I'm trying to apply a CIBumpDistortion Core Image filter to a view that contains a UILabel (my storyLabel). The goal is to create a visual bump/magnifying glass effect over the text.
However, despite my attempts, the filter doesn't seem to render at all. The view and the label appear as normal, with no distortion effect. I've tried adjusting the filter parameters and reviewing the view hierarchy, but without success. I also haven't been able to find clear documentation or examples for applying this filter to a UIView's layer.
//
// TVView.swift
// Mistery
//
// Created by Joje on 31/07/25.
//
import CoreImage
import CoreImage.CIFilterBuiltins
import UIKit
import AVFoundation
final class TVView: UIView {
// propriedades animacao texto
private var textAnimationTimer: Timer?
private var fullTextToAnimate: String = ""
private var currentCharIndex: Int = 0
// propriedades video estatica
private var player: AVQueuePlayer?
private var playerLayer: AVPlayerLayer?
private var playerLooper: AVPlayerLooper?
var onNextButtonTap: () -> Void = {}
// MARK: - Subviews
// imagem da TV
private(set) lazy var tvImageView: UIImageView = {
let imageView = UIImageView()
imageView.translatesAutoresizingMaskIntoConstraints = false
imageView.image = UIImage(named: "tvFinal")
imageView.contentMode = .scaleAspectFit
return imageView
}()
// texto que passa dentro da TV
private(set) lazy var storyLabel: UILabel = {
let label = UILabel()
label.translatesAutoresizingMaskIntoConstraints = false
//label.backgroundColor = .gray
label.textColor = .red
label.font = UIFont(name: "MeltedMonster", size: 30)
label.textAlignment = .left
label.numberOfLines = 0
label.text = ""
return label
}()
private(set) lazy var nextButton: UIButton = {
let button = UIButton(type: .system)
button.translatesAutoresizingMaskIntoConstraints = false
//button.backgroundColor = .darkGray
button.addTarget(self, action: #selector(didPressNextButton), for: .touchUpInside)
return button
}()
// MARK: - Lifecycle
override init(frame: CGRect) {
super.init(frame: frame)
backgroundColor = .black
setupVideoPlayer()
addSubviews()
setupConstraints()
}
override func layoutSubviews() {
super.layoutSubviews()
playerLayer?.frame = tvImageView.frame.insetBy(dx: tvImageView.frame.width * 0.05, dy: tvImageView.frame.height * 0.18)
setupFisheyeEffect()
}
private func setupFisheyeEffect() {
// cria o filtro
guard let filter = CIFilter(name: "CIBumpDistortion") else {return print("erro")}
storyLabel.layer.shouldRasterize = true
storyLabel.layer.rasterizationScale = UIScreen.main.scale
// define os parametros
filter.setDefaults()
// centro do efeito
let center = CIVector(x: storyLabel.bounds.midX, y: storyLabel.bounds.midY)
filter.setValue(center, forKey: kCIInputCenterKey)
// raio de distorção
filter.setValue(storyLabel.bounds.width, forKey: kCIInputRadiusKey)
// intensidade de distorção
filter.setValue(7, forKey: kCIInputScaleKey)
storyLabel.layer.filters = [filter]
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
// MARK: - Button actions
@objc private func didPressNextButton() {
onNextButtonTap()
}
@objc private func animateNextCharacter() {
guard currentCharIndex < fullTextToAnimate.count else {
textAnimationTimer?.invalidate()
return
}
let currentTextIndex = fullTextToAnimate.index(fullTextToAnimate.startIndex, offsetBy: currentCharIndex)
let partialText = String(fullTextToAnimate[...currentTextIndex])
storyLabel.text = partialText
currentCharIndex += 1
}
public func updateStoryText(with text: String) {
textAnimationTimer?.invalidate()
storyLabel.text = ""
fullTextToAnimate = text
currentCharIndex = 0
textAnimationTimer = Timer.scheduledTimer(timeInterval: 0.12, target: self, selector: #selector(animateNextCharacter), userInfo: nil, repeats: true)
}
// MARK: - Setup methods
private func setupVideoPlayer() {
guard let videoURL = Bundle.main.url(forResource: "static-video", withExtension: "mov") else {
print("Erro: Não foi possível encontrar o arquivo de vídeo static-video.mov")
return
}
let playerItem = AVPlayerItem(url: videoURL)
player = AVQueuePlayer(playerItem: playerItem)
// LINHA COM POSSIVEL ERRO
playerLooper = AVPlayerLooper(player: player!, templateItem: playerItem)
playerLayer = AVPlayerLayer(player: player)
playerLayer?.videoGravity = .resizeAspectFill
if let layer = playerLayer {
self.layer.addSublayer(layer)
}
player?.play()
}
private func addSubviews() {
self.addSubview(storyLabel)
self.addSubview(tvImageView)
self.addSubview(nextButton)
}
private func setupConstraints() {
NSLayoutConstraint.activate([
// TV Image
tvImageView.centerXAnchor.constraint(equalTo: centerXAnchor),
tvImageView.centerYAnchor.constraint(equalTo: centerYAnchor),
tvImageView.widthAnchor.constraint(equalTo: widthAnchor),
// TV Text
storyLabel.centerXAnchor.constraint(equalTo: tvImageView.centerXAnchor, constant: -50),
storyLabel.centerYAnchor.constraint(equalTo: tvImageView.centerYAnchor, constant: -25),
storyLabel.widthAnchor.constraint(equalTo: tvImageView.widthAnchor, multiplier: 0.35),
storyLabel.heightAnchor.constraint(equalTo: tvImageView.heightAnchor, multiplier: 0.42),
//TV Button
nextButton.topAnchor.constraint(equalTo: tvImageView.centerYAnchor, constant: -25),
nextButton.centerXAnchor.constraint(equalTo: self.centerXAnchor, constant: 190),
nextButton.widthAnchor.constraint(equalToConstant: 100),
nextButton.heightAnchor.constraint(equalToConstant: 160)
])
}
}
#Preview{
ViewController()
}
General
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I'm experiencing a specific issue where when using any of the MacOS 26 Tahoe betas with Low Power Mode enabled and using Vsync in fullscreen, my application framerate gets limited to a hard 30 fps. I have not experienced this on any older OS. For example Low Power Mode on 13.6 Ventura with Vsync fullscreen lets my application run at full 60 fps without issues.
