Delve into the world of graphics and game development. Discuss creating stunning visuals, optimizing game mechanics, and share resources for game developers.

All subtopics
Posts under Graphics & Games topic

Post

Replies

Boosts

Views

Activity

Cannot load .mtlpackage to MTLLibrary
After watching WWDC 2025 session "Combine Metal 4 machine learning and graphics", I have decided to give it a shot to integrate the latest MTL4MachineLearningCommandEncoder to my existing render pipeline. After a lot of trial and errors, I managed to set up the pipeline and have the app compiled. However, I am now stuck on creating a MTLLibrary with .mtlpackage. Here is the code I have to create a MTLLibrary according the WWDC session https://developer.apple.com/videos/play/wwdc2025/262/?time=550: let coreMLFilePath = bundle.path(forResource: "my_model", ofType: "mtlpackage")! let coreMLURL = URL(string: coreMLFilePath)! do { metalDevice.makeLibrary(URL: coreMLURL) } catch { print("error: \(error)") } With the above code, I am getting error: Error Domain=MTLLibraryErrorDomain Code=1 "Invalid metal package" UserInfo={NSLocalizedDescription=Invalid metal package} What is the correct way to create a MTLLibrary with .mtlpackage? Do I see this error because the .mtlpackage I am using is incorrect? How should I go with debugging this? I'd really appreciate if I could get some help on this as I have been stuck with it for some time now. Thanks in advance!
1
0
482
Apr ’26
SpriteKit FPS drops significantly on iOS 26.3.1 when touching screen, even in minimal scene
Title: SpriteKit FPS drops significantly on iOS 26.3.1 when touching screen, even in a minimal scene Summary: On a real device running iOS 26.3.1, FPS drops significantly in a very simple SpriteKit scene when touching or moving a finger on the screen. This happens even with a minimal setup where update(_:), touchesBegan, and touchesMoved are not overridden. Because the issue reproduces in a minimal scene, I suspect a performance regression in SpriteKit and/or iOS rather than in app-specific logic. Environment: OS: iOS 26.3.1 Device: iPhone 12 Xcode: 26.3 Build Configuration: Release Framework: SpriteKit FPS measurement: SKView.showsFPS = true Steps to Reproduce: Present a minimal SpriteKit scene. Enable SKView.showsFPS = true. Add only a very small number of nodes to the scene. Do not override update(_:), touchesBegan, or touchesMoved. Repeatedly tap the screen or move a finger around. Actual Result: The scene stays around 60 FPS when idle. FPS drops significantly when touching or moving a finger on the screen. The drop appears to get worse as the node count increases. The issue still reproduces even if touchesMoved is empty or not overridden at all. Expected Result: A minimal scene like this should remain close to 60 FPS even while touching the screen. At minimum, FPS should not drop this much when the app does not perform meaningful touch handling. Notes: Time Profiler does not point to a clear heavy app-specific function; instead, frame time worsens during touch interaction. Since this also reproduces in a minimal scene, I do not believe the root cause is only in my game logic. Similar reports exist describing SpriteKit framerate drops on recent iOS versions, including cases where the issue appears in very simple scenes. Minimal Reproducible Code: import SpriteKit final class TestScene: SKScene { override func didMove(to view: SKView) { backgroundColor = .black scaleMode = .resizeFill let textures = [ SKTexture(imageNamed: "title1"), SKTexture(imageNamed: "title2"), SKTexture(imageNamed: "title3"), SKTexture(imageNamed: "title4"), SKTexture(imageNamed: "title5"), ] let node = SKSpriteNode(texture: textures[0]) node.position = CGPoint(x: size.width * 0.5, y: size.height * 0.5) addChild(node) let anim = SKAction.animate( with: textures, timePerFrame: 8.0 / 60.0, resize: false, restore: false ) node.run(.repeatForever(anim)) } } import UIKit import SpriteKit final class GameViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() let skView = SKView(frame: view.bounds) skView.showsFPS = true skView.showsNodeCount = true skView.ignoresSiblingOrder = true skView.preferredFrameRate = 60 view.addSubview(skView) let scene = TestScene(size: skView.bounds.size) skView.presentScene(scene) } }
1
0
281
Apr ’26
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.
1
0
243
Aug ’25
