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Game Rejected as Spam
My app is being rejected and all I'm being told is that it is spam. I've tried improving various aspects of the game, but I just receive the same copy and paste rejection message each time. I have no idea if I'm moving in the right direction or what part of my game needs to be changed or improved. Is there a game quality benchmark document or some kind of resource I can use to better understand why my game is being rejected and how to bring it to a level that meets apple's standards.
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Apr ’25
How to Enable Game Mode
What is Game Mode? Game Mode optimizes your gaming experience by giving your game the highest priority access to your CPU and GPU, lowering usage for background tasks. And it doubles the Bluetooth sampling rate, which reduces input latency and audio latency for wireless accessories like game controllers and AirPods. See Use Game Mode on Mac See Port advanced games to Apple platforms How can I enable Game Mode in my game? Add the Supports Game Mode property (GCSupportsGameMode) to your game’s Info.plist and set to true Correctly identify your game’s Application Category with LSApplicationCategoryType (also Info.plist) Note: Enabling Game Mode makes your game eligible but is not a guarantee; the OS decides if it is ok to enable Game Mode at runtime An app that enables Game Mode but isn’t a game will be rejected by App Review. How can I disable Game Mode? Set GCSupportsGameMode to false. Note: On Mac Game Mode is automatically disabled if the game isn’t running full screen.
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306
Jul ’25
GCController.shouldMonitorBackgroundEvents = true broken?
I am suspecting that setting GCController.shouldMonitorBackgroundEvents = true does not actually make the game controllers inputs accessible to the app when it is in the background. About this value the official documentation says: A Boolean value that indicates whether the app needs to respond to controller events when it isn’t the frontmost app. Now the behavior is that when the app is in focus the users inputs do get correctly recognized but as soon as the app enters the background no inputs get recognized. The controller does not get reported as disconnecting and still works for example in launchpad. I am sure that about 2 months ago when I first used this it did work as one would expect. I also have seen that an app which lets users execute certain actions using their controller has stoped working recently, adding to my suspicion of the feature being broken. Here is a minimum reproducible example: import SwiftUI import GameController @main struct TestingControllerConnectionApp: App { @NSApplicationDelegateAdaptor(AppDelegate.self) var appDelegate var body: some Scene { WindowGroup { ContentView() } } } class AppDelegate: NSObject, NSApplicationDelegate { var statusItem: NSStatusItem? var controller: GCController? func applicationDidFinishLaunching(_ notification: Notification) { setupMenuBar() GCController.shouldMonitorBackgroundEvents = true NotificationCenter.default.addObserver( self, selector: #selector(controllerDidConnect), name: .GCControllerDidConnect, object: nil ) NotificationCenter.default.addObserver( self, selector: #selector(controllerDidDisconnect), name: .GCControllerDidDisconnect, object: nil ) } @objc private func setupMenuBar() { let menu = NSMenu() menu.addItem(NSMenuItem(title: "Quit", action: #selector(quitApp), keyEquivalent: "q")) statusItem = NSStatusBar.system.statusItem(withLength: NSStatusItem.variableLength) statusItem?.button?.image = NSImage(resource: .controllerBar) statusItem?.menu = menu } @objc private func quitApp() { NSApp.terminate(nil) } @objc private func controllerDidConnect(_ notification: Notification) { if let controller = notification.object as? GCController { print("Controller connected") self.controller = controller if let gamepad = controller.extendedGamepad { gamepad.buttonA.pressedChangedHandler = { _, _, pressed in print("Button A pressed: \(pressed)") } } } } @objc private func controllerDidDisconnect(_ notification: Notification) { print("Controller disconnected") } } This is created in a completely fresh Xcode project and NSHumanInterfaceDeviceUsageDescription has been added. I am using a PS5 Controller and a Mac running MacOS 15.4.1 which has been restarted and only Xcode and the app have been opened. I have tested this with setting a multitude of different entitlements and capabilities including: NSHumanInterfaceDeviceUsageDescription Supports Controller User Interaction Required background modes -> App communicates with an accessory com.apple.security.device.bluetooth com.apple.security.device.hid com.apple.security.device.usb I have also set this value at different points in the code with no change of effect. Does anybody see if there is any fault in my code or my understanding of the effect of the value 'shouldMonitorBackgroundEvents'? Or is this the functionality actually being broken on Apples part?
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112
Apr ’25
How to obtain frame rate for iOS proMotion devices
Due to the release of ProMotion devices, the system may switch frame rates in certain scenarios, resulting in the loss of reference value for data collected through CADisplayLink callbacks at a fixed 60Hz frame rate. We cannot distinguish whether the slow callback of CADisplayLink is due to a stutter or a system switch in frame rate. I know Hitch Time Ratio, but I can't use this scheme for some reasons. How can I distinguish between stuck and frame rate gear shift in CADisplaylink callback? In iOS 15, CADisplayLink.preferredFrameRateRange.preferred always returns 0, while minimum and maximum do change. Can I use these minimum and maximum range values as criteria to distinguish between frame rate switching and stuttering?
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111
May ’25
Trouble with MDLMesh.newBox()
I'm trying to build an MDLMesh then add normals let mdlMesh = MDLMesh.newBox(withDimensions: SIMD3<Float>(1, 1, 1), segments: SIMD3<UInt32>(2, 2, 2), geometryType: MDLGeometryType.triangles, inwardNormals:false, allocator: allocator) mdlMesh.addNormals(withAttributeNamed: MDLVertexAttributeNormal, creaseThreshold: 0) When I render the mesh, some normals are (0,0,0). I don't know if the problem is in the mesh, or in the conversion to MTKMesh. Is there a way to examine an MDLMesh with the geometry viewer? When I look at the variable values for my mdlMesh I get this: Not too useful. I don't know how to track down the normals. What's the best way to find out where the normals getting broken?
