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Can Game Mode be activated when a child (Java) process's window is fullscreened?
Imagine a native macOS app that acts as a "launcher" for a Java game.** For example, the "launcher" app might use the Swift Process API or a similar method to run the java command line tool (lets assume the user has installed Java themselves) to run the game. I have seen How to Enable Game Mode. If the native launcher app's Info.plist has the following keys set: LSApplicationCategoryType set to public.app-category.games LSSupportsGameMode set to true (for macOS 26+) GCSupportsGameMode set to true The launcher itself can cause Game Mode to activate if the launcher is fullscreened. However, if the launcher opens a Java process that opens a window, then the Java window is fullscreened, Game Mode doesn't seem to activate. In this case activating Game Mode for the launcher itself is unnecessary, but you'd expect Game Mode to activate when the actual game in the Java window is fullscreened. Is there a way to get Game Mode to activate in the latter case? ** The concrete case I'm thinking of is a third-party Minecraft Java Edition launcher, but the issue can also be demonstrated in a sample project (FB13786152). It seems like the official Minecraft launcher is able to do this, though it's not clear how. (Is its bundle identifier hardcoded in the OS to allow for this? Changing a sample app's bundle identifier to be the same as the official Minecraft launcher gets the behavior I want, but obviously this is not a practical solution.)
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176
Jun ’25
Request: API to temporarily defer Reachability for fullscreen game swipes (bottom edge)
In swipe-driven games, a first downward swipe starting near the home indicator can trigger Reachability, even when using preferredScreenEdgesDeferringSystemGestures = .bottom and prefersHomeIndicatorAutoHidden = true. This causes the app to slide down to half screen and breaks gameplay. Please consider an API to temporarily defer Reachability while a custom gesture is active (similar to existing system gesture deferral), without disabling accessibility globally. Environment: Devices: iPhones with Home Indicator (Face ID) Why this matters: Bottom-origin swipes are core in many games (flick shots, slingshot, physics toss, bottom sheets). Current workarounds degrade UX and discoverability, and players still accidentally trigger Reachability. Feedback Assistant Post
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652
Aug ’25
Unity PolySpatia
Hello, We are experiencing an issue with apparent lag or latency when interacting with objects in Unity using the XR Interaction Toolkit. Even when interactables are configured with the Movement Type set to Instantaneous, objects exhibit a noticeable delay when following hand movement. This issue is particularly apparent when the hand moves at higher speeds. We would like to know: is any additional configuration required, or is there something else we need to do to resolve this? Thank you very much for your assistance.
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454
Aug ’25
Validation error, when I try to upload a game to Testflight
Hello everyone and thank you for you're time! I got an issue with uploading several icons to testflight. I'm using Game Maker Studio as my engine for the game. This is the error that I'm getting, even when I try to use the old icons for the game, that worked in the past. I tried to transform the icons, using this site "https://makeappicon.com/", but I still got the same validation error. Can you help me fixing the issue - thank you so much!
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550
Oct ’25
The delay issue of 4G TCP connection for iPhone 17 in China's mobile network
Reproduce Same SIM card with 4G, same testing location, connected to the same server, xcode debugging game applications, network/profile retrotransmitted, Avg round trip to view data iPhone17, Turn off 4G and turn on WiFi. All the above indicators are acceptable iPhone17, Turn on 4G, turn off WiFi, retry with retransmission and very high Avg round trip iPhone14-16, Turn on 4G and turn off WiFi. All the above indicators are acceptable App Unity3d project .netframe4.0 C# Socket Other Many developers in Chinese forums have provided feedback on this issue
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710
Oct ’25
PDFKit Page Rerender
I'm experiencing an issue with PDFKit where page.removeAnnotation(annotation) successfully removes the annotation from the page's data structure, but the PDFView no longer updates automatically to reflect the change visually. Issue Details: The annotation is removed (verified by checking page.annotations.count) The PDFView display doesn't refresh to show the removal This code was working correctly before and suddenly stopped working No code changes were made on my end
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344
1w
D3DMetal unsupported CreateCommandQueue1 API while running simple wglgears using Mesa 24.3 GLon12 driver..