Is this a bug or a change in behavior of Low Power Mode on Tahoe?
My application is 3D, runs at 60 fps and is sensitive to tearing, so I need Vsync and it is mostly utilized in fullscreen. And Low Power Mode is a default for many Macs, so default experience on Tahoe currently is a halved 30 fps. However there also seems to be inconsistencies of on which machines this happens, but older OSes are always fine.
Hi,
I am a Multimedia and Graphics researcher and I am wondering if OpenGL API and drivers will be removed after appleOS 26?
macOS 26
iOS 26
iPadOS 26
visionOS 26
I am asking this because most of the libraries I use depends on OpenGL. Like CGAL, libigl, immediate mode ui, nanovg, nanogui, bullet physics. Transitioning from Vulkan and metal while using and learning those libraries is just not viable.
I would like to ask you that. I am the sole developer and I just want to ask you that.
Regards.
Topic:
Graphics & Games
SubTopic:
General
I haven't been looking at screensavers for a long time because of Apple's lack of will (or resources?) to provide a public version of the private modern SDK used by Apple for a very long time now.
I'm now looking at the Screen Saver pane in System Settings (the What-If version of System Preferences in an alternate universe where all screens are in portrait mode).
In macOS Sequoia, it seems like 3rd party screensavers are not welcome considering that they are relegated to the "Other" section at the bottom of the list and you have to click Show All to start seeing 3rd party screen savers.
I also had a quick look at macOS Tahoe Beta 3 and it looks like that all the real screensavers are gone (3rd party and the ones from Apple: Hello, Message, Flurry, etc.) or at least it requires to be a Nobel Prize to find them (and the Search field is not useful).
I tried to install a 3rd party screen saver on macOS Tahoe Beta 3, it doesn't show up in the list.
To summarize:
No public access to modern APIs AFAIK.
UI that is hostile to 3rd party screen savers on macOS Sequoia.
Apparently only screensavers that are slideshows or movies curated by Apple in macOS Tahoe b3.
Hence the question:
Is there any future for screen savers on macOS?
Because if there's none, I won't waste my time trying to update some old screen savers.
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
Topic:
Graphics & Games
SubTopic:
General
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.
I want to display the refresh rate on the screen of the iPhone (14 Pro Max), but each app of the App Store's
"Floating Clock", "Floating Clock Premium" and "Screen Renewal Rate - RefreshRate Realtime" can only display two of 60Hz and 120Hz, and I wonder if it can display numbers of 1Hz, 10Hz, tens of Hz, or more than 3 levels. Does anyone know how to do it?
Topic:
Graphics & Games
SubTopic:
General
HI all,
I'm in the early stages of testing a game that will have real-time device-to-device communication using GameCenter.
I've read something about setting up GameCenter "sandbox" accounts to test prior to the game's release, but I can't find anything reliable about how to do so.
I've found lots of web pages which purport to describe how to do this task, but what they describe seems to be outdated, as the steps don't appear to be available in modern versions of iOS. I'm testing on iOS 18 and 26.
Document search isn't helping--I mostly find information on how to set up StoreKit sandbox accounts, which I assume are different things altogether--so if you could point me towards an article that allows me to test a new, unreleased GameKit app between devices, I'd appreciate it.
People are developing GameCenter apps, so I know it's possible...
advTHANKSance
Topic:
Graphics & Games
SubTopic:
General
Dear Apple Developer Support,
I hope this message finds you well. I am a game developer looking to integrate Game Center into our game. Before proceeding, I would like to understand the analytical capabilities available post-integration. Specifically, I am interested in tracking detailed metrics such as:
The number of new player downloads driven by Game Center features (e.g., friend challenges, leaderboards, or achievements).
