GKGameCenterViewController won't turn off.
With Core and GameKit from GitHub apple/unityplugins,
I succeeded in logging in and displaying GKGameCenterViewController.
Other leaderboards and everything work fine, but when I press X on GameCenter to return to the game, nothing happens.
I tried debugging by printing logs here and there in the plugin to check, but I didn't get any results.
When I press X, I couldn't get any logs or responses. It was like a button with no listener attached. No, it was more like an image.
Based on the community posts that said it worked fine before, it seems that the recent GameCenter update was not applied to the plugin, was omitted, or changed, causing a mismatch.
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End goal: to detect 3 lines, and 2 corners accurately. Trying contours but they are a bit off. Is there a way or settings in contours to detect corners and lines more accurately, maybe less an sharper edged/corner contours? Or some other API or methods please?
I would love an email please ;) thank you. 2. also an overlay/scale issue
Due to the release of ProMotion devices, the system may switch frame rates in certain scenarios, resulting in the loss of reference value for data collected through CADisplayLink callbacks at a fixed 60Hz frame rate. We cannot distinguish whether the slow callback of CADisplayLink is due to a stutter or a system switch in frame rate.
I know Hitch Time Ratio, but I can't use this scheme for some reasons.
How can I distinguish between stuck and frame rate gear shift in CADisplaylink callback?
In iOS 15, CADisplayLink.preferredFrameRateRange.preferred always returns 0, while minimum and maximum do change. Can I use these minimum and maximum range values as criteria to distinguish between frame rate switching and stuttering?
Hi,
I have a test app with a single "game centre achievement" and I am running it on my iPad and unable to list that achievement with
GameCenterManager.shared.loadAchievements
The app is still in version 1.0, prepare for submission status, (it is not ready for review submission). Game Center entitlement is added for the app and the achievement is added to the Game Center section of app. However it is marked as NotLive.
I am using a sandbox account to login to game centre on the iPad and I can't fetch this achievement. Is it because it is "NotLive". ? How do I test my Game Center achivement on the device without releasing it yet.
Topic:
Graphics & Games
SubTopic:
GameKit
I'm building a proof of concept application leveraging the PlaneDetectionProvider to generate UI and interactive elements on a horizontal plane the user is looking at. I'm able to create a cube at the centroid of the plane and change it's location via position. However, I can't seem to rotate the cube programmatically and from this forum post in September I'm not sure if the modelEntity.move functionality is still bugged or the documentation is not up to date.
if let planeCentroid = planeEntity.centroid {
// Create a cube at the centroid
let cubeMesh = MeshResource.generateBox(size: 0.1) // Create a cube with side length of 0.1 meters
let cubeMaterial = SimpleMaterial(color: .blue, isMetallic: false)
let cubeEntity = ModelEntity(mesh: cubeMesh, materials: [cubeMaterial])
cubeEntity.position = planeCentroid
cubeEntity.position.y += 0.3048
planeEntity.addChild(cubeEntity)
let rotationY = simd_quatf(angle: Float(45.0 * .pi/180.0), axis: SIMD3(x: 0, y: 1, z: 0))
let cubeTransform = Transform(rotation: rotationY)
cubeEntity.move(to: cubeTransform, relativeTo: planeEntity, duration: 5, timingFunction: .linear)
Ideally, I'd like to have the cube start/stop rotation when the user pinches on the plane mesh but I'd be happy just to see it rotate!
Hi, I’m learning MAUI and was trying to use VNDocumentCameraViewController provided by Vision Kit to scan documents and it is working fine but I realized that I was not able to customize some of the options provided by default like, disabling the auto scan option. Is there any way to disable the auto scan option or are there any other alternatives with the same founctionalities as VNDocumentCameraViewController that are more customizable?
Hi,
When using a High Definition Display, is there a way to render at exactly the target resolution on the physical screen?
My understanding is that the default behavior is to render to a backing store with a resolution (in pixels) which can be twice the size of the logical resolution (in points). Then we let the OS handle the down-scaling to the actual target resolution on the screen. This is all nice for non-graphics intensive apps, but it means that my game will render at a higher resolution than needed, which seems like an obvious loss of performance.
