Hello !
We are working on a real-time 2-player online game targeting multiple Apple devices.
The following issue only occurs on tvOS:
When selecting matchmaking to connect with another random player, the native Game Center interface opens and begins the matchmaking process.
Almost immediately after clicking "start", the following log appears in the console, and the matchmaking screen remains indefinitely without completing:
Timeout while starting matching with request: <GKMatchRequestInternal 0x30d62f690> {
defaultNumberOfPlayers : 0
isLateJoin : 0
localPlayerID : U:bea182d69b85f0839e3958742fbc4609
matchType : 0
maxPlayers : 2
minPlayers : 2
playerAttributes : 4294967295
playerGroup : 1
preloadedMatch : 0
recipientPlayerIDs : <__NSArrayM 0x3034ed5c0> {}
recipients : <__NSArrayM 0x3034ee280> {}
restrictToAutomatch : 0
version : 1
archivedSharePlayInviteeTokensFromProgrammaticInvite, inviteMessage, localizableInviteMessage, messagesBasedRecipients, properties, queueName, recipientProperties, rid, sessionToken : (null)
} . Error: (null)
However, as shown in the code snippet below, the task does not complete when the log appears. But when we manually cancel the matchmaking process, the "User cancel" log is correctly triggered.
var gkMatchRequest = GKMatchRequest.Init();
gkMatchRequest.MinPlayers = 2;
gkMatchRequest.MaxPlayers = 2;
var matchRequestTask = GKMatchmakerViewController.Request(gkMatchRequest);
matchRequestTask.ContinueWith(t => { Debug.LogException(t.Exception); }, TaskContinuationOptions.OnlyOnFaulted);
matchRequestTask.ContinueWith(t => { Debug.Log("User cancel"); }, TaskContinuationOptions.OnlyOnCanceled);
matchRequestTask.ContinueWith(t => { Debug.Log("Success"); }, TaskContinuationOptions.OnlyOnRanToCompletion);
We have tested this on multiple Apple TV and network types (Wi-Fi, 5G, Ethernet), but we consistently encounter this bug along with the same log message.
Could you please help us understand or resolve this issue?
Thank you.
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I'm a newbee at Vulkan and Xcode.
I have my project on github https://github.com/flocela/OrangeSpider/
Whenever I run, two windows open instead of only one.
I added testing, which means I have an OrangeSpider.xctestplan in the OrangeSpider/TestsOrangeSpider/ folder.
This is my first time adding testing to an XCode project, so I think this may be where the problem is.
I also get this error message:
ViewBridge to RemoteViewService Terminated: Error Domain=com.apple.ViewBridge Code=18 "(null)" UserInfo={com.apple.ViewBridge.error.hint=this process disconnected remote view controller -- benign unless unexpected, com.apple.ViewBridge.error.description=NSViewBridgeErrorCanceled}
Topic:
Graphics & Games
SubTopic:
Metal
Hi,
What's the best way to handle drastic changes in scene charateristics with the new MTLFXTemporalDenoisedScaler?
Let's say a visible object of the scene radically changes its material properties. I can modify the albedo and roughness textures consequently. But I suspect the history will be corrupted. Blending visual information between the new frame and the previous ones might be a nonsense.
I guess the problem should be the same when objects appear or disappear instantly.
Is the upsacler manage these events for us (by lowering blending), or should we use the reactive or the denoise strength mask or something like that to handle them?
During regular use, RealityKit generates an excessive amount of internal logging that is not actionable by third party developers. When developing an iOS RealityKit/ARKit app, this makes the Xcode console challenging to use for regular work.
(FB19173812)
See screenshots below.
Xcode does have an option for filtering out logging from specific SDKs, but enabling this feature to suppress the logging of RealityKit and related SDKs like PHASE is something developers have to do dozens of times each day. After a year of developing a RealityKit app, this process becomes frustrating.
If SDKs like Foundation, UIKit, and SwiftUI generated as much logging as RealityKit and related SDKs, Xcode's console would be unusable.
Is there any way to disable the logging of RealityKit and PHASE permanently?
Thank you for any help you provide.
Hello!
I'm developing a GPU (shader) language, where I aim to target multiple backends with a common frontend. I wanted to avoid having to round trip through Metal, and go straight to IR just like I have with SPIRV, in order to have a fast and efficient compilation process.
I've been looking for a reference page where I can read about Metals IR, and as far as I'm aware, it exists, but I can't seem to find it anywhere.
Furthermore, if such a reference is available, is there also a toolkit where I can run validation on the output IR, and perhaps even run optimizations, much like spv-tools for SPIRV?
Any help would be appreciated!
Thanks,
Gustav
Hello everyone,
I must have missed something but why isn't there a depthAttachmentPixelFormat to the new Metal 4 MTL4RenderPipelineDescriptor, unlike the old MTLRenderPipelineDescriptor?
So how do you set the depth pixel format?
Thanks in advance!
