Hi,
I'm trying to add game center challenges and activities to an already live game, but they are not appearing in game for testing, GameCenter, or the Games app.
I know the game is setup with GameKit entitlements since this is a live game and it has working leaderboards and achievements.
I've updated to Tahoe beta 8, added a challenge and activity on app store connect, added that to a new distribution and added that distribution to 'Add for Review'
I'm using Unity and the Apple Unity plugin
Not sure what other steps I'm missing
Thanks
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var allLeaderboards = await GKLeaderboard.LoadLeaderboards();
Log(allLeaderboards.Count); // returns 0
What am I missing??
What doesn’t work:
await GKGameActivityDefinition.LoadGameActivityDefinitions() → count = 0
await GKLeaderboard.LoadLeaderboards() (no args) → 0 leaderboards
await GKLeaderboard.LoadLeaderboards("MY ID") → returns 0
GkGameActivity.SetScoreOnLeaderboard(Leaderboard, score, context); returns an error since my Leaderboard is null.
Activities and leaderboards are defined in GameCenterResources.gamekit in Xcode.
Achievements that I add locally in the .gamekit file do not appear at runtime either; only ASC live ones show.
**
What works:**
xcode- debug- Gamekit- Manage Game progress- I can submit new scores with the plus button and see the notification on my device.
await GKLocalPlayer.Authenticate() succeeds.
await GKAchievement.LoadAchievements() returns the list of achievements configured in App Store Connect- but not any new local achievements created in Xcode in GameCenterResources.gamekit
Environment
Device/OS: iPhone on iOS 26.0 beta (Game Center sandbox)
Xcode: 26.0 beta 6
Unity: 2022.3.21
Apple GameKit Unity plugin: 2025-beta1 (GameKit package)
Signing: Game Center capability enabled; using development provisioning profile
GameKit resources: GameCenterResources.gamekit in project (Target: Unity-iPhone), appears under Build Phases → Copy Bundle Resources
Hi everyone,
I’m currently learning about ParticleEmitterComponentParticleEmitterComponent and exploring the sample app provided in the Simulating particles in your visionOS app documentation.
In the sample app, when I set the EmitterPreset to fireworks from the settings panel on the left side of the window and choose SystemImage, I noticed two issues:
The image applied to mainEmitter appears clipped or cropped.
The image on spawnedEmitter does not update to the selected SystemImage.
What I want to achieve:
Apply the same SystemImage to both mainEmittermainEmitter and spawnedEmitterspawnedEmitter so that it displays correctly without clipping.
Remove the animation that changes the size of spawnedEmitterspawnedEmitter over time and keep it at a constant size.
Could someone explain which properties should be adjusted to achieve this behavior? Any guidance or examples would be greatly appreciated.
Thanks in advance!
I'm trying to apply a CIBumpDistortion Core Image filter to a view that contains a UILabel (my storyLabel). The goal is to create a visual bump/magnifying glass effect over the text.
However, despite my attempts, the filter doesn't seem to render at all. The view and the label appear as normal, with no distortion effect. I've tried adjusting the filter parameters and reviewing the view hierarchy, but without success. I also haven't been able to find clear documentation or examples for applying this filter to a UIView's layer.
//
// TVView.swift
// Mistery
//
// Created by Joje on 31/07/25.
//
import CoreImage
import CoreImage.CIFilterBuiltins
import UIKit
import AVFoundation
final class TVView: UIView {
// propriedades animacao texto
private var textAnimationTimer: Timer?
private var fullTextToAnimate: String = ""
private var currentCharIndex: Int = 0
// propriedades video estatica
private var player: AVQueuePlayer?
private var playerLayer: AVPlayerLayer?
private var playerLooper: AVPlayerLooper?