Hi, wanted to test if possible to use Mesa3D OGLon12+D3DMetal 2b3 to get GL>4.1 support on windows apps via D3D12Metal.. using simple wglgears.c app (similar glxgears) and running like: GALLIUM_DRIVER=d3d12 wine64 wglgears64 -info with overridden opengl32.dll using contents from: https://github.com/pal1000/mesa-dist-win/releases/download/24.3.0-rc1/mesa3d-24.3.0-rc1-release-msvc.7z I get: [D3DMetal:LOG:5E53] Unsupported API: CreateCommandQueue1 caused by: https://gitlab.freedesktop.org/mesa/mesa/-/commit/c022c9603d500b59ff5e6f93c8a214d1785ab20a API: https://learn.microsoft.com/en-us/windows/win32/api/d3d12/nf-d3d12-id3d12device9-createcommandqueue1 note setup is correct as using: GALLIUM_DRIVER=llvmpipe wine64 wglgears64 -info I get: GL_RENDERER = llvmpipe (LLVM 19.1.3, 128 bits) GL_VERSION = 4.5 (Compatibility Profile) Mesa 24.3.0-rc1 (git-85ba713d76) GL_VENDOR = Mesa GL_EXTENSIONS = GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract r GL_EXT_texture.. etc..
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562
May ’25
Simulator vs device; Deferring System Gestures
Hi, I have a full screen iOS game. In the Simulator, preferredScreenEdgesDeferringSystemGestures works well to prevent a drag down from the top of the full-screen play area from immediately opening the Notification Center. (You got a tab, and had to swipe down on it.) But at least on my device, when testing, unlike in Simulator, Notification Center opens immediately when I swipe down from the top. Any suggestions?
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432
Dec ’24
Changing Cursor Image
I am making a SpriteKit game and I am trying to change the cursor image from the default pointer to a png image that I have imported into the project, but it’s not really working. when I run the project I can see the cursor image change for a brief second and then return to the default image. Here is my code: print(NSCursor.current) if let image = NSImage(named: customImage) {      print("The image exists")      cursor = NSCursor(image: image, hotSpot: .zero)      cursor.push()      print(cursor) } print(NSCursor.current) The above code is all contained in the didMove(:) function in GameScene. From the print statements I can see that the memory address of the NSCursor.current changes to that of cursor. HOWEVER, in the mouseMoved(:) call back function I print out the mouse location and the current cursor. I can see from these print stamens that the cursor memory address has again changed and no longer matches the custom cursor address… so I am not sure what is going on… Also, fyi the cursor is a global property within game scene so it should persist. Also, image is not nil. This is verified by the print statements I see Thanks
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664
Dec ’24
Converting JPG to JP2 using ImageMagicK library on iOS
I am trying to convert a JPG image to a JP2 (JPEG 2000) format using the ImageMagick library on iOS. However, although the file extension is changing to .jp2, the format of the image does not seem to be changing. The output image is still being treated as a JPG file, and not as a true JP2 format. Here is the code (IBAction)convertButtonClicked:(id)sender { NSString *jpgPath = [[NSBundle mainBundle] pathForResource:@"Example" ofType:@"jpg"]; NSString *tempFilePath = [NSTemporaryDirectory() stringByAppendingPathComponent:@"Converted.jp2"]; MagickWand *wand = NewMagickWand(); if (MagickReadImage(wand, [jpgPath UTF8String]) == MagickFalse) { char *description; ExceptionType severity; description = MagickGetException(wand, &severity); NSLog(@"Error reading image: %s", description); MagickRelinquishMemory(description); return; } if (MagickSetFormat(wand, "JP2") == MagickFalse) { char *description; ExceptionType severity; description = MagickGetException(wand, &severity); NSLog(@"Error setting image format to JP2: %s", description); MagickRelinquishMemory(description); } if (MagickWriteImage(wand, [tempFilePath UTF8String]) == MagickFalse) { NSLog(@"Error writing JP2 image"); return; } NSLog(@"Image successfully converted."); } @end
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424
Jan ’25
Operation not permitted loading image in SDL2 with Xcode
Hello, I am making a project in SDL, and with that I am using SDL_Image. I am doing all of this on Xcode. I've been able to initialize everything just fine, but issues spring up when I try to load an image. When I give the code a path to look for an image: Unable to load image! IMG_Error: Couldn't open [Insert image path here]: Operation not permitted I get that error. Keep in mind "Unable to load image" is a general error I put in the code should loading said image fail, the specific error which I called with IMG_GetError() is what we really need to know. I've seen before that this might occur if a program does not have full disk access. Because of this, I've tried giving Xcode full disk access, but this didn't work and I still got the same error.