My expectation is that, for graphics intensive application such as games, we should be able to query and render to the final resolution on the display. Can it / should it be done?
Thank you for your help :)
FYI I did find a document which explains how to setup your CAMetalLayer to render at a custom resolution. I suspect that this may be what I have to do?
This is the first time I have tried adding achievements to my games. The online documentation says:
"Before you can access achievements in your code, you can configure them in Xcode and sync the configuration updates you make with App Store Connect. Begin configuring achievements by creating a GameKit configuration file. In Xcode, choose File > New > File from Template. Select GameKit File, and click Next. In the sheet that appears, enter a name for the configuration and click Create."
Sounds easy - except Xcode 16.2 does not have a GameKit File as one of the Templates. Please advise on how to proceed and it would be nice if the documentation were updated.
Topic:
Graphics & Games
SubTopic:
GameKit
Given
I do not understand much at all about how to write shaders
I do not understand the math associated with page-curl effects
I am trying to:
implement a page-curl shader for use on SwiftUI views.
I've lifted a shader from HIROKI IKEUCHI that I believe they lifted from a non-metal shader resource online, and I'm trying to digest it.
One thing I want to do is to paint the "underside" of the view with a given color and maintain the transparency of rounded corners when they are flipped over.
So, if an underside pixel is "clear" then I want to sample the pixel at that position on the original layer instead of the "curl effect" pixel.
There are two comments in the shader below where I check the alpha, and underside flags, and paint the color red as a debug test.
The shader gives this result:
The outside of those rounded corners is appropriately red and the white border pixels are detected as "not-clear". But the "inner" portion of the border is... mistakingly red?
I don't get it. Any help would be appreciated. I feel tapped out and I don't have any IRL resources I can ask.
//
// PageCurl.metal
// ShaderDemo3
//
// Created by HIROKI IKEUCHI on 2023/10/17.
//
#include <metal_stdlib>
#include <SwiftUI/SwiftUI_Metal.h>
using namespace metal;
#define pi float(3.14159265359)
#define blue half4(0.0, 0.0, 1.0, 1.0)
#define red half4(1.0, 0.0, 0.0, 1.0)
#define radius float(0.4)
// そのピクセルの色を返す
[[ stitchable ]] half4 pageCurl
(
float2 _position,
SwiftUI::Layer layer,
float4 bounds,
float2 _clickedPoint,
float2 _mouseCursor
) {
half4 undersideColor = half4(0.5, 0.5, 1.0, 1.0);
float2 originalPosition = _position;
// y座標の補正
float2 position = float2(_position.x, bounds.w - _position.y);
float2 clickedPoint = float2(_clickedPoint.x, bounds.w - _clickedPoint.y);
float2 mouseCursor = float2(_mouseCursor.x, bounds.w - _mouseCursor.y);
float aspect = bounds.z / bounds.w;
float2 uv = position * float2(aspect, 1.) / bounds.zw;
float2 mouse = mouseCursor.xy * float2(aspect, 1.) / bounds.zw;
float2 mouseDir = normalize(abs(clickedPoint.xy) - mouseCursor.xy);
float2 origin = clamp(mouse - mouseDir * mouse.x / mouseDir.x, 0., 1.);
float mouseDist = clamp(length(mouse - origin)
+ (aspect - (abs(clickedPoint.x) / bounds.z) * aspect) / mouseDir.x, 0., aspect / mouseDir.x);
if (mouseDir.x < 0.)