Our APP has integrated 3D function, in order to reduce the memory occupation of the APP in the background, we will uninstall the 3D after the APP enters the background. However, the uninstall also causes problems. When the uninstall process is executed in the background, the app will briefly trigger the background GPU rendering error warning with the error warning code:
OGPUMetalError: Insufficient Permission (to submit GPU work from background) (00000006:kIOGPUCommandBufferCallbackErrorBackgroundExecutionNotPermitted)
Execution of the command buffer was aborted due to an error during execution. Insufficient Permission (to submit GPU Work from background) (00000006: kIOGPUCommandBufferCallbackErrorBackgroundExecutionNotPermitted) excuse me this warning system will tighten APP permissions background? For example, limit or shorten the background survival time of the APP. In addition, will the background refresh function fail, resulting in the failure of Bluetooth Ibeacon activation?
Topic:
Graphics & Games
SubTopic:
Metal
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?
I’m trying to play an Apple Immersive video in the .aivu format using VideoPlayerComponent using the official documentation found here:
https://developer.apple.com/documentation/RealityKit/VideoPlayerComponent
Here is a simplified version of the code I'm running in another application:
import SwiftUI
import RealityKit
import AVFoundation
struct ImmersiveView: View {
var body: some View {
RealityView { content in
let player = AVPlayer(url: Bundle.main.url(forResource: "Apple_Immersive_Video_Beach", withExtension: "aivu")!)
let videoEntity = Entity()
var videoPlayerComponent = VideoPlayerComponent(avPlayer: player)
videoPlayerComponent.desiredImmersiveViewingMode = .full
videoPlayerComponent.desiredViewingMode = .stereo
player.play()
videoEntity.components.set(videoPlayerComponent)
content.add(videoEntity)
}
}
}
Full code is here:
https://github.com/tomkrikorian/AIVU-VideoPlayerComponentIssueSample
But the video does not play in my project even though the file is correct (It can be played in Apple Immersive Video Utility) and I’m getting this error when the app crashes:
App VideoPlayer+Component Caption: onComponentDidUpdate Media Type is invalid
Domain=SpatialAudioServicesErrorDomain Code=2020631397 "xpc error" UserInfo={NSLocalizedDescription=xpc error}
CA_UISoundClient.cpp:436 Got error -4 attempting to SetIntendedSpatialAudioExperience
[0x101257490|InputElement #0|Initialize] Number of channels = 0 in AudioChannelLayout does not match number of channels = 2 in stream format.
Video I’m using is the official sample that can be found here but tried several different files shot from my clients and the same error are displayed so the issue is definitely not the files but on the RealityKit side of things:
https://developer.apple.com/documentation/immersivemediasupport/authoring-apple-immersive-video
Steps to reproduce the issue:
- Open AIVUPlayerSample project and run. Look at the logs.
All code can be found in ImmersiveView.swift
Sample file is included in the project
Expected results:
If I followed the documentation and samples provided, I should see my video played in full immersive mode inside my ImmersiveSpace.
Am i doing something wrong in the code? I'm basically following the documentation here.
Feedback ticket: FB19971306
I have 2 planes with textures on. I want these planes to intersect [ –|– ], and I want the blend mode to be additive. Currently I get z fighting on the planes, and I can't see how to set blend modes.
I've done this before in Unity and Godot in a fairly straight forward manner.
How do I accomplish this with RealityKit, preferably using code only (my scene is quite dynamic)?
Do I need to do it with a shader manually? How can I stop the z fighting?
Hi, is there any way to use front camera to do the motion capture?
I want recognize if the user raised there hands up with the front camera on iPhone.
I was able to do it with the back camera, not the front.
Also, if there is any sample code, or document, I would be super happy.
Waiting for your reply!!
Topic:
Graphics & Games
SubTopic:
RealityKit
Tags:
Swift Student Challenge
Swift
ARKit
Swift Playground
On an iPad running iPadOS 26 beta 4, when tapping the Game Center Access Point, the overlay doesn’t show the configured achievements, leaderboards or challenges.
I should specify this is an in-development app and the achievements and leaderboards are in the “Not Live” state, however they show on other devices running iOS 18 in the Access Point UI.
Anyone else having this issue? If so, how should I test achievements and leaderboards while iOS 26 beta is out?
The UI looks like this on iPadOS 26:
I’m running into unexpected problems with the Unity GameKit plugin setup with the new Activities. I didn’t see anyone else mentioning these issues, so my guess is that it’s a problem with my setup.
The authentication (GKLocalPlayer.Authenticate()) works as expected, but any call to the new GameActivity functionality (e.g. GKGameActivityDefinition.LoadGameActivityDefinitions() or GKGameActivity.WantsToPlay) gives me an exception with a 'UnsupportedOperationForOSVersion' reason despite it running on an iOS 18.6.1 device.
I’m using a completely empty Unity 2022.3.62f1 project that only contains the official authentication example, followed by an event handler for activities from another example and the Unity core and gamekit plugins.
The setup:
macOS 15.6
Xcode 26 beta 6 (also tried with 5)
Physical iPhone device running iOS 18.6.1
Unity 2022.3.62f1, which satisfies the requirements
Unity plugin, Xcode setup, and build steps:
I Followed the official beta branch build steps for Unity plugins with python3 build.py -m iOS iPhoneSimulator macOS -p Core GameKit which ran through after a slight modification for the macOS target that somehow contained an unknown team reference for the GameKitWrapper project, which I changed to not reference a team and use ‘sign to run locally’, as was the case for the other packages. As far as I understood the macOS version is not strictly necessary either way just for running it on a local iOS device(?)