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694
Jan ’25
CGContextAddArc not respecting clipping rects for open paths
macOS 15.2, MBP M1, built-in display. The following code produces a line outside the bounds of my clipping region when drawing to CGLayers, to produce a clockwise arc: CGContextBeginPath(m_s.outContext); CGContextAddArc(m_s.outContext, leftX + radius, topY - radius, radius, -startRads, -endRads, 1); CGContextSetRGBStrokeColor(m_s.outContext, col.fRed(), col.fGreen(), col.fBlue(), col.fAlpha()); CGContextSetLineWidth(m_s.outContext, width); CGContextStrokePath(m_s.outContext); Drawing other shapes such as rects or ellipses doesn't cause a problem. I can work around the issue by bringing the path back to the start of the arc: CGContextBeginPath(m_s.outContext); CGContextAddArc(m_s.outContext, leftX + radius, topY - radius, radius, -startRads, -endRads, 1); // add a second arc back to the start CGContextAddArc(m_s.outContext, leftX + radius, topY - radius, radius, -endRads, -startRads, 0); CGContextSetRGBStrokeColor(m_s.outContext, col.fRed(), col.fGreen(), col.fBlue(), col.fAlpha()); CGContextSetLineWidth(m_s.outContext, width); CGContextStrokePath(m_s.outContext); But this does appear to be a bug.
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516
Jan ’25
How to customize VNDocumentCameraViewController
Hi, I’m learning MAUI and was trying to use VNDocumentCameraViewController provided by Vision Kit to scan documents and it is working fine but I realized that I was not able to customize some of the options provided by default like, disabling the auto scan option. Is there any way to disable the auto scan option or are there any other alternatives with the same founctionalities as VNDocumentCameraViewController that are more customizable?
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733
Jan ’25
SMAPI Malware blocking in Stardew Valley on macOS
Hola. At this point, I'm at my wit's end because I've tried EVERYTHING just to be able to play a single game on my Mac, but the new update makes it impossible. So I'm just gonna ask for one game: I've been trying to play Stardew Valley, modded with SMAPI, for a week now. Despite playing the game with mods for almost 2 years, OS is refusing to open the game because SMAPI "contains malware". I tried reinstalling the mod, but no dice. It just automatically deletes the terminal and blocks the game from opening. You can imagine my frustration because the mod has been 100% safe for 2 years. No option to "Open Anyway" in Security Settings, either. I have no say in this. I've tried code signing it in Terminal (three times). Also no dice. Followed these two forums. https://www.reddit.com/r/StardewValley/comments/1h071jl/mac_deleted_stardew_modding_api_because_of_malware/ https://www.reddit.com/r/SMAPI/comments/1h0fgv9/solution_for_mac_malware_issue_with_smapi_417/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button NOTHING. Please tell me there's a way to override this??? Just let me install malware on my computer!😭
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749
Jan ’25
CGEvent Not Working
I am trying to simulate a paste command and it seems to not want to paste. It worked at one point with the same code and now is causing issues. My code looks like this: ` func simulatePaste() { guard let source = CGEventSource(stateID: .hidSystemState) else { print("Failed to create event source") return } let keyDown = CGEvent(keyboardEventSource: source, virtualKey: CGKeyCode(9), keyDown: true) let keyUp = CGEvent(keyboardEventSource: source, virtualKey: CGKeyCode(9), keyDown: false) keyDown?.flags = .maskCommand keyUp?.flags = .maskCommand keyDown?.post(tap: .cgAnnotatedSessionEventTap) keyUp?.post(tap: .cgAnnotatedSessionEventTap) print("Simulated Cmd + V") } I know that there is some issues around permissions and so in my Info.plist I have this: <string>NSApplication</string> <key>NSAppleEventsUsageDescription</key> <string>This app requires permission to send keyboard input for pasting from the clipboard.</string> I have also disabled sandbox. It does ask me if I want to give the app permissions but after approving it, it still doesn't paste.
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426
Feb ’25
unable to find boardcast extension
Issue Summary: In our Flutter application, we utilize Tencent's TRTC API for voice and video communication. While the broadcast functionality operates correctly on Android, it fails to respond on iOS devices. Attempting to initiate a broadcast results in no action, and long-pressing the broadcast button does not reveal the broadcast extension. Steps to Reproduce: Add Broadcast Upload Extension: In Xcode, navigate to File > New > Target. Select Broadcast Upload Extension and add it to the project. 2. Build the Project: Attempt to build the project. Encounter the error: "Cycle inside Runner; building could produce unreliable results." 3. Resolve Build Cycle Error: Go to the project’s Build Phases. Locate the Embed App Extensions phase. Move Embed App Extensions just below Copy Bundle Resources. Ensure the Copy only when installing option is selected. Rebuild the project; the cycle error is resolved. 4.Test Broadcast Functionality: Install the app on an iOS device. Tap the broadcast button; observe no response. Long-press the broadcast button in the top right hand scroll down menu; the broadcast extension is not listed. 5. Isolate the Issue: Create a new Flutter project. Repeat the above steps to add the broadcast upload extension. The issue persists: broadcast functionality remains unresponsive on iOS.
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519
Feb ’25