Unable to package in UE5.6
Im new in the Mac area but for sure not UE. Windows is a long process to packaging but it could be done. All the documentation for Epic and from the internet is basically non existent with exactly how to package a project within UE. I have Xcode installed which makes sense, agreed to terms and install for MacOS, I've been able to make a project for several weeks now and want to package for a test run for my friends to play on Windows. Now I just get this in the log: UATHelper: Packaging (Mac): ERROR: Failed to finalize the .app with Xcode. Check the log for more information UATHelper: Packaging (Mac): Trace written to file /Users/rileysleger/Library/Logs/Unreal Engine/LocalBuildLogs/UBA-ProjectNightTerror-Mac-Development.uba with size 12.6kb UATHelper: Packaging (Mac): Total time in Unreal Build Accelerator local executor: 8.12 seconds UATHelper: Packaging (Mac): Result: Failed (OtherCompilationError) UATHelper: Packaging (Mac): Total execution time: 9.71 seconds PackagingResults: Error: Failed to finalize the .app with Xcode. Check the log for more information UATHelper: Packaging (Mac): Took 9.77s to run dotnet, ExitCode=6 UATHelper: Packaging (Mac): UnrealBuildTool failed. See log for more details. (/Users/rileysleger/Library/Logs/Unreal Engine/LocalBuildLogs/UBA-ProjectNightTerror-Mac-Development.txt) UATHelper: Packaging (Mac): AutomationTool executed for 0h 0m 10s UATHelper: Packaging (Mac): AutomationTool exiting with ExitCode=6 (6) UATHelper: Packaging (Mac): RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 6 PackagingResults: Error: AutomationTool was unable to run successfully. Exited with code: 6 PackagingResults: Error: Unknown Error This absolutely makes no sense to me. Anyone have ideas?
2
0
330
Jul ’25
Xcode Metal Capture crash when using MTLSamplerState
The sample code just draw a triangle and sample texture. both sample code can draw a correct triangle and sample texture as expected. there are no error message from terminal. Sample code using constexpr Sampler can capture and replay well. Sample code using a argumentTable to bind a MTLSamplerState was crashed when using Metal capture and replay on Xcode. Here are sample codes. Sample Code Test Environment: M1 Pro MacOS 26.3 (25D125) Xcode Version 26.2 (17C52) Feedback ID: FB22031701
2
0
410
Apr ’26
Game Center SignIn alert appears on macOS 26 (Tahoe) without capability or entitlement
Hello, On macOS 26 (Tahoe), when building a OSX app that includes GameKit code, calling GKLocalPlayer.local.authenticateHandler shows the "Sign In to Game Center" alert (e.g. didShowFullscreenSignIn) — even if the app does not have the Game Center capability enabled or any related entitlement (com.apple.developer.game-center). This alert only appears when the user is not signed in to Game Center in system settings. However, when testing the same code path on iOS app built with macOS 26 (Tahoe), the alert does not appear unless the proper capability and entitlement are included. This behavior is different from macOS 15 (Sequoia) + Xcode 15.x. Prior to the update, Game Center features did not work at all even with the OSX app without Capability and Entitlements. Steps to Reproduce Create a new OSX app target (App Sandbox enabled, no Game Center capability). Add minimal GameKit code: GKLocalPlayer.local.authenticateHandler = { _, _, _ in } Build OSX app and run on macOS 26 (Tahoe). Ensure Game Center is signed out in System Settings. Observe: “Sign In to Game Center” alert appears automatically. Expected Behavior When Game Center capability and entitlement are not present, authenticateHandler should fail silently, and no signIn alert should appear. Actual Behavior On OSX app, the Game Center signIn UI appears even without any Game Center capability or entitlement. On iOS app, this alert does not appear. *Build Configuration: built with the same condition. (macOS 26 + Xcode 26) Question Could you please confirm whether this behavior is an intentional change in macOS 26 or a bug only for OSX apps in the GameKit authentication flow? Thank you.
2
0
538
Oct ’25
Gestures not working correctly when setting the fov orientation to .horizontal
