Hi,
I’m testing Unity’s Spaceship HDRP demo on iPhone 17 Pro Max and iPad Pro M4 (iOS 26.1).
Everything renders correctly, and my custom MetalFX Spatial plugin initializes successfully — it briefly reports active scaling (e.g. 1434×660 → 2868×1320 at 50% scaling), then reverts to native rendering a few frames later.
Setup:
Xcode 16.1 (targeting iOS 18)
Unity 2022.3.62f3 (HDRP)
Metal backend
Dynamic Resolution enabled in HDRP assets and cameras
Relevant Xcode console excerpt:
[MetalFXPlugin] MetalFX_Enable(True) called.
[SpaceshipOptions] MetalFX enabled with HDRP dynamic resolution integration.
[SpaceshipOptions] Disabled TAA for MetalFX Spatial.
[SpaceshipOptions] Created runtime RenderTexture: 1434x660
[MetalFX] Spatial scaler created (1434x660 → 2868x1320).
[MetalFX] Processed frame with scaler.
[MetalFXPlugin] Sent RenderTexture (1434x660) to MetalFX. Output target 2868x1320.
[SpaceshipOptions] MetalFX target set: 1434x660
[SpaceshipOptions] Camera targetTexture cleared after MetalFX handoff.
It looks like HDRP clears the camera’s target texture right after MetalFX submits the frame, which causes it to revert to native rendering.
Is there a recommended way to persist or rebind the MetalFX output texture when using HDRP on iOS?
Unity doesn’t appear to support MetalFX in the Editor either:
Thanks!
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I recently needed to develop an application to obtain the window list, which requires Screen Recording permissions. Apple's official documentation mentions using the two functions CGPreflightScreenCaptureAccess and CGRequestScreenCaptureAccess to request permissions. These functions are stated to be available since version 10.15. However, when I used these two functions on a device running macOS 10.15.7, I encountered the errors shown in the attached screenshot. I used the nm tool to inspect the symbols in the CoreGraphics.framework and found that these two functions were not present. Could you help me understand why this is happening?
Topic:
Graphics & Games
SubTopic:
General
Question:
I'm encountering an issue with in-app purchases (IAP) in Unity, specifically for a non-consumable product in the iOS sandbox environment. Below are the details:
Environment:
Unity Version: 2022.3.55f1 Unity In-App Purchasing
Version: v4.12.2
Device: iPhone (15, iOS 18.1.1)
Connection: Wi-Fi iOS
Settings: In-App Purchases set to “Allowed” initially Problem Behavior:
I attempted to purchase a non-consumable item for the first time. The payment is successfully completed by entering the password.
I then background the game app and navigate to the iOS Settings to set In-App Purchases to "Don't Allow."
After returning to the game and either closing or killing the app, I try to purchase the same non-consumable item again.
I checked canMakePayments() through the Apple configuration, and the app correctly detected that I could not make purchases due to the restriction.
I then navigate back to Settings and set In-App Purchases to "Allow."
Upon returning to the game, I try purchasing the non-consumable item again. A pop-up appears, saying, "You’ve already purchased this. Would you like to get it again for free?"
The issue is: Will it deduct money for the second time, and why is the system allowing the user to purchase the same non-consumable item multiple times after purchasing it once?
Is this the expected behavior for Unity In-App Purchasing, or is there something I might be missing in handling non-consumable purchases in this scenario?
Additional Information:
I’ve confirmed that the "In-App Purchases" are set to “Allowed” before attempting the purchase again.
I understand that non-consumable products should not be purchased more than once, so I’m unsure why the system is offering to let the user purchase it again.
I appreciate any insights into whether this is expected behavior or if I need to adjust how I handle the purchase flow.
Hello all... is there a way to close a contour if you have found say two points on each side top "extension"? see image attached. So in end desire a trapezoid type shape. Code example would be very appreciated. thank you :) Think I have it as a CGPath. So a way to edit a CGPath, or close the top from a top left to a top right point?
