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Custom GCController subclass for new hardware?
Hi all, Wondering how I would go about creating a plugin/class to support a new (physical/hardware) device with the game controller framework? Between GCVirtualController on iOS and the "KeyboardAndMouseSupport.bundle" I see inside GameController.framework on my Mac, it looks like the framework must be designed to support this but I can't find any documentation. Thanks!
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HidHide on MacOS
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?
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Looking for some clarification
Was wondering if anyone from Apple could provide some clarification, The gaming studio "Epic Games" Is wondering if they could distribute the award winning game "Fortnite" back on MacOS without any retaliations. I know Fortnite being back on MacOS would benefit thousands of MacOS Devs. Hoping to get a clarification so Epic could start on bringing Fortnite back.
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Game Center When Opponent Declines Game
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?
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App Crash in GameController when accessing GCKeyboard.coalesced on iPad
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!
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We are getting a blank image after capturing and compressing the picture.
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; }
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Dec ’25
Why does game mode not get triggered for my App?
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.
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Nov ’25
Game Porting Toolkit, missing GetThreadDpiHostingBehavior in USER32.DLL
I have been trying to run an open source Windows executable that I would like to help porting to macOS using the Game Porting Toolkit but I stumbled on an issue quite early in the application lifecycle. It looks like the funtion GetThreadDpiHostingBehavior is missing in USER32.dll Has anyone any idea how to solve that? During the startup, it fails with the following error: TiXL crashed. We're really sorry. The last backup was saved Unknown time to... C:\users\crossover\AppData\Roaming\TiXL\Backup Please refer to Help > Using Backups on what to do next. System.EntryPointNotFoundException: Unable to find an entry point named 'GetThreadDpiHostingBehavior' in DLL 'USER32.dll'. at System.Windows.Forms.ScaleHelper.DpiAwarenessScope..ctor(DPI_AWARENESS_CONTEXT context, DPI_HOSTING_BEHAVIOR behavior) at System.Windows.Forms.ScaleHelper.EnterDpiAwarenessScope(DPI_AWARENESS_CONTEXT awareness, DPI_HOSTING_BEHAVIOR dpiHosting) at System.Windows.Forms.NativeWindow.CreateHandle(CreateParams cp) at System.Windows.Forms.Control.CreateHandle() at System.Windows.Forms.Application.ThreadContext.get_MarshallingControl() at System.Windows.Forms.WindowsFormsSynchronizationContext..ctor() at System.Windows.Forms.WindowsFormsSynchronizationContext.InstallIfNeeded() at System.Windows.Forms.Control..ctor(Boolean autoInstallSyncContext) at System.Windows.Forms.ScrollableControl..ctor() at System.Windows.Forms.ContainerControl..ctor() at System.Windows.Forms.Form..ctor() at T3.Editor.SplashScreen.SplashScreen.SplashForm..ctor() at T3.Editor.SplashScreen.SplashScreen.Show(String imagePath) in C:\Users\pixtur\dev\tooll\tixl\Editor\SplashScreen\SplashScreen.cs:line 25 at T3.Editor.Program.Main(String[] args) in C:\Users\pixtur\dev\tooll\tixl\Editor\Program.cs:line 111
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Nov ’25
iPad - Can I prevent Multitasking on my app?
I have a game built in Unreal Engine 5.6 which uses tilt motion controls to rotate an object. I've restricted the app to only run in portrait for iPhone, and everything works fine, however for iPad I've had a few issues relating to multitasking and I can't seem to solve it. Forcing the app to portrait only still allows the app to run in landscape mode, but shows black bars either side of the game, and the axes for the motion controls are incorrect. X becomes Y and Y becomes X, and there's no way for my app to know which orientation it is because the container is still technically portrait. Allowing my game to run in all orientations makes the whole app more presentable, it doesn't add black bars and the game is still functional and I'm able to map the controls correctly because the game knows it's landscape rather than portrait. The problem with allowing my app to run in landscape mode is if multitasking is enabled on the ipad, you can resize the app to be portrait, and then I run into the same problem again where the game thinks it's portrait mode and all of the axes are wrong again. I tried getting the true orientation of the device rather than the scene, but the game is intended to be played flat so instead of returning the orientation of the OS the orientation is FaceUp, which doesn't help. I need to either disable multitasking or find a way of getting the orientation of the OS (not the scene or the device). I haven't found how to get the OS orientation so I've been trying to disable multitasking. I've got Requires Fullscreen true and UIApplicationSupportsMultipleScreens false in my info.plist but my iPad still seems to allow the window to be resized in landscape view. Opening the IOS workspace of my project Requires Fullscreen is ticked but under that it says "Supports Multiple Windows" and the arrow button next to it takes my to my info.plist values, but no indication of how I can change it. I'm using Unreal Engine 5.6 and Xcode 16.0. Xcode is old I know, but this version of unreal engine doesn't seem to support any newer.
