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Unity PolySpatia
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.
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Aug ’25
Unity GameKit plugin beta GameKit Activity UnsupportedOperationForOSVersion
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!
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446
Aug ’25
GameKit Achievements, Leaderboards and Challenges not showing on iOS 26 beta 4 in the Game Center UI (opened from GKAccessPoint)
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:
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Aug ’25
Request: API to temporarily defer Reachability for fullscreen game swipes (bottom edge)
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
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Aug ’25
Bugs custom 18.6
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
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Aug ’25
MTLCaptureManager.sharedCaptureManager generates corrupted .gputrace files (0KB, invalid internal structure)
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.
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Aug ’25
Is there any future for screensavers on macOS?
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.
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Aug ’25
App not showing in Game Center “All Activity” after release
Hello — I shipped an App Store build that signs in to Game Center using the Apple Unity Plugins (GameKit). The login banner appears, but my app still doesn’t show up in Game Center’s “All activity” (You started playing XXX 2d ago) What I’ve done Call await GKLocalPlayer.Authenticate(); “Game Center” is enabled for the current version in App Store Connect Confirmed: other App Store games do appear under “All Activity” on the same device/account Timeline: This is the first version that enables Game Center (not the app’s first release), and it has been about 2 hours since this build went live. Questions Is authentication alone sufficient for “Recently Played,” or is at least one Game Center component (leaderboards, achievements, activities, multiplayer) required? Is there a typical propagation delay before “Recently Played” starts showing a newly enabled app/version? Is there anything else I should configure in App Store Connect or entitlements to make “Recently Played” visible? Thanks for any help.
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Aug ’25
vImageConverter_CreateWithCGImageFormat Fails with kvImageInvalidImageFormat When Trying to Convert CMYK to RGB
So I get JPEG data in my app. Previously I was using the higher level NSBitmapImageRep API and just feeding the JPEG data to it. But now I've noticed on Sonoma If I get a JPEG in the CMYK color space the NSBitmapImageRep renders mostly black and is corrupted. So I'm trying to drop down to the lower level APIs. Specifically I grab a CGImageRef and and trying to use the Accelerate API to convert it to another format (to hopefully workaround the issue... CGImageRef sourceCGImage = `CGImageCreateWithJPEGDataProvider(jpegDataProvider,` NULL, shouldInterpolate, kCGRenderingIntentDefault); Now I use vImageConverter_CreateWithCGImageFormat... with the following values for source and destination formats: Source format: (derived from sourceCGImage) bitsPerComponent = 8 bitsPerPixel = 32 colorSpace = (kCGColorSpaceICCBased; kCGColorSpaceModelCMYK; Generic CMYK Profile) bitmapInfo = kCGBitmapByteOrderDefault version = 0 decode = 0x000060000147f780 renderingIntent = kCGRenderingIntentDefault Destination format: bitsPerComponent = 8 bitsPerPixel = 24 colorSpace = (DeviceRBG) bitmapInfo = 8197 version = 0 decode = 0x0000000000000000 renderingIntent = kCGRenderingIntentDefault But vImageConverter_CreateWithCGImageFormat fails with kvImageInvalidImageFormat. Now if I change the destination format to use 32 bitsPerpixel and use alpha in the bitmap info the vImageConverter_CreateWithCGImageFormat does not return an error but I get a black image just like NSBitmapImageRep
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1.3k
Aug ’25
How to detect which entity was tapped?