The game physics work as expected using GTPK 2.0 using Crossover 24 or Whisky. However, using GPTK 2.1 with Crossover 25, the player and camera physics misbehave. See https://www.reddit.com/r/WWEGames/comments/1jx9mph/the_siamese_elbow/ and https://www.reddit.com/r/WWEGames/comments/1jx9ow4/camera_glitch/
Full video also linked in the Reddit post.
I have also submitted this bug via the feedback assistant.
Hey! I'm facing an issue with Equipment collision when adding and moving TabletopKit equipment with different pose rotations.
Let me share a very simple TabletopKit setup as an example:
Table
struct Table: Tabletop {
var shape: TabletopShape = .rectangular(width: 1, height: 1, thickness: 0.01)
var id: EquipmentIdentifier = .tableID
}
Board
struct Board: Equipment {
let id: EquipmentIdentifier = .boardID
var initialState: BaseEquipmentState {
.init(
parentID: .tableID,
seatControl: .restricted([]),
pose: .init(position: .init(), rotation: .zero),
boundingBox: .init(center: .zero, size: .init(1.0, 0, 1.0))
)
}
}
Equipment
struct Object: EntityEquipment {
var id: ID
var size: SIMD2<Float>
var position: SIMD2<Double>
var rotation: Float
var entity: Entity
var initialState: BaseEquipmentState
init(id: Int, size: SIMD2<Float>, position: SIMD2<Double>, rotation: Float) {
self.id = EquipmentIdentifier(id)
self.size = size
self.position = position
self.rotation = rotation
self.entity = objectEntity
self.initialState = .init(
parentID: .boardID,
seatControl: .any,
pose: .init(
position: .init(x: position.x, z: position.y),
rotation: .degrees(Double(rotation))
),
entity: entity
)
}
}
Setup
class GameSetup {
var setup: TableSetup
init(root: Entity) {
setup = TableSetup(tabletop: Table())
setup.add(equipment: Board())
setup.add(seat: PlayerSeat())
let object1 = Object(
id: 2,
size: .init(x: 0.1, y: 0.1),
position: .init(x: 0.1, y: -0.1),
rotation: 0
)
let object2 = Object(
id: 3,
size: .init(x: 0.2, y: 0.1),
position: .init(x: -0.1, y: -0.1),
rotation: 90
)
setup.add(equipment: object1)
setup.add(equipment: object2)
}
}
The issue
When I add two equipment entities with different rotation poses, the collisions between them behave oddly. If one is 90º and the other 0º, for example, the former will intersect with the latter as if its bounding box was not rotated as you can see below:
But if both equipment have the example rotation (e.g. 0 or 90º), though, then there's no collision issue at all, which seems to indicate their bounding box were correctly rotated:
I'd really appreciate some help understanding if this is a bug or if I'm just missing something.
Thanks in advance!
Topic:
Graphics & Games
SubTopic:
TabletopKit
Tags:
Graphics and Games
RealityKit
visionOS
TabletopKit
The following minimal snippet SEGFAULTS with SDK 26.0 and 26.1. Won't crash if I remove async from the enclosing function signature - but it's impractical in a real project.
import Metal
import MetalPerformanceShaders
let SEED = UInt64(0x0)
typealias T = Float16
/* Why ran in async context? Because global GPU object,
and async makeMTLFunction,
and async makeMTLComputePipelineState.
Nevertheless, can trigger the bug without using global
@MainActor
let myGPU = MyGPU()
*/
@main
struct CMDLine {
static func main() async {
let ptr = UnsafeMutablePointer<T>.allocate(capacity: 0)
async let future: Void = randomFillOnGPU(ptr, count: 0)
print("Main thread is playing around")
await future
print("Successfully reached the end.")
}
static func randomFillOnGPU(_ buf: UnsafeMutablePointer<T>, count destbufcount: Int) async {
// let (device, queue) = await (myGPU.device, myGPU.commandqueue)
let myGPU = MyGPU()
let (device, queue) = (myGPU.device, myGPU.commandqueue)
// Init MTLBuffer, async let makeFunction, makeComputePipelineState, etc.
let tempDataType = MPSDataType.uInt32
let randfiller = MPSMatrixRandomMTGP32(device: device, destinationDataType: tempDataType, seed: Int(bitPattern:UInt(SEED)))
print("randomFillOnGPU: successfully created MPSMatrixRandom.")