Hi there, I've discovered an issue with gesture handling in RealityKit when setting the camera’s fieldOfViewOrientation to horizontal. For instance, if I render a simple box at the center of the view with a collision shape that exactly matches its dimensions, the actual hit area behaves as if it's smaller than the box. Additionally, when attempting to drag the box away from the center, the hit area appears misaligned—offset slightly towards the center. Since the default fieldOfViewOrientation is vertical and everything works as expected in that mode, it seems that the gesture system might be assuming a vertical FOV. Given that the API allows setting it to horizontal, perhaps gestures should function correctly regardless of the orientation? Thank you!
2
0
878
Apr ’26
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.
1
0
263
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.
2
0
365
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
14
0
1.6k
Aug ’25
CustomMetalView sample uses deprecated functions - update?
The sample code here, has code like: // Create a display link capable of being used with all active displays cvReturn = CVDisplayLinkCreateWithActiveCGDisplays(&_displayLink); But that function's doc says it's deprecated and to use NSView/NSWindow/NSScreen displayLink instead. That returns CADisplayLink, not CVDisplayLink. Also the documentation for that displayLink method is completely empty. I'm not sure if I'm supposed to add it to run loop, or what, after I get it. It would be nice to get an updated version of this sample project and/or have some documentation in NSView.displayLink
2
0
412
Jul ’25
SceneKit shader compile and cache issues? :(
I'm making an apple watch game and it's running so smooth and nice while developing but I ran into a showstopping problem that I wouldn't even have noticed until i deleted the app and reinstalled... Every first-run on a freshly installed copy of the game has major frame hitches as it loads assets. Every run after that has ZERO hitches and runs like butter. Even if i install a new version on top of the old one (which is why i never noticed this problem in my almost finished game) it runs smooth. Framerate issues come back if I delete and reinstall. I think it's compiling shaders or caching geometry but I haven't been able to trick it into doing the hard work during non-critical moments in the game. I've tried preloading assets in the main menu, loading at the start of the level, loading and rendering in a tiny part of the screen, rendering behind dialog boxes... it seems no matter what i can only get rid of the frame hitches after the game has been played through once... and I'm going to lose all customers on that first terrible impression even though the game is actually really good and fun when it's running properly... Any suggestions how i can prewarm/precompile the assets to avoid framerate hitches and freezes during gameplay? I thought I was so close to release but I feel this is un-shippable! I can send a link to my test flight build to anyone that wants to see the problem first hand. Also please note that I am artist-forward with a technical lean, but certainly not a real programmer, unfortunately. Jiovanie
1
0
222
Apr ’26
RealityKit VideoMaterial renders pink on iOS 18
our app is live, and it appears that since the ios 18 update - the VideoMaterial renders pink / purple color instead of the video (picture attached). the audio is rendered properly. we found that it occurs on old devices: iPhone 11 & iPhone SE 2020. I've found this thread of Andy Jazz on stackoverflow: Steps to Reproduce: Create a plane for the video screen. Apply a VideoMaterial using AVPlayerItem. Anchor the model entity to an ARImageAnchor. Expected Outcome: The video should play as a material on the plane in RealityKit. Actual Outcome: On iOS 18, the plane appears pink, indicating the VideoMaterial isn’t applied. What I’ve Tried: -Verified the video URL is correct. -Checked that the AVPlayerItem and VideoMaterial are initialised correctly. -Ensured the AVPlayer is playing the video. I also tried different formats (mov / mp4 / m4v), and verifying that the video's status is readyToPlay. any suggestions?
1
0
294
Jun ’25
How to play Vorbis/OGG files with swift?