{
mouseDist = distance(mouse, origin);
}
float proj = dot(uv - origin, mouseDir);
float dist = proj - mouseDist;
float2 linePoint = uv - dist * mouseDir;
half4 pixel = layer.sample(position);
if (dist > radius)
{
pixel = half4(0.0, 0.0, 0.0, 0.0); // background behind curling layer (note: 0.0 opacity)
pixel.rgb *= pow(clamp(dist - radius, 0., 1.) * 1.5, .2);
}
else if (dist >= 0.0)
{
// THIS PORTION HANDLES THE CURL SHADED PORTION OF THE RESULT
// map to cylinder point
float theta = asin(dist / radius);
float2 p2 = linePoint + mouseDir * (pi - theta) * radius;
float2 p1 = linePoint + mouseDir * theta * radius;
bool underside = (p2.x <= aspect && p2.y <= 1. && p2.x > 0. && p2.y > 0.);
uv = underside ? p2 : p1;
uv = float2(uv.x, 1.0 - uv.y); // invert y
pixel = layer.sample(uv * float2(1. / aspect, 1.) * float2(bounds[2], bounds[3])); // ME<----
if (underside && pixel.a == 0.0) { //<---- PIXEL.A IS 0.0 WHYYYYY
pixel = red;
}
// Commented out while debugging alpha issues
// if (underside && pixel.a == 0.0) {
// pixel = layer.sample(originalPosition);
// } else if (underside) {
// pixel = undersideColor; // underside
// }
// Shadow the pixel being returned
pixel.rgb *= pow(clamp((radius - dist) / radius, 0., 1.), .2);
}
else
{
// THIS PORTION HANDLES THE NON-CURL-SHADED PORTION OF THE SAMPLING.
float2 p = linePoint + mouseDir * (abs(dist) + pi * radius);
bool underside = (p.x <= aspect && p.y <= 1. && p.x > 0. && p.y > 0.);
uv = underside ? p : uv;
uv = float2(uv.x, 1.0 - uv.y); // invert y
pixel = layer.sample(uv * float2(1. / aspect, 1.) * float2(bounds[2], bounds[3])); // ME
if (underside && pixel.a == 0.0) { //<---- PIXEL.A IS 0.0 WHYYYYY
pixel = red;
}
// Commented out while debugging alpha issues
// if (underside && pixel.a == 0.0) {
// // If the new underside pixel is clear, we should sample the original image's pixel.
// pixel = layer.sample(originalPosition);
// } else if (underside) {
// pixel = undersideColor;
// }
}
return pixel;
}
My app uses RealityKit with an arView with World tracking and a scene construction mesh. Working well.
As I understand it, the default camera selection using ARIkit, is ultra wide camera. However, in the camera app, there is a 0.5 option to increase the field of view further.
Is there any way to enable this 0.5x option using code? Or any control over FOV using RealityKit and a mesh?
Thanks!
Topic:
Graphics & Games
SubTopic:
RealityKit
I'm using a class with tangents to render on RealityKit for VisionOS but in Vision26 it cause a crash on App and there not documentation how implement cp_drawable_compute_projection I have tried a few options but without success. Could you help me to implement it ?
The part of code is:
return drawable.views.map { view in
let userViewpointMatrix = (simdDeviceAnchor * view.transform).inverse
let projectionMatrix = ProjectiveTransform3D(
leftTangent: Double(view.tangents[0]),
rightTangent: Double(view.tangents[1]),
topTangent: Double(view.tangents[2]),
bottomTangent: Double(view.tangents[3]),
nearZ: Double(drawable.depthRange.y),
farZ: Double(drawable.depthRange.x),
reverseZ: true
)
let screenSize = SIMD2(x: Int(view.textureMap.viewport.width),
y: Int(view.textureMap.viewport.height))
return ModelRendererViewportDescriptor(viewport: view.textureMap.viewport,
projectionMatrix: .init(projectionMatrix),
viewMatrix: userViewpointMatrix * translationMatrix * rotationMatrix * scalingMatrix * commonUpCalibration,
screenSize: screenSize)
}
I want to turn off my ray-tracing conditionally. There's is_null_acceleration_structure but when I don't bind an acceleration structure (or pass nil to setFragmentAccelerationStructure), I get the following API validation error:
-[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5782: failed assertion `Draw Errors Validation
Fragment Function(vol_deferred_lighting): missing instanceAccelerationStructure binding at index 6 for accelerationStructure[0].
I can turn off API validation and it works, but it seems like I should be able to use nil for the acceleration structure w/o triggering a validation error. Seems like a bug, right?