// try await computePipelineState
// ^ Crashes before this could return
// Or in this minimal case, after randomFillOnGPU() returns
// make encoder, set pso, dispatch, commit...
}
}
actor MyGPU {
let device : MTLDevice
let commandqueue : MTLCommandQueue
init() {
guard let dev: MTLDevice = MPSGetPreferredDevice(.skipRemovable),
let cq = dev.makeCommandQueue(),
dev.supportsFamily(.apple6) || dev.supportsFamily(.mac2)
else { print("Unable to get Metal Device! Exiting"); exit(EX_UNAVAILABLE) }
print("Selected device: \(String(format: "%llX", dev.registryID))")
self.device = dev
self.commandqueue = cq
print("myGPU: initialization complete.")
}
}
See FB20916929. Apparently objc autorelease pool is releasing the wrong address during context switch (across suspension points). I wonder why such obvious case has not been caught before.
Hello!
I have a question about how thread groups work with tile shading. When running "traditional" compute, I get to choose both thread group size and the grid size. However, when using tile shading kernel I only have dispatchThreadsPerTile method - this controls how many threads will be ran in each tile. So far so good, but what about thread groups?
The examples in video "Tile Shading on A11" seem to suggest that there will be only one thread group per tile. In the video, [[thread_index_in_threadgroup]] is called "local_id" and it is used to access the image block.
I assume this is the default configuration. So when one does the following:
Creates MTLRenderPassDescriptor with tileWidth set to W and tileHeight set to H
Fires up the tile shading kernel using dispatchThreadsPerTile with MTLSize size = { W, H, 1 }
I understand that the result is 1-to-1 mapping between the tile "pixels" and kernel threads. Now, what I would like to do is to have more than one thread group there. I want this for performance reasons: I have a certain compute kernel which I know executes very well with small thread group size. In fact, { 32, 1, 1 } seems to be the fastest. My understanding is that even if I set tile size to 16x16, and so I am executing 256 threads there, there will only be one SIMD group active in a thread group. Meaning that this SIMD group has to execute 8 times over the tile.
Is it possible somehow? Or perhaps the limitations of the API are pointing at the limitations of hardware itself, and if I want to execute with SIMD group sized thread groups I have to use "traditional" compute encoder?
Will be grateful for help.
Michał
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"
Topic:
Graphics & Games
SubTopic:
General
I work on a team that provides an SDK for another game to handle various tasks like authentication. They are experiencing a case where devices using iOS 17 are failing to authenticate with GameCenter, receiving the message "The requested operation could not be completed because local player has not been authenticated." We imagine this is because they still have some setup to finish regarding GameCenter itself, and we're working with them to take care of that.
However, on iOS 18, their app ends up waiting indefinitely for GameCenter authentication messages that it never receives. That's where we're puzzled. We expect them to have the same outcome regardless of OS version.
We initiate GameCenter authentication by setting an authenticateHandler after some initial application setup. The handler has code to account for UI, errors, and successful authentication.
On iOS 17, it's clear that it's getting called as expected because they receive an indication that the player isn't authenticated. But on iOS 18, it looks like the same handler code on iOS 18 isn't being called at all. Are there differences in how iOS 18 interacts with the authenticationHandler that we somehow aren't accounting for? Or is there potentially something else that we're doing incorrectly that is manifesting only on iOS 18?
Here's a simplified version of our login function code (in Obj-C++). There is no OS-specific code, and the job that owns this function does stay in scope until after authentication is complete.
void beginLogin()
{
// Snip: Check if the user is already logged in.
// Snip: Prevent multiple concurrent calls to this function.
auto authenticateHandler = ^(UIViewController* gcViewController, NSError* error)
{
if (gcViewController != nil)
{
// Snip: Display the UI
}
else if (error != nil)
{
// Snip: Handle the error.
}
else
{
if ([[GKLocalPlayer localPlayer] isAuthenticated])
{
// Snip: Handle successful authentication.