var onNextButtonTap: () -> Void = {}
// MARK: - Subviews
// imagem da TV
private(set) lazy var tvImageView: UIImageView = {
let imageView = UIImageView()
imageView.translatesAutoresizingMaskIntoConstraints = false
imageView.image = UIImage(named: "tvFinal")
imageView.contentMode = .scaleAspectFit
return imageView
}()
// texto que passa dentro da TV
private(set) lazy var storyLabel: UILabel = {
let label = UILabel()
label.translatesAutoresizingMaskIntoConstraints = false
//label.backgroundColor = .gray
label.textColor = .red
label.font = UIFont(name: "MeltedMonster", size: 30)
label.textAlignment = .left
label.numberOfLines = 0
label.text = ""
return label
}()
private(set) lazy var nextButton: UIButton = {
let button = UIButton(type: .system)
button.translatesAutoresizingMaskIntoConstraints = false
//button.backgroundColor = .darkGray
button.addTarget(self, action: #selector(didPressNextButton), for: .touchUpInside)
return button
}()
// MARK: - Lifecycle
override init(frame: CGRect) {
super.init(frame: frame)
backgroundColor = .black
setupVideoPlayer()
addSubviews()
setupConstraints()
}
override func layoutSubviews() {
super.layoutSubviews()
playerLayer?.frame = tvImageView.frame.insetBy(dx: tvImageView.frame.width * 0.05, dy: tvImageView.frame.height * 0.18)
setupFisheyeEffect()
}
private func setupFisheyeEffect() {
// cria o filtro
guard let filter = CIFilter(name: "CIBumpDistortion") else {return print("erro")}
storyLabel.layer.shouldRasterize = true
storyLabel.layer.rasterizationScale = UIScreen.main.scale
// define os parametros
filter.setDefaults()
// centro do efeito
let center = CIVector(x: storyLabel.bounds.midX, y: storyLabel.bounds.midY)
filter.setValue(center, forKey: kCIInputCenterKey)
// raio de distorção
filter.setValue(storyLabel.bounds.width, forKey: kCIInputRadiusKey)
// intensidade de distorção
filter.setValue(7, forKey: kCIInputScaleKey)
storyLabel.layer.filters = [filter]
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
// MARK: - Button actions
@objc private func didPressNextButton() {
onNextButtonTap()
}
@objc private func animateNextCharacter() {
guard currentCharIndex < fullTextToAnimate.count else {
textAnimationTimer?.invalidate()
return
}
let currentTextIndex = fullTextToAnimate.index(fullTextToAnimate.startIndex, offsetBy: currentCharIndex)
let partialText = String(fullTextToAnimate[...currentTextIndex])
storyLabel.text = partialText
currentCharIndex += 1
}
public func updateStoryText(with text: String) {
textAnimationTimer?.invalidate()
storyLabel.text = ""
fullTextToAnimate = text
currentCharIndex = 0
textAnimationTimer = Timer.scheduledTimer(timeInterval: 0.12, target: self, selector: #selector(animateNextCharacter), userInfo: nil, repeats: true)
}
// MARK: - Setup methods
private func setupVideoPlayer() {
guard let videoURL = Bundle.main.url(forResource: "static-video", withExtension: "mov") else {
print("Erro: Não foi possível encontrar o arquivo de vídeo static-video.mov")
return
}
let playerItem = AVPlayerItem(url: videoURL)
player = AVQueuePlayer(playerItem: playerItem)
// LINHA COM POSSIVEL ERRO
playerLooper = AVPlayerLooper(player: player!, templateItem: playerItem)
playerLayer = AVPlayerLayer(player: player)
playerLayer?.videoGravity = .resizeAspectFill
if let layer = playerLayer {
self.layer.addSublayer(layer)
}
player?.play()
}
private func addSubviews() {
self.addSubview(storyLabel)
self.addSubview(tvImageView)
self.addSubview(nextButton)
}
private func setupConstraints() {
NSLayoutConstraint.activate([
// TV Image
tvImageView.centerXAnchor.constraint(equalTo: centerXAnchor),
tvImageView.centerYAnchor.constraint(equalTo: centerYAnchor),
tvImageView.widthAnchor.constraint(equalTo: widthAnchor),
// TV Text
storyLabel.centerXAnchor.constraint(equalTo: tvImageView.centerXAnchor, constant: -50),
storyLabel.centerYAnchor.constraint(equalTo: tvImageView.centerYAnchor, constant: -25),
storyLabel.widthAnchor.constraint(equalTo: tvImageView.widthAnchor, multiplier: 0.35),
storyLabel.heightAnchor.constraint(equalTo: tvImageView.heightAnchor, multiplier: 0.42),
//TV Button
nextButton.topAnchor.constraint(equalTo: tvImageView.centerYAnchor, constant: -25),
nextButton.centerXAnchor.constraint(equalTo: self.centerXAnchor, constant: 190),
nextButton.widthAnchor.constraint(equalToConstant: 100),
nextButton.heightAnchor.constraint(equalToConstant: 160)
])
}
}
#Preview{
ViewController()
}
Hi everyone,
This project uses PyTorch on an Apple Silicon Mac (M1/M2/etc.), and the goal is to use the MPS backend for GPU acceleration, notes Apple Developer. However, the workflow depends on Float64 (double-precision) floating-point numbers for certain computations, notes PyTorch Forums.