I suppose I can work around this by creating a separate pipeline with the ray-tracing disabled via a function constant instead of using is_null_acceleration_structure.
(Can we get a ray-tracing tag for questions?)
Hello, Apple!
This post is a bug report for Metal driver in MacOS Sequoia.
I'm working on opensource game engine and one of my users reported a bug, on "MacOS Sequoia" + "AMD Radeon RX 6900 XT". Engine crashes, when liking a compute pipeline, with following NSError:
"Compiler encountered an internal error: I"
Offended shader (depth aware blur): https://shader-playground.timjones.io/27565de40391f62f078c891077ba758c
On my end, compiling same shader on M1 (Sonoma) or with offline compiler doesn't reproduce the issue.
Post with bug-report on github: https://github.com/Try/OpenGothic/issues/712
Looking forward for your help and driver fix ;)
Topic:
Graphics & Games
SubTopic:
Metal
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 player, the native Game Center interface opens and begins the matchmaking process.
Almost immediately, 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, the task does not complete when the log appears (our Debug.Log are nerver called).
But if we manually cancel the matchmaking process, the "User cancel" log is correctly triggered.
Here is a code snippet for the request :
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.LogInfo("User cancel"); }, TaskContinuationOptions.OnlyOnCanceled);
matchRequestTask.ContinueWith(t => { Debug.LogInfo("Success"); }, TaskContinuationOptions.OnlyOnRanToCompletion);
We have tested this on multiple devices 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.
Hello,
I created a new project with the provided template for Immersive Environments.
Straight out of box I build to both the Simulator and to Vision Pro and the provided Environment looks like this.
What's interesting is that in Reality Composer Pro, it looks correct so how do I achieve the same look?
Thank you in advance!
I'm building a game with a client-server architecture. Using GKMatch.chooseBestHostingPlayer(_:) rarely works. When I started testing it today, it worked once at the very beginning, and since then it always succeeds on one client and returns nil on the other client. I'm testing with a Mac and an iPhone. Sometimes it fails on the Mac, sometimes on the iPhone. On the device that it succeeds on, the provided host can be the device itself or the other one.
I created FB9583628 in August 2021, but after the Feedback Assistant team replied that they are not able to reproduce it, the feedback never went forward.
import SceneKit
import GameKit
#if os(macOS)
typealias ViewController = NSViewController
#else
typealias ViewController = UIViewController
#endif
class GameViewController: ViewController, GKMatchmakerViewControllerDelegate, GKMatchDelegate {
var match: GKMatch?
var matchStarted = false
override func viewDidLoad() {
super.viewDidLoad()
GKLocalPlayer.local.authenticateHandler = authenticate
}
private func authenticate(_ viewController: ViewController?, _ error: Error?) {
#if os(macOS)
if let viewController = viewController {
presentAsSheet(viewController)
} else if let error = error {
print(error)
} else {
print("authenticated as \(GKLocalPlayer.local.gamePlayerID)")
let viewController = GKMatchmakerViewController(matchRequest: defaultMatchRequest())!
viewController.matchmakerDelegate = self
GKDialogController.shared().present(viewController)
}
#else
if let viewController = viewController {
present(viewController, animated: true)
} else if let error = error {
print(error)
} else {
print("authenticated as \(GKLocalPlayer.local.gamePlayerID)")
let viewController = GKMatchmakerViewController(matchRequest: defaultMatchRequest())!
viewController.matchmakerDelegate = self
present(viewController, animated: true)
}
#endif
}
private func defaultMatchRequest() -> GKMatchRequest {
let request = GKMatchRequest()
request.minPlayers = 2
request.maxPlayers = 2
request.defaultNumberOfPlayers = 2
request.inviteMessage = "Ciao!"