I Imported these as tarball packages into the empty Unity 2022.3.62f1 project as per the official instructions, which seems to work as expected
Added a single script with the mentioned example code added in a MonoBehavior.Start
Building in Unity works as expected as well, creating the Xcode project
The Unity-iPhone target has the GameKit framework linked (’do not embed’) and the GameCenter capability was added automatically as expected
The GameKit framework seems to not be added to the UnityFramework target, but I don’t think this is necessary? Quickly testing this with the GameKit framework added there as well didn’t make a difference
The linked GameKit framework is indeed the expected Xcode 26 beta version
I can then build and run this on the physical iPhone iOS 18.6.1 device, where I get an ‘UnsupportedOperationForOSVersion’ as soon as I try to subscribe to deeplinking events (GKGameActivity.WantsToPlay) or use other GameKit Activity functionality from the official examples:
// log showing that it's actually running on iOS 18.6:
[Apple.Core Plug-In Runtime] Availability Runtime Environment: iOS 18.6
Apple.Core.Availability:OnApplicationStart()
// and the exception I get:
GameKitException: Code=-7 Domain=GKErrorDomain Description=The operation couldn’t be completed. (GKErrorDomain error -7.) (UnsupportedOperationForOSVersion)
at Apple.GameKit.DefaultNSErrorHandler.ThrowNSError (System.IntPtr nsErrorPtr) [0x00000] in <00000000000000000000000000000000>:0
Rethrow as TypeInitializationException: The type initializer for 'Apple.GameKit.GKGameActivity' threw an exception.
I unfortunately didn’t find any clues as to why this happens and how to resolve it on this forum or otherwise.
Changing the minimum iOS version - up to 18.6 from the previously used (Unity export default) 12.0 for any and all targets - did not yield a different result
I'd rather not update the phone to use the iOS 26 beta, though as far as I understood this is not necessary
Any pointers to what I might be missing or doing wrong are greatly appreciated!
Thank you very much in advance!
My app is running Compute Shaders that use non-uniform thread groups.
When I run the app in the debugger with a simulator target the app crashes on encoder.dispatchThreads and the error message is:
Dispatch Threads with Non-Uniform Threadgroup Size is not supported on this device.
Previously the log output states that:
Metal Shader Validation is unsupported for Simulator.
However:
When I stop the debugger and just run the app in the simulator without the debugger attached, the app just runs fine and does not crash.
The SwiftUI Preview that also triggers the Compute Shader when preparing data also just runs fine without a crash.
I can run and debug on a real device no problem - I just don't have all sizes available.
Is there anything I need to check in my lldb/simulator configuration? It obviously does work, just the debugger cannot really deal with it?
Any input would be nice as this really slows my down as I have to be extremely careful when debugging on the simulator.
*** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[NSBundle allFrameworks]: unrecognized selector sent to instance
NS::Bundle* Bundle = NS::Bundle::mainBundle(); Bundle->allFrameworks();
call to allFrameworks() and allBundles() will throw exception, but other functions work well.
I would like a monthly recurring leaderboard, but the most days one can set for the recurring leaderboard is 30, and some months have 31 days (or 28/29). This is dumb. I guess I have to manually reset a classic leaderboard each month to get this result?
Additionally once it closes and is about to reset (I also have daily recurring leaderboards), I'd like to grant the top placers on the leaderboard a corresponding achievement, but I don't see any way of doing this.
I believe I can do all these things on PlayFab, but it'll take a bit more work, and eventually cost.
Any one have advise?
Topic:
Graphics & Games
SubTopic:
GameKit
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.
Hey everyone,
I’m trying to run Kingdom Come: Deliverance 2 using the Game Porting Toolkit, but I’m encountering a black screen when launching the game. From what I know about the game’s requirements, it might be using Shader Model 6.5, which supports advanced features like DirectX Raytracing (DXR) Tier 1.1. This leads me to suspect that the issue could be related to missing support for DirectX 12.1 Features or Shader Model 6.5 in GPTK.
Does anyone know if these features are currently supported by GPTK? If not, are there any plans to implement them in future updates? Alternatively, is there any workaround for games that rely on Shader Model 6.5 and ray tracing?
Thanks a lot for your help!
Hi there,
I've discovered an issue with gesture handling in RealityKit when setting the camera’s fieldOfViewOrientation to horizontal. For instance, if I render a simple box at the center of the view with a collision shape that exactly matches its dimensions, the actual hit area behaves as if it's smaller than the box. Additionally, when attempting to drag the box away from the center, the hit area appears misaligned—offset slightly towards the center.
Since the default fieldOfViewOrientation is vertical and everything works as expected in that mode, it seems that the gesture system might be assuming a vertical FOV. Given that the API allows setting it to horizontal, perhaps gestures should function correctly regardless of the orientation?
Thank you!
Topic:
Graphics & Games
SubTopic:
RealityKit
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.