Hi, I'm rewriting my game from SceneKit to RealityKit, and I'm having trouble implementing the following scenario: I tap on the iPhone screen to select an Entity that I want to drag. If an Entity was tapped, it should then be possible to drag it left, right, etc. SceneKit solution: func CGPointToSCNVector3(_ view: SCNView, depth: Float, point: CGPoint) -> SCNVector3 { let projectedOrigin = view.projectPoint(SCNVector3Make(0, 0, Float(depth))) let locationWithz = SCNVector3Make(Float(point.x), Float(point.y), Float(projectedOrigin.z)) return view.unprojectPoint(locationWithz) } and then I was calling: SCNView().hitTest(location, options: [SCNHitTestOption.firstFoundOnly:true]) the code was called inside of the UIPanGestureRecognizer in my UIViewController. Could I reuse that code or should I go with the SwiftUI approach - something like that: var body: some View { RealityView { .... } .gesture(TapGesture().onEnded { }) ? I already have this code: @State private var location: CGPoint? .onTapGesture { location in self.location = location } I'm trying to identify the entity that was tapped within the RealityView like that: RealityView { content in let box: ModelEntity = createBox() // for now there is only one box, however there will be many boxes content.add(box) let anchor = AnchorEntity(world: [0, 0, 0]) content.add(anchor) _ = content.subscribe(to: SceneEvents.Update.self) { event in //TODO: find tapped entity, so that it could be dragged inside of the DragGesture() } Any help would be appreciated. I also noticed that if I create a TapGesture like that: TapGesture(count: 1) .targetedToAnyEntity() and add it to my view using .gesture() then it is not triggered.
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131
Aug ’25
Will OpenGL API and Drivers be removed after appleOS 26?
Hi, I am a Multimedia and Graphics researcher and I am wondering if OpenGL API and drivers will be removed after appleOS 26? macOS 26 iOS 26 iPadOS 26 visionOS 26 I am asking this because most of the libraries I use depends on OpenGL. Like CGAL, libigl, immediate mode ui, nanovg, nanogui, bullet physics. Transitioning from Vulkan and metal while using and learning those libraries is just not viable. I would like to ask you that. I am the sole developer and I just want to ask you that. Regards.
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180
Aug ’25
moveCharacter reports collision with itself
I'm running into an issue with collisions between two entities with a character controller component. In the collision handler for moveCharacter the collision has both hitEntity and characterEntity set to the same object. This object is the entity that was moved with moveCharacter() The below example configures 3 objects. stationary sphere with character controller falling sphere with character controller a stationary cube with a collision component if the falling sphere hits the stationary sphere then the collision handler reports both hitEntity and characterEntity to be the falling sphere. I would expect that the hitEntity would be the stationary sphere and the character entity would be the falling sphere. if the falling sphere hits the cube with a collision component the the hit entity is the cube and the characterEntity is the falling sphere as expected. Is this the expected behavior? The entities act as expected visually however if I want the spheres to react differently depending on what character they collided with then I am not getting the expected results. IE: If a player controlled character collides with a NPC then exchange resource with NPC. if player collides with enemy then take damage. import SwiftUI import RealityKit struct ContentView: View { @State var root: Entity = Entity() @State var stationary: Entity = createCharacter(named: "stationary", radius: 0.05, color: .blue) @State var falling: Entity = createCharacter(named: "falling", radius: 0.05, color: .red) @State var collisionCube: Entity = createCollisionCube(named: "cube", size: 0.1, color: .green) //relative to root @State var fallFrom: SIMD3<Float> = [0,0.5,0] var body: some View { RealityView { content in content.add(root) root.position = [0,-0.5,0.0] root.addChild(stationary) stationary.position = [0,0.05,0] root.addChild(falling) falling.position = fallFrom root.addChild(collisionCube) collisionCube.position = [0.2,0,0] collisionCube.components.set(InputTargetComponent()) } .gesture(SpatialTapGesture().targetedToAnyEntity().onEnded { tap in let tapPosition = tap.entity.position(relativeTo: root) falling.components.remove(FallComponent.self) falling.teleportCharacter(to: tapPosition + fallFrom, relativeTo: root) }) .toolbar { ToolbarItemGroup(placement: .bottomOrnament) { HStack { Button("Drop") { falling.components.set(FallComponent(speed: 0.4)) } Button("Reset") { falling.components.remove(FallComponent.self) falling.teleportCharacter(to: fallFrom, relativeTo: root) } } } } } } @MainActor func createCharacter(named name: String, radius: Float, color: UIColor) -> Entity { let character = ModelEntity(mesh: .generateSphere(radius: radius), materials: [SimpleMaterial(color: color, isMetallic: false)]) character.name = name character.components.set(CharacterControllerComponent(radius: radius, height: radius)) return character } @MainActor func createCollisionCube(named name: String, size: Float, color: UIColor) -> Entity { let cube = ModelEntity(mesh: .generateBox(size: size), materials: [SimpleMaterial(color: color, isMetallic: false)]) cube.name = name cube.generateCollisionShapes(recursive: true) return cube } struct FallComponent: Component { let speed: Float } struct FallSystem: System{ static let predicate: QueryPredicate<Entity> = .has(FallComponent.self) && .has(CharacterControllerComponent.self) static let query: EntityQuery = .init(where: predicate) let down: SIMD3<Float> = [0,-1,0] init(scene: RealityKit.Scene) { } func update(context: SceneUpdateContext) { let deltaTime = Float(context.deltaTime) for entity in context.entities(matching: Self.query, updatingSystemWhen: .rendering) { let speed = entity.components[FallComponent.self]?.speed ?? 0.5 entity.moveCharacter(by: down * speed * deltaTime, deltaTime: deltaTime, relativeTo: nil) { collision in if collision.hitEntity == collision.characterEntity { print("hit entity has collided with itself") } print("\(collision.characterEntity.name) collided with \(collision.hitEntity.name) ") } } } } #Preview(windowStyle: .volumetric) { ContentView() }
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118
Aug ’25
Float8 and Float16 "Reserved_Name__Do_not_use"
I am developing a macOS terminal app, running on an M4 Pro, and using Metal. I am not able use float8 or float16, both reporting Variable has incomplete type 'float16' (aka '__Reserved_Name__Do_not_use_float16'). Based on the system I should be able to use these. Either it is because it is also compiling to Intel, which they are not allowed, or something else. Either way I have not been able to figure out how to get past this. IIs there a compiler setting I need to set to make this work? if so which one and what setting do I need? I only want to run this on M processes, on the latest version of OS so not interested in Intel version or backward compatibility.
Topic: Graphics & Games SubTopic: Metal Tags:
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Aug ’25
Compute kernel fails to compile when calling texture.read()
If I compile a compute kernel with a call to texture.read(), it fails with the following error: "Error Domain=AGXMetalG13X Code=3 "Encountered unlowered function call to air.get_read_sampler" UserInfo={NSLocalizedDescription=Encountered unlowered function call to air.get_read_sampler}." This error occurs on both macOS and iOS 26 Beta 5, but not when running on a simulator or in a playground. It does not occur on a macOS Sequoia VM. It occurs whether I use the old metal 3 or new metal 4 compilation method. A workaround would be to use a sampler, but according to the feature tables, all platforms support reading from textures of all formats. Below is a minimal example which produces the error: let device = MTLCreateSystemDefaultDevice()! let library = device.makeDefaultLibrary()! let computeFunction = library.makeFunction(name: "compute_test")! do { let pipeline = try device.makeComputePipelineState(function: computeFunction) debugPrint(pipeline) } catch { debugPrint("Metal 3 failed with error:\n\(error)") } #import <metal_stdlib> using namespace metal; kernel void compute_test(uint2 gid [[thread_position_in_grid]], texture2d<float, access::read> in [[texture(0)]], texture2d<float, access::write> out [[texture(1)]]) { out.write(in.read(gid), gid); } I filed feedback FB19530049.
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146
Aug ’25
Xcode compile stucks(stops) when add new source files or add functions to previous files
Hello, we are working on a iOS game project, as progress, the project grows larger and larger. Because we are using other game dependencies and libraries, here larger and larger refers to the whole project, and our source files integrated and compiled by Xcode are not many. Now, it seems we hit a bottleneck, when I add new files or functions to the previous files to implement a new feature, Xcode compile stucks(stops), it's Indexing | Initializing datastore forever, cannot produce a final build. macOS 15.1, Xcode 16.2 Can you provide any solutions to solve this problem? Also submitted Feedback ID #FB18432749
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Aug ’25
Regression: RealityKit spatial audio crackles and pops on iOS 26.0 beta 5 (FB19423059)
RealityKit spatial audio crackles and pops on iOS 26.0 beta 5. It works correctly on iOS 18.6 and visionOS 26.0 beta 5. The APIs used are AudioPlaybackController, Entity.prepareAudio, Entity.play Videos of the expected and observed behavior are attached to the feedback FB19423059. The audio should be a consistent, repeating sound, but it seems oddly abbreviated and the volume varies unexpectedly. Thank you for investigating this issue.
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Aug ’25