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Issues building Unity plug-in project: Cannot locate native library Apple.Core/Apple.GameKit for iOS
I'm having issues getting a well built package from the Apple Unity Plug-in project. When building the my game project in Unity the following error is printed to the console: Apple.Core.AppleNativeLibraryUtility] Cannot locate a Debug or Release Apple.Core native library for iOS. Please ensure that the build invocation (build.py, xcodebuild, or Xcode) compiled cleanly and that the build was configured to support Debug on iOS. As far as I can tell the build did compile cleanly, but I might be missing something. If anyone can see what I'm doing wrong or has any insight it would be greatly appreciated. Setup is the following: macOS Tahoe 26 Beta Xcode-beta Version 26.0 beta 3 (17A5276g) Unity Plug-in branch: 2025-beta1 Unity game project version: 2022.3.60f M1 Macbook Pro The built packages have been imported into the game project through the Unity Package Manager using the tarball option pointing to the built packages from the Unity Plug-in project. The Unity Plug-in project has been built using the build.py file with the following: python3 build.py -m iOS iPhoneSimulator -p Core GameKit CoreHaptics GameController -k all The output is available in the attached file. build-output.txt Here's an image of the NativeLibraries~ folder inside the built Apple.Core package.
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Oct ’25
Game Center Dashboard frequently not updating when new achievement unlocked
I am currently working on a game that involves earning achievements, which I am using the Apple Unity Plug-Ins to display. I have found that occasionally opening the Game Center Dashboard the last achievement earned will not be displayed until the game is closed and reopened. I am using GKAccessPoint.Shared.Trigger to display the Achievements screen, which occasionally seems to open a cached version of the dashboard. I've found that it seems to consistently happen when earning multiple achievements within one minute, but this is not always the case. Does anybody have any experience with something like this in the past?
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Feb ’25
[Bug] iPadOS 26: 4-Finger Fast Tap/Swipe Gesture Not Detected (Multitouch Issue)
Hi everyone I'm experiencing an issue with iPadOS 26 regarding multi-touch gesture detection. When performing a quick four-finger gesture (tap and swipe), the system often fails to recognize the input. This especially affects multi-touch gestures, such as rhythm games with difficult levels. Steps to Reproduce: Place four fingers on the screen. Perform a quick tap or a quick horizontal swipe (like the one used to switch apps). Observe whether the gesture is ignored or detected inconsistently. Expected Behavior: 4-finger multitouch gestures should be recognized regardless of gesture speed, just like previous iPadOS versions. Actual Behavior: Gestures fail to be detected when executed quickly—same gestures still work, and miss notes in rhythm games. You can check out my posts on Twitter/x and Facebook: [https://x.com/kokona_fwa/status/1978131164104728949?s=61] Facebook: [https://m.facebook.com/groups/idipad/permalink/24438964899058806/?]
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Oct ’25
How to use MetalPeformancePrimitives
I am trying to learn the new Metal Peformance Primitives APIs. I have added the MetalPeformancePrimitives framework and included the header in my shader code as per documentation #include <MetalPeformancePrimitives/MetalPeformancePrimitives.h> Unfortunately, Xcode complains that the header cannot be found. How do I include it properly? I am using Xcode 26 on Tahoe. The MetalPeformancePrimitives framework is present on my machine and I can inspect the headers in the filesystem.
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Oct ’25
Game Center Access Point does not appear on iOS 26 (Simulator)
Attempting to bring up the access point yields the following error log: [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy [GameCenterOverlayService] Could not create endpoint for service name: com.apple.GameOverlayUI.dashboard-service [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy [GameCenterOverlayService] Could not create endpoint for service name: com.apple.GameOverlayUI.dashboard-service [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy The same code (which is a single line setting 'active' to true) works on physical devices and on the simulator in iOS 18.6 I haven't been able to find any mention of this issue online. Any suggestions or help greatly appreciated.