}
else
{
// Snip: Handle other case.
}
}
};
[[GKLocalPlayer localPlayer] setAuthenticateHandler: authenticateHandler];
}
What is the current [most recent] best practice to instancing Meshes in RealityKit?
I see both MeshInstanceComponent and MeshInstanceCollection.
My intent is to bind a transform to a Circle Agent (GameplayKit Agent), and feed that result to Instancing.
Hey everyone, I am currently developing an app in visionOS and using RealityComposerPro create scenes in put in my app.
I have a humanoid model with hair strands, and each strand of hair has an opacity map. However, some reflections are still visible even though the opacity is zero. There are also some weird culling among hair strands (in the left circle) and weird reflections in hair cards (in the right circle).
Here's my settings for the materials.
Since all the hair strands are interconnected with each other, it is hard to decide the drawing order in Xcode, so I am wondering if there's an easier way to handle transparency objects.
Please let me know if you know anything helpful, much appreciated!
When testing my development build for gamecenter authentication, the game crashes. I've breadcrumbed it to the "await GKLocalPlayer.Authenticate();" call. Can't find any documentation on this issue and have been looking through the forums!
I've already done all of the usual stuff like verifying bundle identifiers match, ensuring game center is enabled for the app, setting up app store connect, using a sandbox account, etc...
Please point me to some resources if you know any. Any help is appreciated, I'm starting to lose hope here!
Hello
I am trying to get thread group memory access in fragment shader. In essence, I would like to have all the fragments in a tile to bitwiseOR some value. My idea was to use simd_or across the SIMD group, then make each SIMD group thread 0 to atomic or the value into thread group memory. Finally very first thread of the tile would be tasked with writing the value down to texture with write access.
Now, I can allocate the thread group memory argument to the fragment function all right. MTLRenderEncoder has setThreadgroupMemoryLength call, which I am using the following way
[renderEncoder setThreagroupMemoryLength: 16 offset: 0 atIndex:0]
Unfortunately, all I am getting is the following error (runtime assertion)
-[MTLDebugRenderCommandEncoder setThreadgroupMemoryLength:offset:atIndex:]:3487: failed assertion Set Threadgroup Memory Length Validation
offset + length(16) must be <= threadgroupMemoryLength(0).`
What I am doing wrong? How I can get thread group memory in the fragment shader? I know I could use tile shading and compute function but the problem is that here I really like to use fragment stuff. Will be grateful for help.
Is the pseudocode below thread-safe? Imagine that the Main thread sets the CAMetalLayer's drawableSize to a new size meanwhile the rendering thread is in the middle of rendering into an existing MTLDrawable which does still have the old size.
Is the change of metalLayer.drawableSize thread-safe in the sense that I can present an old MTLDrawable which has a different resolution than the current value of metalLayer.drawableSize? I assume that setting the drawableSize property informs Metal that the next MTLDrawable offered by the CAMetalLayer should have the new size, right?
Is it valid to assume that "metalLayer.drawableSize = newSize" and "metalLayer.nextDrawable()" are internally synchronized, so it cannot happen that metalLayer.nextDrawable() would produce e.g. a MTLDrawable with the old width but with the new height (or a completely invalid resolution due to potential race conditions)?
func onWindowResized(newSize: CGSize) {
// Called on the Main thread
metalLayer.drawableSize = newSize
}
func onVsync(drawable: MTLDrawable) {
// Called on a background rendering thread
renderer.renderInto(drawable: drawable)
}
Hi, I am using xCode26.x. But my Metal4 classes are not compiling. I downloaded the sample code from Apple's website - https://developer.apple.com/documentation/Metal/processing-a-texture-in-a-compute-function. For example, I am getting errors like "Cannot find protocol declaration for 'MTL4CommandQueue';
I have hit a deadline. Any recommendations are very welcome.