return request
}
func matchmakerViewControllerWasCancelled(_ viewController: GKMatchmakerViewController) {
print("cancelled")
}
func matchmakerViewController(_ viewController: GKMatchmakerViewController, didFailWithError error: Error) {
print(error)
}
func matchmakerViewController(_ viewController: GKMatchmakerViewController, didFind match: GKMatch) {
self.match = match
match.delegate = self
startMatch()
}
func match(_ match: GKMatch, player: GKPlayer, didChange state: GKPlayerConnectionState) {
print("\(player.gamePlayerID) changed state to \(String(describing: state))")
startMatch()
}
func startMatch() {
let match = match!
if matchStarted || match.expectedPlayerCount > 0 {
return
}
print("starting match with local player \(GKLocalPlayer.local.gamePlayerID) and remote players \(match.players.map({ $0.gamePlayerID }))")
match.chooseBestHostingPlayer { host in
print("host is \(String(describing: host?.gamePlayerID))")
}
}
}
Hello, I am experiencing an issue with a character animation using RealityKit.
I have a file created in Blender that contains the rigged Character, a sword, and a shield. The sword and the shield have bones connected to the character's hands so they can follow the character's animation. When I run the animation in Blender and preview the exported USDZ file on Mac, I can see the sword and shield attached to the hands and the animation is fine. But when I add the USDZ model in RealityKit and play the animation, only the character is animating, the sword and the shield are not moving at all.
This is the code I use to animate the character:
private func loadAnimations() {
let unifiedAnimations = children[0].availableAnimations.first!.definition
let animationResource = try! AnimationResource.generate(with: unifiedAnimations)
self.children[0].playAnimation(
animationResource.repeat()
)
}
Here is a link with a Demo Xcode project, the Blender file, and a video:
https://www.dropbox.com/scl/fi/ypq2iwxc5f9dwzjggsvin/AppleTest.zip?rlkey=wiag3rg44urhjdh2wal8cdx2u&st=vbpf7x11&dl=0
STEPS TO REPRODUCE
I have created a demo project that displays the character on a horizontal surface, and the animation starts playing.
Run the App. The ARView will be set up, and a yellow square will appear in the middle of the screen.
When a horizontal surface is detected the yellow Square will change indicating that the surface is found.
Tap on the screen to load the USDZ model and position it in the yellow square's position.
The Animation will start playing and you can see that the character is animating, but the sword and shield remain still.
Thanks
Topic:
Graphics & Games
SubTopic:
RealityKit
Into a SKScene, I add a SCNSphere as a child of SKShapeNode, as depicted below.
When the sphere hit another node (the fence in the example) the sphere is deformed as it were elastic.
I didn't found any information about elastic properties.
Someone know a way to avoid the deformation?
import SwiftUI
import SpriteKit
import SceneKit
@main struct MyApp: App
{
var body: some Scene
{
WindowGroup {SpriteView(scene: GameSceneSK(size: UIScreen.main.bounds.size))}
}
}
class GameSceneSK: SKScene
{
override func sceneDidLoad() {
var fencePoints = [
CGPoint(x: 300, y: 0), CGPoint(x: 300, y: 400), CGPoint(x: 0, y: 400)
]
let fence = SKShapeNode(points: &fencePoints,
count: fencePoints.count)
fence.physicsBody = SKPhysicsBody(edgeChainFrom: fence.path!)
addChild(fence)
let sphereGeometry = SCNSphere(radius: 20)
let sphereNode = SCNNode(geometry: sphereGeometry)
let sphereScnScene = SCNScene()
sphereScnScene.rootNode.addChildNode(sphereNode)
let ball3D = SK3DNode(viewportSize: CGSize(width: 40,
height: 40))
ball3D.scnScene = sphereScnScene
let ball = SKShapeNode(circleOfRadius: 20)
ball.physicsBody = SKPhysicsBody(circleOfRadius: 20)
ball.addChild(ball3D)
physicsWorld.gravity = CGVector(dx: 0.2, dy: 0.2)
addChild(ball)
}
}
In the SceneKit framework, I want to render a point cloud and need to set the minimumPointScreenSpaceRadius property of the SCNGeometryElement class, but it doesn't work. I searched for related issues on the Internet, but didn't get a final solution.