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Oct ’25
Normally distributed MPSMatrixRandom number generation generates NaN
When generating large arrays of random numbers, NaNs show up. They also show up at the same indices when using the same seed, leading me to believe that this is a bug with MPSMatrixRandom's normally distributed Float32 random number distribution. Happens with both Philox and MTGP32. Is this intentional and how do I work around this? See the original post for a MWE in Swift and Julia: https://github.com/JuliaGPU/Metal.jl/issues/474
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Dec ’24
App Freezes on iPadOS 26.x - GPU Metal Errors
I work on a Qt/QML app that uses Esri Maps SDK for Qt and that is deployed to both Windows and iPads. With a recent iPad OS upgrade to 26.1, many iPad users are reporting the application freezing after panning and/or identifying features in the map. It runs fine for our Windows users. I was able to reproduce this and grabbed the following error messages when the freeze happens: IOGPUMetalError: Caused GPU Address Fault Error (0000000b:kIOGPUCommandBufferCallbackErrorPageFault) IOGPUMetalError: Invalid Resource (00000009:kIOGPUCommandBufferCallbackErrorInvalidResource) Environment: Qt 6.5.4 (Qt for iOS) Esri Maps SDK for Qt 200.3 iPadOS 26.1 Because it appears to be a Metal error, I tried using OpenGL (Qt offers a way to easily set hte target graphics api): QQuickWindow::setGraphicsApi(QSGRendererInterface::GraphicsApi::OpenGL) Which worked! No more freezing. But I'm seeing many posts that OpenGL has been deprecated by Apple. I've seen posts that Apple deprecated OpenGL ES. But it seems to still be available with iPadOS 26.1. If so, will this fix (above) just cause problems with a future iPadOS update? Any other suggestions to address this issue? Upgrading our version of Qt + Esri SDK to the latest version is not an option for us. We are in the process to upgrade the full application, but it is a year or two out. So, we just need a fix to buy us some time for now. Appreciate any thoughts/insights....
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Resources for Retro style Games wanting 90 degree Window corners
I've been thinking of bringing some older games back to the modern Mac. Rewriting old titles in Swift but using the original data files that assume use of non-rounded corners Windows. Many of these games require all the Window space of a 90 degree cornered Window. Can anyone point me at some useful workarounds or Is Apple simply deaf to the needs of this type of product?
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RealityView IOS Navigation
I have a visionOS app that I’m adding support for IOS and will like to keep using RealityView. I know there are the following modifiers to add some navigation .realityViewCameraControls(.orbit) .realityViewCameraControls(.dolly) .realityViewCameraControls(.pan) But how can I add more than one? For example I would like to orbit with one finger, Pan with 2 fingers and dolly by pinching. Is this possible and if so can someone share some sample code on how to achieve that? Thanks, Guillermo
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432
Feb ’25
virtual game controller + SwiftUI warning
Hi, I've just moved my SpriteKit-based game from UIView to SwiftUI + SpriteView and I'm getting this mesage Adding 'GCControllerView' as a subview of UIHostingController.view is not supported and may result in a broken view hierarchy. Add your view above UIHostingController.view in a common superview or insert it into your SwiftUI content in a UIViewRepresentable instead. Here's how I'm doing this struct ContentView: View { @State var alreadyStarted = false let initialScene = GKScene(fileNamed: "StartScene")!.rootNode as! SKScene var body: some View { ZStack { SpriteView(scene: initialScene, transition: .crossFade(withDuration: 1), isPaused: false , preferredFramesPerSecond: 60) .edgesIgnoringSafeArea(.all) .onAppear { if !self.alreadyStarted { self.alreadyStarted.toggle() initialScene.scaleMode = .aspectFit } } VirtualControllerView() .onAppear { let virtualController = BTTSUtilities.shared.makeVirtualController() BTTSSharedData.shared.virtualGameController = virtualController BTTSSharedData.shared.virtualGameController?.connect() } .onDisappear { BTTSSharedData.shared.virtualGameController?.disconnect() } } } } struct VirtualControllerView: UIViewRepresentable { func makeUIView(context: Context) -> UIView { let result = PassthroughView() return result } func updateUIView(_ uiView: UIView, context: Context) { } } class PassthroughView: UIView { override func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? { for subview in subviews.reversed() { let convertedPoint = convert(point, to: subview) if let hitView = subview.hitTest(convertedPoint, with: event) { return hitView } } return nil } }
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Sep ’25
Disable Foveation for ImmersiveSpace?
