular version of MacOS. Have not been able to test 10.14 so not sure how it handles there. So, here is my question - what is the earliest version of MacOS that the Apple Unity plugins support? It's not documented anywhere on the GitHub page. // Love
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834
Dec ’24
How to know when an invitee declines a turn based match invite via the push notification action button.
I am developing a turn based game using GameKit. The happy path (pretty much as always) is fine; invite, accept, play, have winners/losers and match ends. Yay! But I am working on making sure I handle situations where invited friends decline to participate. I've been through the docs, and don't see how the GKTurnBasedMatch is updated to reflect the tap of the decline button in the Game Center Invite notification. When I reload the match from Game Center on the host device the status for the invitee who declined is still .invited. I also tested by setting all players that are not the host in the nextParticipants of the endTurn(...) to start the invites and the next invitee was not given a push notification to accept or decline the invite. I feel like there should be a way to determine when an invitee has declined an invite (via participant in the match.participants via status OR a delegation method somewhere that is called when the Decline or Accept buttons on that notification are tapped.) I'm missing something, please help me find it! Thank you!
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756
Dec ’24
GKGameCenterViewController initWithLeaderboardID doesn't respect GKLeaderboardPlayerScopeGlobal
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!
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541
Dec ’24