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96
May ’25
Does OLED burn-in affect iPad Pro displays, and should I implement a screen saver in my always-on app?
Hi everyone, I’m developing an iPad app that will be running continuously with the screen always on — similar to a restaurant ordering system. I understand that some of the newer iPad Pro models are equipped with OLED displays. I'm concerned about the potential risk of screen burn-in due to static UI elements being displayed for extended periods. Does burn-in occur on the OLED iPad Pro models under such usage? Would it be advisable to implement a screen saver or periodically animate/change parts of the UI to prevent this? Any insights or best practices would be greatly appreciated. Thank you!
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Jun ’25
CGContext PDF/A intents
let dic : [AnyHashable:Any] = [ kCGPDFXRegistryName: "http://www.color.org" as CFString, kCGPDFXOutputConditionIdentifier: "FOGRA43" as CFString, kCGPDFContextOutputIntent: "GTS_PDFX" as CFString, kCGPDFXOutputIntentSubtype: "GTS_PDFX" as CFString, kCGPDFContextCreateLinearizedPDF: "" as CFString, kCGPDFContextCreatePDFA: "" as CFString, kCGPDFContextAuthor: "Placeholder" as CFString, kCGPDFContextCreator: "Placeholder" as CFString ] Hello, Now I would like to export my PDF's as PDF/A. In my opinion, there is also the right option for this under Core Graphics. Unfortunately, the documentation does not show what is 'kCGPDFContextCreatePDFA' or 'kCGPDFContextLinearizedPDF' for a stringvalue is required. What I have already tried: GTS_PDFA1 , PDF/A-1, true as CFString. (Above my CFDictionary. ...Author e.g are working perfectly.) In the Finder you can see these two options, which I would also like to implement in my app. Thank you in advance!
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123
Jun ’25
Game Porting Toolkit: Any .exe exits immediately with no output
Hi Apple & devs, I'm trying to test various Windows .exe files using the Game Porting Toolkit (GPTK), but I’m hitting a wall: no matter what .exe I try, the command returns instantly with no output — no error, no logs, nothing. Here's what I'm doing: I'm using macOS Sequioa 15.5 on M1 macbook pro. I installed gameportingtoolkt GPTK 2.1 through brew from gcenx: brew install gcenx/wine/game-porting-toolkit When I run any .exe using GPTK's wine64, like this, e.g. with steam user@JMacBook-Pro / % WINEPREFIX=~/wine_prefix /usr/local/bin/gameportingtoolkit 'C:\SteamSetup.exe' --verbose user@JMacBook-Pro / % Immediate exit without any return code, output, nor errors. No output, no crash, no logs. Same result with simple test apps Running with WINEDEBUG=+all (still no output) Even running wine64 does the same thing. I’ve tried: Removing and reinstalling GPTK Creating a fresh WINEPREFIX Checking /tmp and ~/Library/Logs for logs — nothing Has anyone else experienced this or have any idea how to debug it? Is there ANY Apple support for this?? Thanks in advance.
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136
Jun ’25
Firebase not initializing in iOS Unreal Engine 5.6 app (using MetaHuman + FirebaseFeatures)
Hi everyone, I'm building a native iOS app using Unreal Engine 5.6 with Firebase for authentication and Firestore. The app uses a MetaHuman avatar and is meant to run as a standalone UE app on iPhone. I'm using this Firebase wrapper: 👉 https://pandoa.github.io/FirebaseFeatures/ I've followed all the steps, including: Adding GoogleService-Info.plist to the Xcode project and ensuring it’s in the correct target Calling FIRApp.configure() in AppDelegate Verifying the plist is bundled correctly However, the app crashes on launch, and Firebase does not initialize properly. Crash log shows: [FirebaseCore][I-COR000005] No app has been configured yet. Setup details: Unreal Engine: 5.6 (source build, macOS) iOS Deployment: 17.5 MetaHuman character packaged correctly and app launches fine without Firebase Has anyone here managed to get Firebase working inside a native Unreal Engine iOS app with this setup? I'd love to hear if there’s something I’m missing — maybe something with initialization timing or module loading? Thanks so much in advance 🙏
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721
Jul ’25
Low Power Mode on MacOS 26 Tahoe + Vsync fullscreen limits application to 30 fps
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.
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200
Aug ’25
Will OpenGL API and Drivers be removed after appleOS 26?
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.
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180
Aug ’25
Bugs custom 18.6
Hello, when I'm looking to customize the icons of my phone, the applications that are in the grouping genres without replacing with all-black images, I don't know what happens by changing the color of the applications in group of change no color throws just listen not the black stuff
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123
Aug ’25
iPhone Pro Model - RefreshRate
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?
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288
Sep ’25
Testing Gamecenter Accounts
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
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322
Sep ’25
Inquiry About Game Center Integration Analytics
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
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macOS 26 Games app – Achievement description shows incorrect text before unlocking
Hello, I found an issue with the Games app on macOS 26 (Tahoe) when viewing achievements: In App Store Connect, each achievement has different values set for the pre-earned description and the post-earned description. When testing with GameKit directly (GKAchievementDescription), both values are returned correctly. However, in the macOS Games app, the post-earned description is shown even before the achievement is earned. This seems to be a display issue specific to the Games app on macOS. Could you confirm if this is a known bug in the Games app, or if there is a reason why pre-earned descriptions are not being shown? Thank you.
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2w
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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1w