I have downloaded the Metal Tool chain. When I run the following commands on the terminal - xcodebuild -showComponent metalToolchain ; xcrun -f metal ; xcrun metal --version
I get the following response -
Asset Path: /System/Library/AssetsV2/com_apple_MobileAsset_MetalToolchain/86fbaf7b114a899754307896c0bfd52ffbf4fded.asset/AssetData
Build Version: 17A321
Status: installed
Toolchain Identifier: com.apple.dt.toolchain.Metal.32023
Toolchain Search Path: /Users/private/Library/Developer/DVTDownloads/MetalToolchain/mounts/86fbaf7b114a899754307896c0bfd52ffbf4fded
/Users/private/Library/Developer/DVTDownloads/MetalToolchain/mounts/86fbaf7b114a899754307896c0bfd52ffbf4fded/Metal.xctoolchain/usr/bin/metal
Apple metal version 32023.830 (metalfe-32023.830.2)
Target: air64-apple-darwin24.6.0
Thread model: posix
InstalledDir: /Users/private/Library/Developer/DVTDownloads/MetalToolchain/mounts/86fbaf7b114a899754307896c0bfd52ffbf4fded/Metal.xctoolchain/usr/metal/current/bin
View Layout
Add the following views in a view controller:
Label
View A, with a subview of the same size: MTKView A
View B, with a subview of the same size: MTKView B
Refresh Rates of Each View
The label view refreshes at 60fps (driven by CADisplayLink).
MTKView A and B refresh at 15fps.
MTKView Implementation Details
The corresponding CAMetalLayer's maximumDrawableCount is set to 2, changed to double buffering.
The scheduling mechanism is modified; drawing is not driven by the internal loop but is done manually. The draw call is triggered immediately upon receiving a frame.
self.metalView.enableSetNeedsDisplay = NO;
self.metalView.paused = YES;
A new high-priority queue is created for drawing, instead of handling it on the main queue.
MTKView Latency Tracking
The GPU completion time T1 is observed through the addCompletedHandler callback of the CommandBuffer.
The presentation time T2 of the frame is observed through the addPresentedHandler callback of the currentDrawable in MTKView.
Testing shows that T2 - T1 > 16.6ms (the Vsync period at 60Hz). This means that after the GPU rendering in MTLView is finished, the frame is not actually displayed at the next Vsync instruction but only at the Vsync instruction after that.
I believe there is an extra 16.6ms of latency here, which I want to eliminate by adjusting the rendering mechanism.
Observation from Instruments
From Instruments, the Surface presentation aligns with the above test results. After the Metal encoder finishes, the Surface in Display switches only after the next-next Vsync instruction. See the image in the link for details.
Questions
According to a beginner's understanding, after MTKView's GPU rendering is finished, the next Vsync instruction should officially display (make it visible). However, this is not what is observed. Does the subview MTKView need to wait for another Vsync cycle to be drawn to the actual display buffer?
The label updates its text at 60fps, so the entire interface should be displayed at 60fps. Is the content of MTKView not synchronized when the display happens?
Explanation of the Reasoning Behind Some MTKView Code Details
Changing from the default triple buffering to double buffering helps reduce the latency introduced by rendering.
Not using MTKView's own scheduling mechanism but using manual triggering of the draw method is because MTKView's own scheduling mechanism is driven by CADisplayLink. Therefore, if a frame falls within a Vsync window, it needs to wait for the next Vsync window to trigger the draw operation, which introduces waiting latency.
I am trying to install the Game Porting Toolkit 2.1 according to the Readme file provided with the toolkit.
When I run the following command:
WINEPREFIX=~/my-game-prefix brew --prefix game-porting-toolkit/bin/wine64 winecfg
I get an error message:
zsh: no such file or directory: /usr/local/opt/game-porting-toolkit/bin/wine64
I don't know how to resolve this.
When I type in the command which brew , I get the path
/usr/local/bin/brew
What am I doing wrong?
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
The “explore spatial accessory input on visionOS” presentation from WDC25 interests me. I bought both the MUSE Logitech stylus and the PS VR2 sense controllers to try out with the sculpting app presented by the author, engineer Amanda Han. Unfortunately the app itself was not included. Could the app be made available for downloading as well as the Xcode project? I appreciate any assistance the author and your team could provide. Thank you.
Topic:
Graphics & Games
SubTopic:
RealityKit