I think I really have tried everything and I did all according to official documentation to support game mode on iOS or iPadOS but it doesn't matter what I do it just doesn't get triggered. Funny enough it works during development when I install it via Xcode but as soon as it is live on the store and when I install it from there game mode doesn't get triggered anymore. What I have atm
I have added (even though it is deprecated)
<key>GCSupportsGameMode</key>
<true/>
I have set the (but it seems only supported for macOS)
<key>LSApplicationCategoryType</key>
<string>public.app-category.games</string>
I have added
<key>LSSupportsGameMode</key>
<true/>
It just doesn't work. Is there anything else what needs to be done? Should the flag LSSupportsGameMode not be enough normally?
The reason why this is so annoying is that my app is a real time streaming app and I want to profit from minimised background activities for smoother gameplay and more consistent frame rates like mentioned in the documentation.
General
RSS for tagDelve into the world of graphics and game development. Discuss creating stunning visuals, optimizing game mechanics, and share resources for game developers.
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We used below method to resize image while compress the image,
Below method is correct or need to do the correction in method or "CGBitmapContextCreate"
-(UIImage *)resizeImage:(UIImage *)anImage width:(int)width height:(int)height
{
CGImageRef imageRef = [anImage CGImage];
CGImageAlphaInfo alphaInfo = CGImageGetAlphaInfo(imageRef);
if (alphaInfo == kCGImageAlphaNone)
alphaInfo = kCGImageAlphaNoneSkipLast;
CGContextRef bitmap = CGBitmapContextCreate(NULL, width, height, CGImageGetBitsPerComponent(imageRef), 4 * width, CGImageGetColorSpace(imageRef), alphaInfo);
CGContextDrawImage(bitmap, CGRectMake(0, 0, width, height), imageRef);
CGImageRef ref = CGBitmapContextCreateImage(bitmap);
UIImage *result = [UIImage imageWithCGImage:ref];
CGContextRelease(bitmap);
CGImageRelease(ref);
return result;
}
We are developing a hybrid iOS app where Angular content is rendered inside a WKWebView, hosted by a native Swift application.
We use the GameController framework to detect whether an external Bluetooth keyboard is connected to an iPad. The following code is executed when the app enters the foreground and also when requested by the web layer:
func keyboardStatusHandler(){
let isKeyboardConnected = GCKeyboard.coalesced != nil
if(!isKeyboardConnected){
//sent status to Angular
} else {
//sent status to Angular
}
}
Crash details
We are seeing intermittent crashes on iPad with the following stack trace:
Crashed: GCDeviceSession.HID
0 libobjc.A.dylib 0x7db8 objc_retain_x8 + 16
1 libsystem_blocks.dylib 0xfb8 void HelperBase<ExtendedInline>::copyCapture<(HelperBase<ExtendedInline>::BlockCaptureKind)3>(unsigned int) + 48
2 libsystem_blocks.dylib 0xbc4 HelperBase<GenericInline>::copyBlock(Block_layout*, Block_layout*) + 108
3 libsystem_blocks.dylib 0xc94 _call_copy_helpers_excp + 60
4 libsystem_blocks.dylib 0xef8 _Block_copy + 412
5 libdispatch.dylib 0x1a70 _dispatch_Block_copy + 32
6 libdispatch.dylib 0x792c dispatch_async + 56
7 libdispatch.dylib 0x792c dispatch_channel_async + 56
8 GameController 0xea6dc -[GCKeyboardInput _handleKeyboardEvent:] + 324
9 GameController 0x22508 __53-[_GCKeyboardEventHIDAdapter initWithSource:service:]_block_invoke + 376
10 GameController 0x11d30 -[_GCHIDEventSubject publishHIDEvent:] + 268
11 GameController 0xb79cc __40-[_GCHIDEventUIKitClient initWithQueue:]_block_invoke_3 + 44
12 libdispatch.dylib 0x1b584 _dispatch_client_callout + 16
13 libdispatch.dylib 0x12088 _dispatch_async_and_wait_invoke_and_complete_recurse + 272
14 libdispatch.dylib 0x8448 _dispatch_async_and_wait_f + 108
15 GameController 0xb7984 __40-[_GCHIDEventUIKitClient initWithQueue:]_block_invoke_2 + 132
16 GameController 0xb746c __48-[__GCHIDEventUIKitClient _initWithApplication:]_block_invoke + 256
17 UIKitCore 0x11fd394 __61-[UIEventFetcher _setHIDGameControllerEventObserver:onQueue:]_block_invoke_3 + 40
18 libdispatch.dylib 0x1aac _dispatch_call_block_and_release + 32
19 libdispatch.dylib 0x1b584 _dispatch_client_callout + 16
20 libdispatch.dylib 0xa2d0 _dispatch_lane_serial_drain + 740
21 libdispatch.dylib 0xadac _dispatch_lane_invoke + 388
22 libdispatch.dylib 0x151dc _dispatch_root_queue_drain_deferred_wlh + 292
23 libdispatch.dylib 0x14a60 _dispatch_workloop_worker_thread + 540
24 libsystem_pthread.dylib 0xa0c _pthread_wqthread + 292
25 libsystem_pthread.dylib 0xaac start_wqthread + 8
Observed scenarios
Crash occurs when the app transitions from background to foreground
Crash also occurs when the Angular layer requests keyboard status, triggering the same code path
Questions
Has anyone encountered crashes related to GCKeyboard.coalesced or GCKeyboardInput like this?
Are there known issues with the GameController framework when querying keyboard state during app lifecycle transitions?
Is there a recommended or safer way to detect external keyboard connection status on iPad (especially when using WKWebView)?
Any insights, known platform issues, or suggested workarounds would be greatly appreciated.
Thanks!
Turn-based games: 2 players
When an opponent declines a game in the Game Center MatchMaker VC, that player sees that they quit, but no message is sent to the listener about that fact. For the person who started the match, their MMVC shows it's their turn
again. Why doesn't Game Center end the match?
Topic:
Graphics & Games
SubTopic:
General
I was wondering if there's a method on MacOS to have my application hide a hid device such as a game controller and instead have the receiving game/application see my app's virtual controller? Is this possible via DriverKit or some other form of kernel level coding?
On Windows we have a tool known as HidHide that hids a game controller from all other applications. Is it possible to implement such behavior into an app or is that system level?