Does anyone know how I can disable foveation for an ImmersiveSpace? I'm aware that I could use a CompositorLayer and my own Metal rendering to control foveation, but I'm hoping that I can configure an existing/underlying LayerRenderer (or similar) to disable it for an immersive scene. Or if there's another approach I should be taking, any pointers are appreciated. Thank you!
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Dec ’24
How to use Unity Apple GameKit Plugin For Rule-based matchmaking?
Hello, **I'm Using ** Unity 6 LTS Unity Apple GameKit + Core plugins Turn-based matchmaking interface w/ 2 players max App Store Connect API for rule-based matchmaking I have already enabled game center in app store connect (I think) authenticated players and matched via friend request I am stuck Using queues to match players automatically I'm working on a rule-based matchmaking system which aims to place two players against each other into a GKTurnBasedMatch. I have a simple Unity Project that correctly authenticates a user and proceeds to send a matchmaking request. The matchmaking script utilizes the Unity plugins' GKTurnBasedMatchmakerViewController.Request(...) request function with a GKMatchRequest.Init() request configured with a QueueName equal to the App Store Connect API Queue I created. The queue I created is also linked to a ruleset with a very basic rule that checks if the properties contains a key called 'preference' that contains a string value for what side the player wants to play for this match. If during the matchmaking, the preferences between players are different, then the match is made and both players should join the match; each player gets to play the side they have chosen. I have my rule expression designed to just check if the preferences are not equal: requests[0].properties.faction_preference != requests[1].properties.faction_preference When I launch the game with two physical iPads and begin the matchmaking request, each player is immediately presented with two options: Invite a friend, or Start game The Problem: Inviting a friend works to get two players into a game, but queue seems to not matter, and clicking start game will just put the current player into its own match (no one joins). The Question: How do I get queue based matchmaking to work in Unity for a Turn-based match with only two players who are able to select the enemy side they want to play dictated by a rule that compares enemy play-side preferences? Resources I've used: Apple Unity GameKit Plugin: https://github.com/apple/unityplugins Matchmaking: https://developer.apple.com/documentation/gamekit/matchmaking-rules Multiplayer rulesets: https://developer.apple.com/documentation/gamekit/finding-players-using-matchmaking-rules
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Sep ’25
Game Center challenges and activities issues for released game
We have a released game in the App Store with Game Center Challenges. The challenges were working well in testing of the final version before the Game Center challenges went live. After release the activity that should take the player to the challenge in game results in this printout and we do not get informed by GKGameActivityListener of the activity happening in our code as we did before the Game Center challenges went live. “Invalid game activity definition. Failed to kick activity notification to GameKit. Error: Error Domain=GKErrorDomain Code=17 "(null)"” Also, Game Center reports that the are no challenges in GKChallengeDefinition.all even though there are ongoing challenges. The leaderboard results do get reported to Game Center though and show up as challenge entries in the Games app. At the moment we are trying to figure out if this is a problem on our end or a Game Center server issue.
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Sep ’25
Game Center breaks RealityView world tracking
Has anyone come across the issue that setting GKLocalPlayer.local.authenticateHandler breaks a RealityView's world tracking on iOS / iPadOS 18 beta 5? I'm in the process of upgrading my app to make use of the much appreciated RealityView unification, using RealityView not only on visionOS but now also on iOS and iPadOS. In my RealityView, I enable world tracking on iOS like this: content.camera = .worldTracking However, device position and orientation were ignored (the camera remained static) and there was no camera pass-through. Then I discovered that the issue disappeared when I remove the line GKLocalPlayer.local.authenticateHandler = { viewController, error in // ... some more code ... } So I filed FB14731139 and hope that it will be resolved before the release of iOS / iPadOS 18.
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Mar ’25