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Nov ’25
Request low-latency streaming for iOS/iPadOS
Just found out this key available for visionOS https://developer.apple.com/documentation/bundleresources/entitlements/com.apple.developer.low-latency-streaming It seems to keep video streaming from being interrupted by AWDL, our community needs it badly for self-hosted game streaming (PC to iPhone / iPad). Related apps: Moonlight / VoidLink / SteamLink. Can we expect this on iOS/iPadOS 26, or even iOS/iPadOS 18 ?
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Nov ’25
Request to restore full ICC profile support (LUT-based display profiles) in macOS ColorSync
Dear Apple Color Management Team, I’m a professional visual creator working on color-critical photo and graphic projects using macOS (currently 26.1 Tahoe). In recent macOS releases, LUT-based ICC display profiles (such as XYZ LUT + Matrix types generated by DisplayCAL or professional spectrophotometers) can no longer be installed or activated via ColorSync. This limitation significantly affects professional workflows in photography, graphic design, prepress, and video color grading — fields that rely on precise display profiling. The current workaround (converting LUT profiles to simple shaper/matrix ICC v2) results in less accurate tone response and color reproduction, particularly in the dark range and wide-gamut displays. I kindly request Apple to restore or re-enable the ability to install and use ICC v2/v4 LUT-based display profiles under ColorSync, as was possible on macOS Monterey and Ventura. This would allow professionals to continue using trusted calibration tools such as DisplayCAL, X-Rite i1Profiler, and Calibrite Profiler to achieve accurate color management. macOS is widely used in professional creative industries, and restoring this feature would be a huge help for countless photographers, designers, and colorists. Thank you for your attention and commitment to professional users. Best regards, Richárd Deutsch Professional Photographer https://riccio.hu/ MacBook Pro (M4 Pro, macOS 26.1)
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The App Store purchase button disappears when another window approaches
Since macOS 15.3.2, we have observed that when another window is moved near the App Store's install button, the button disappears. We have attached a related video in the Feedback submission here https://feedbackassistant.apple.com/feedback/20444423 Our application overlays a transparent, watermark-window on top of the system window, which causes the install button in the App Store to be hidden when a user attempts to install an application.Could you advise on how to avoid this issue?
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Nov ’25
ScreenCaptureKit recording output is corrupted when captureMicrophone is true
Hello everyone, I'm working on a screen recording app using ScreenCaptureKit and I've hit a strange issue. My app records the screen to an .mp4 file, and everything works perfectly until the .captureMicrophone is false In this case, I get a valid, playable .mp4 file. However, as soon as I try to enable the microphone by setting streamConfig.captureMicrophone = true, the recording seems to work, but the final .mp4 file is corrupted and cannot be played by QuickTime or any other player. This happens whether capturesAudio (app audio) is on or off. I've already added the "Privacy - Microphone Usage Description" (NSMicrophoneUsageDescription) to my Info.plist, so I don't think it's a permissions problem. I have my logic split into a ScreenRecorder class that manages state and a CaptureEngine that handles the SCStream. Here is how I'm configuring my SCStream: ScreenRecorder.swift // This is my main SCStreamConfiguration private var streamConfiguration: SCStreamConfiguration { var streamConfig = SCStreamConfiguration() // ... other HDR/preset config ... // These are the problem properties streamConfig.capturesAudio = isAudioCaptureEnabled streamConfig.captureMicrophone = isMicCaptureEnabled // breaks it if true streamConfig.excludesCurrentProcessAudio = false streamConfig.showsCursor = false if let region = selectedRegion, let display = currentDisplay { // My region/frame logic (works fine) let regionWidth = Int(region.frame.width) let regionHeight = Int(region.frame.height) streamConfig.width = regionWidth * scaleFactor streamConfig.height = regionHeight * scaleFactor // ... (sourceRect logic) ... } streamConfig.pixelFormat = kCVPixelFormatType_32BGRA streamConfig.colorSpaceName = CGColorSpace.sRGB streamConfig.minimumFrameInterval = CMTime(value: 1, timescale: 60) return streamConfig } And here is how I'm setting up the SCRecordingOutput that writes the file: ScreenRecorder.swift private func initRecordingOutput(for region: ScreenPickerManager.SelectedRegion) throws { let screeRecordingOutputURL = try RecordingWorkspace.createScreenRecordingVideoFile( in: workspaceURL, sessionIndex: sessionIndex ) let recordingConfiguration = SCRecordingOutputConfiguration() recordingConfiguration.outputURL = screeRecordingOutputURL recordingConfiguration.outputFileType = .mp4 recordingConfiguration.videoCodecType = .hevc let recordingOutput = SCRecordingOutput(configuration: recordingConfiguration, delegate: self) self.recordingOutput = recordingOutput } Finally, my CaptureEngine adds these to the SCStream: CaptureEngine.swift class CaptureEngine: NSObject, @unchecked Sendable { private(set) var stream: SCStream? private var streamOutput: CaptureEngineStreamOutput? // ... (dispatch queues) ... func startCapture(configuration: SCStreamConfiguration, filter: SCContentFilter, recordingOutput: SCRecordingOutput) async throws { let streamOutput = CaptureEngineStreamOutput() self.streamOutput = streamOutput do { stream = SCStream(filter: filter, configuration: configuration, delegate: streamOutput) // Add outputs for raw buffers (not used for file recording) try stream?.addStreamOutput(streamOutput, type: .screen, sampleHandlerQueue: videoSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .audio, sampleHandlerQueue: audioSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .microphone, sampleHandlerQueue: micSampleBufferQueue) // Add the file recording output try stream?.addRecordingOutput(recordingOutput) try await stream?.startCapture() } catch { logger.error("Failed to start capture: \(error.localizedDescription)") throw error } } // ... (stopCapture, etc.) ... } When I had the .captureMicrophone value to be false, I get a perfect .mp4 video playable everywhere, however, when its true, I am getting corrupted video which doesn't play at all :-
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Nov ’25
Request: Allow Game Mode to be enabled locally for non-game App Store categories
Hi Apple team, Game Mode was introduced in iOS 18. To activate Game Mode, an app must include specific key-value pairs in its *.plist and be categorized as a "Game" on the App Store. My app (https://apps.apple.com/us/app/voidlink/id6747717070) works primarily as a self-hosted game streaming (PC->iPhone/iPad) client. Game Mode provides clear benefits in terms of latency and frame rate stability, but it can currently only be activated when running via Xcode or TestFlight. I am an individual iOS developer based in China, where an additional government license is required for apps to be listed under the "Game" category on the App Store. Obtaining such a license is very difficult for independent developers, so my app has been categorized under "Utilities" instead.(If move the app to game category, it will disappear from Chinese App Store immediately) Expectation / Suggestion: Please consider making Game Mode available as a local, user-controllable option on iOS18/26+, such as through a system “App Pool” where users can choose which apps to enable Game Mode for, regardless of App Store category. This would greatly benefit use cases like streaming clients, benchmarking tools, and remote play utilities, without requiring developers to reclassify their apps as “Games” on App Store.