Data on user engagement and conversions originating from Game Center interactions.
I have explored App Store Connect’s App Analytics but would appreciate clarification on whether Game Center-specific data (e.g., referrals from challenges or social features) is available to measure growth and optimize our strategies.
If such data is accessible, could you guide me on how to view it? If not, are there alternative methods or plans to incorporate this in the future?
Thank you for your time and assistance. I look forward to your response.
Best regards,
Bella
Hi everyone,
I faced an issue that on IOS 26 removeAnnotation method doesn't remove annotation. This code worked on previous versions (IOS 18, 17) but suddenly stopped working on IOS 26.
Has anyone faced this issue?
guard let document = await pdfView.document else { return }
for pageIndex in 0..<document.pageCount {
guard let page = document.page(at: pageIndex) else { continue }
let annotations = page.annotations
for annotation in annotations {
page.removeAnnotation(annotation)
}
}
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
https://developer.apple.com/forums/profile/mozheralqahtani
Topic:
Graphics & Games
SubTopic:
General
Hi, I've got a Swift Framework with a bunch of Metal files. Currently users have to manually include a Metal Lib in their bundle provided separately, to use the Swift Package.
First question; Is there a way to make a Metal Lib target in a Swift Package, and just include the .metal files? (without a binary asset)
Second question; If not, Swift 5.3 has resource support, how would you recommend to bundle a Metal Lib in a Swift Package?
Is it possible to start screen recording (through Control Center) without user prompt?
I mean to ask user permission for the first time and after that to start and stop recording programmatically only?
I need to record screen only for specific events.
, it is after update to Xcode 14.3:
[default] CGSWindowShmemCreateWithPort failed on port 0
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!😭
Topic:
Graphics & Games
SubTopic:
General
I have an app that uses GameController to read the inputs of a connected JoyCon. However, the controller also interacts with the OS.
For example, when I press the Home button on the controller, it brings me to the home of my Vision Pro.
Is it possible to disable this interaction while still being able to read the controller inputs inside my app?
Dear Apple, there is still no support for WebGPU via WebView. Do you have a roadmap on when you plan to support it? That would be very helpful to release our new game.
Topic:
Graphics & Games
SubTopic:
General
I use unity 2020.3.48f1 to develop a game; trying to implement Apple Services integration I use Apple unity plugins(https://github.com/apple/unityplugins) Using latest version of unity plugins I getting error in Unity project after plugin import It say "Not allowed platform VisionOS" When I tryed to use older version of the plugins I getting error on runtime when calling "var fetchItemsResponse = await GKLocalPlayer.Local.FetchItems();" in line 42 it drop EXC_BAD_ACCESS(code=257, address=0x0000...) error I tryed to use different commits from official repositorys and even custom branches of apple unity plugins like (https://github.com/muZZkat/unityplugins/tree/muzzkat/fix-fetch-items) but it did not help
There is whole my script which trying to use apple unuity plugins
using System.Threading.Tasks;
using UnityEngine;
using System.Collections;
using System;
using Apple.GameKit;
using UnityEngine.UI;
public class TheScript : MonoBehaviour
{
[SerializeField]
InputField otp;
string Signature;
string TeamPlayerID;
string Salt;
string PublicKeyUrl;
string Timestamp;
void Start()
{
StartCoroutine(Call());
}
private IEnumerator Call()
{
yield return new WaitForSeconds(5);
Login();
}
public async Task Login()
{
otp.text += $"Loginig... ";
if (!Apple.GameKit.GKLocalPlayer.Local.IsAuthenticated)
{
try
{
var player = await GKLocalPlayer.Authenticate();
var localPlayer = GKLocalPlayer.Local;
TeamPlayerID = localPlayer.TeamPlayerId;
var fetchItemsResponse = await GKLocalPlayer.Local.FetchItems();
Signature = Convert.ToBase64String(fetchItemsResponse.GetSignature());
PublicKeyUrl = fetchItemsResponse.PublicKeyUrl;
otp.text += $"Team Player ID: {TeamPlayerID} ";
otp.text += $"PublicKeyUrl: {PublicKeyUrl} ";
}
catch(Exception e)
{
otp.text += $"Error: " + e.Message;
}
}
else
{
Debug.Log("AppleGameCenter player already logged in.");
}
}
async Task SignInWithAppleGameCenterAsync(string signature, string teamPlayerId, string publicKeyURL, string salt, ulong timestamp)
{
}
}
For an app of mine I use CGSetDisplayTransferByTable to adjust the gamma table of the device. Since macOS Tahoe, these modifications are silently ignored. The display's actual gamma curve remains unchanged despite the API reporting successful completion.
I've filed a FB for it a few weeks ago, and would love to figure out what could be causing this.
FB18559786