The error "Cannot convert a MPS Tensor to float64 dtype as the MPS framework doesn't support float64. Please use float32 instead" has been encountered, notes GitHub. It seems that the MPS backend doesn't currently support Float64 for direct GPU computation.
Questions for the community:
Are there any known workarounds or best practices for handling Float64-dependent operations when using the MPS backend with PyTorch?
For those working with high-precision tasks on Apple Silicon, what strategies are being used to balance performance with the need for Float64?
Offloading to the CPU is an option, and it's of interest to know if there are any specific techniques or libraries within the Apple ecosystem that could streamline this process while aiming for optimal performance.
Any insights, tips, or experiences would be appreciated.
Thanks in advance,
Jonaid
MacBook Pro M3 Max
Topic:
Graphics & Games
SubTopic:
Metal
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
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
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
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 mean…I want to use defaults rather than launching apps via open with the saved environment variables.
This is pretty easy on iOS and other platforms. So what about in macOS?
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 rewriting an unfinished SceneKit project as RealityKit (NonAR). As far as I can see, RealityKit is missing basic fog functionality?
Fog was simple & easy to implement in SCeneKit (fogStartDistance / fogEndDistance / fogDensityExponent / fogColor). Are there any plans to implement something like this in RealityKit?
Are there any simple workarounds?
Topic:
Graphics & Games
SubTopic:
RealityKit
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?
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
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.
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!
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:
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, 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
Hello,
I am experiencing an issue with programmatically capturing a GPU trace using MTLCaptureManager. The .gputrace file that is generated appears to be corrupted, and I'm looking for guidance or a solution.
Description of the Problem:
I am using MTLCaptureManager.sharedCaptureManager to capture a Metal frame and save it to disk.
The generated .gputrace file is consistently reported as 0 bytes in size by the file system.
Crucially, when I compress this 0-byte .gputrace file into a .zip archive, the resulting archive contains the full, expected data. After unzipping, the file can be opened and viewed correctly in Xcode.
However,When inspecting the file's contents using NSFileManager in Objective-C (treating it as a directory), the internal structure is different from a .gputrace file captured directly from Xcode's Metal Debugger.
capture in xcode
capture in file
Finally,When capturing multiple frames programmatically, the first captured frame contains valid buffer data. However, for subsequent frames (starting from the second frame), the corresponding buffer contents are all zero-filled.
Frame 1: All MTLBuffer data is correctly captured and populated.
Frame 2 and onward: The same MTLBuffer objects are present in the trace, but their contents are entirely 0 (i.e., the data is not captured or is corrupted).
In this case, the on-screen display is normal, but the captured frame is incorrect. The frame captured directly in Xcode is also correct. Only the frame captured to a file is abnormal.
Topic:
Graphics & Games
SubTopic:
Metal