Here is my code:
- (SCNGeometry *)createGeometryWithVector3Data:(NSData *)vData colorData: (NSData * _Nullable)cData{
int stride = sizeof(SCNVector3);
long count = vData.length / stride;
SCNGeometrySource *dataSource = [SCNGeometrySource geometrySourceWithData:vData
semantic:SCNGeometrySourceSemanticVertex
vectorCount:count
floatComponents:YES
componentsPerVector:3
bytesPerComponent:sizeof(float)
dataOffset:0
dataStride:stride];
SCNGeometryElement *element = [SCNGeometryElement geometryElementWithData:nil
primitiveType:SCNGeometryPrimitiveTypePoint
primitiveCount:count
bytesPerIndex:sizeof(int)];
element.minimumPointScreenSpaceRadius = 1.0; // not work
element.maximumPointScreenSpaceRadius = 20.0;
SCNGeometry *pointCloudGeometry;
SCNGeometrySource *colorSource;
if (cData && cData.length != 0) {
colorSource = [SCNGeometrySource geometrySourceWithData:cData
semantic:SCNGeometrySourceSemanticColor
vectorCount:count
floatComponents:YES
componentsPerVector:3
bytesPerComponent:sizeof(float)
dataOffset:0
dataStride:stride];
pointCloudGeometry = [SCNGeometry geometryWithSources:@[dataSource, colorSource] elements:@[element]];
} else {
pointCloudGeometry = [SCNGeometry geometryWithSources:@[dataSource] elements:@[element]];
}
return pointCloudGeometry;
}
I’m trying to create a CGContext that matches my screen using the following code
let context = CGContext(
data: pixelBuffer,
width: pixelWidth, // 3456
height: pixelHeight, // 2234
bitsPerComponent: 10, // PixelEncoding = "--RRRRRRRRRRGGGGGGGGGGBBBBBBBBBB"
bytesPerRow: bytesPerRow, // 13824
space: CGColorSpace(name: CGColorSpace.extendedSRGB)!,
bitmapInfo: CGImageAlphaInfo.none.rawValue
| CGImagePixelFormatInfo.RGBCIF10.rawValue
| CGImageByteOrderInfo.order16Little.rawValue
)
But it fails with an error
CGBitmapContextCreate: unsupported parameter combination:
RGB
10 bits/component, integer
13824 bytes/row
kCGImageAlphaNone
kCGImageByteOrder16Little
kCGImagePixelFormatRGBCIF10
Valid parameters for RGB color space model are:
16 bits per pixel, 5 bits per component, kCGImageAlphaNoneSkipFirst
32 bits per pixel, 8 bits per component, kCGImageAlphaNoneSkipFirst
32 bits per pixel, 8 bits per component, kCGImageAlphaNoneSkipLast
32 bits per pixel, 8 bits per component, kCGImageAlphaPremultipliedFirst
32 bits per pixel, 8 bits per component, kCGImageAlphaPremultipliedLast
32 bits per pixel, 10 bits per component, kCGImageAlphaNone|kCGImagePixelFormatRGBCIF10|kCGImageByteOrder16Little
64 bits per pixel, 16 bits per component, kCGImageAlphaPremultipliedLast
64 bits per pixel, 16 bits per component, kCGImageAlphaNoneSkipLast
64 bits per pixel, 16 bits per component, kCGImageAlphaPremultipliedLast|kCGBitmapFloatComponents|kCGImageByteOrder16Little
64 bits per pixel, 16 bits per component, kCGImageAlphaNoneSkipLast|kCGBitmapFloatComponents|kCGImageByteOrder16Little
128 bits per pixel, 32 bits per component, kCGImageAlphaPremultipliedLast|kCGBitmapFloatComponents
128 bits per pixel, 32 bits per component, kCGImageAlphaNoneSkipLast|kCGBitmapFloatComponents
See Quartz 2D Programming Guide (available online) for more information.
Why is it unsupported if it matches the 6th option? (32 bits per pixel, 10 bits per component, kCGImageAlphaNone|kCGImagePixelFormatRGBCIF10|kCGImageByteOrder16Little)