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.
General
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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
Topic:
Graphics & Games
SubTopic:
General
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.
iPhone(14 Pro Max)で端末の画面にリフレッシュレートを表示させたいのですが、どなたか方法をご存知ないでしょうか?
Topic:
Graphics & Games
SubTopic:
General
App Storeにある『浮遊時計 Premium』は1Hzごとか10Hzごと、または3段階以上のリフレッシュレート計測はできますか?
Topic:
Graphics & Games
SubTopic:
General
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
When using simd_inverse functions, the same input yields different results on different devices.
On the Mac mini with M4 pro and M3 ultra, the result is
But on the Mac mini of M2 ultra, the result is
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
Hello,
MacOS 26 Betas are limiting games (noticeably, games that use java) to the native display of the MacBook Pro (120hz). Even connecting an external display this is not changing. I have submitted a bug report, but I have not had any responses to it yet. I am looking to see if anyone may have an answer or fix to this issue.
Thanks!
Topic:
Graphics & Games
SubTopic:
General