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Nov ’25
X11 applications run with XQuartz not working properly in macOS Tahoe
Hello XQuartz is an open-source effort to develop a version of the X.Org X Window System (https://www.xquartz.org/), widely used to bring graphical support to applications running in remote servers (usually via SSH). Since macOS Tahoe, XQuartz fails to refresh properly on window resize (more info here https://github.com/XQuartz/XQuartz/issues/438#issuecomment-3371409500), leading to severe usability issues. The XQuartz developers are already aware of the issue, but I’m wondering if there’s anything we can do at the OS level to resolve it and restore the usual behavior from before macOS Tahoe. Thanks, KiM
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Nov ’25
Multiple App Icons
Hi, I have an Unity game. I need to have multiple App Icons for my game for it to be able to be recognized in different countries. In other words, is it possible to have an iOS app in which the App Icon changes based on device locale/language? On Android this is possible using Unity Localization package "com.unity.localization"
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Oct ’25
Value of type 'SCRecordingOutput' has no member 'delegate'
Hello, I am trying to capture screen recording ( output.mp4 ) using ScreenCaptureKit and also the mouse positions during the recording ( mouse.json ). The recording and the mouse positions ( tracked based on mouse movements events only ) needs to be perfectly synced in order to add effects in post editing. I started off by using the await stream?.startCapture() and after that starting my mouse tracking function :- try await captureEngine.startCapture(configuration: config, filter: filter, recordingOutput: recordingOutput) let captureStartTime = Date() mouseTracker?.startTracking(with: captureStartTime) But every time I tested, there is a clear inconsistency in sync between the recorded video and the recorded mouse positions. The only thing I want is to know when exactly does the recording "actually" started so that I can start the mouse capture at that same time, and thus I tried using the Delegates, but being able to set them up perfectly. import Foundation import AVFAudio import ScreenCaptureKit import OSLog import Combine class CaptureEngine: NSObject, @unchecked Sendable { private let logger = Logger() private(set) var stream: SCStream? private var streamOutput: CaptureEngineStreamOutput? private var recordingOutput: SCRecordingOutput? private let videoSampleBufferQueue = DispatchQueue(label: "com.francestudio.phia.VideoSampleBufferQueue") private let audioSampleBufferQueue = DispatchQueue(label: "com.francestudio.phia.AudioSampleBufferQueue") private let micSampleBufferQueue = DispatchQueue(label: "com.francestudio.phia.MicSampleBufferQueue") func startCapture(configuration: SCStreamConfiguration, filter: SCContentFilter, recordingOutput: SCRecordingOutput) async throws { // Create the stream output delegate. let streamOutput = CaptureEngineStreamOutput() self.streamOutput = streamOutput do { stream = SCStream(filter: filter, configuration: configuration, delegate: streamOutput) try stream?.addStreamOutput(streamOutput, type: .screen, sampleHandlerQueue: videoSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .audio, sampleHandlerQueue: audioSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .microphone, sampleHandlerQueue: micSampleBufferQueue) self.recordingOutput = recordingOutput recordingOutput.delegate = self try stream?.addRecordingOutput(recordingOutput) try await stream?.startCapture() } catch { logger.error("Failed to start capture: \(error.localizedDescription)") throw error } } func stopCapture() async throws { do { try await stream?.stopCapture() } catch { logger.error("Failed to stop capture: \(error.localizedDescription)") throw error } } func update(configuration: SCStreamConfiguration, filter: SCContentFilter) async { do { try await stream?.updateConfiguration(configuration) try await stream?.updateContentFilter(filter) } catch { logger.error("Failed to update the stream session: \(String(describing: error))") } } func stopRecordingOutputForStream(_ recordingOutput: SCRecordingOutput) throws { try self.stream?.removeRecordingOutput(recordingOutput) } } // MARK: - SCRecordingOutputDelegate extension CaptureEngine: SCRecordingOutputDelegate { func recordingOutputDidStartRecording(_ recordingOutput: SCRecordingOutput) { let startTime = Date() logger.info("Recording output did start recording \(startTime)") } func recordingOutputDidFinishRecording(_ recordingOutput: SCRecordingOutput) { logger.info("Recording output did finish recording") } func recordingOutput(_ recordingOutput: SCRecordingOutput, didFailWithError error: any Error) { logger.error("Recording output failed with error: \(error.localizedDescription)") } } private class CaptureEngineStreamOutput: NSObject, SCStreamOutput, SCStreamDelegate { private let logger = Logger() override init() { super.init() } func stream(_ stream: SCStream, didOutputSampleBuffer sampleBuffer: CMSampleBuffer, of outputType: SCStreamOutputType) { guard sampleBuffer.isValid else { return } switch outputType { case .screen: break case .audio: break case .microphone: break @unknown default: logger.error("Encountered unknown stream output type:") } } func stream(_ stream: SCStream, didStopWithError error: Error) { logger.error("Stream stopped with error: \(error.localizedDescription)") } } I am getting error Value of type 'SCRecordingOutput' has no member 'delegate' Even though I am targeting macOs 15+ ( macOs 26 actually ) and macOs only. What is the best way to achieving the desired result? Is there any other / better way to do it?
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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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