Does anyone have a working example on how to play OGG files with swift? I've been trying for over a year now. I was able to wrap the C Vorbis library in swift. I then used it to parse an OGG file successfully. Then I was required to use Obj-C&#92;&#43;+ to fill the PCM because this method seems to only be available in C&#92;&#43;+ and that part hangs my app for a good 40 seconds to several minutes depending on the audio file, it then plays for about 2 seconds and then crashes. I can't get the examples on the Vorbis site to work in objective-c and i tried every example on github I could find (most of which are for iOS - I want to play the files on mac) I also tried using Cricket Audio framework below. https://github.com/sjmerel/ck It has a swift example and it can play their proprietary soundbank format but it is also supposed to play OGG and it just doesn't do anything when trying to play OGG as you can see in the posted issue https://github.com/sjmerel/ck/issues/3 Right now I believe every player that can play OGGs on mac is written in Objective-C or C++. Anyway, any help/advice is appreciated. OGG format is very prevalent in the gaming community. I could use unity, which I believe plays oggs through the mono framework but I really really want to stay in swift.
2
0
4.6k
Jul ’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.
3
0
615
Aug ’25
RealityView postProcess effect depth texture
Hello, Question re: iOS RealityView postProcess. I've got a working postProcess kernel and I'd like to add some depth-based effects to it. Theoretically I should be able to just do: encoder.setTexture(context.sourceDepthTexture, index: 1) and then in the kernel: texture2d<float, access::read> depthIn [[texture(1)]] ... outTexture.write(depthIn.read(gid), gid); And I consistently see all black rendered to the view. The postProcess shader works, so that's not the issue. It just seems to not be receiving actual depth information. (If I set a breakpoint at the encoder setTexture step, I can see preview the color texture of the scene, but the context's depthTexture looks like all NaN / blank.) I've looked at all the WWDC samples, but they include ARView for all the depth sample code, which has a different set of configuration options than RealityView. So far I haven't seen anywhere to explicitly tell RealityView "include the depth information". So I'm not sure if I'm missing something there. It appears that there is indeed a depth texture being passed, but it looks blank. Is there a working example somewhere that we can reference?
2
0
699
Nov ’25
Cannot load .mtlpackage to MTLLibrary
After watching WWDC 2025 session "Combine Metal 4 machine learning and graphics", I have decided to give it a shot to integrate the latest MTL4MachineLearningCommandEncoder to my existing render pipeline. After a lot of trial and errors, I managed to set up the pipeline and have the app compiled. However, I am now stuck on creating a MTLLibrary with .mtlpackage. Here is the code I have to create a MTLLibrary according the WWDC session https://developer.apple.com/videos/play/wwdc2025/262/?time=550: let coreMLFilePath = bundle.path(forResource: "my_model", ofType: "mtlpackage")! let coreMLURL = URL(string: coreMLFilePath)! do { metalDevice.makeLibrary(URL: coreMLURL) } catch { print("error: \(error)") } With the above code, I am getting error: Error Domain=MTLLibraryErrorDomain Code=1 "Invalid metal package" UserInfo={NSLocalizedDescription=Invalid metal package} What is the correct way to create a MTLLibrary with .mtlpackage? Do I see this error because the .mtlpackage I am using is incorrect? How should I go with debugging this? I'd really appreciate if I could get some help on this as I have been stuck with it for some time now. Thanks in advance!
Replies
1
Boosts
0
Views
482
Activity
Apr ’26
SpriteKit FPS drops significantly on iOS 26.3.1 when touching screen, even in minimal scene
Title: SpriteKit FPS drops significantly on iOS 26.3.1 when touching screen, even in a minimal scene Summary: On a real device running iOS 26.3.1, FPS drops significantly in a very simple SpriteKit scene when touching or moving a finger on the screen. This happens even with a minimal setup where update(_:), touchesBegan, and touchesMoved are not overridden. Because the issue reproduces in a minimal scene, I suspect a performance regression in SpriteKit and/or iOS rather than in app-specific logic. Environment: OS: iOS 26.3.1 Device: iPhone 12 Xcode: 26.3 Build Configuration: Release Framework: SpriteKit FPS measurement: SKView.showsFPS = true Steps to Reproduce: Present a minimal SpriteKit scene. Enable SKView.showsFPS = true. Add only a very small number of nodes to the scene. Do not override update(_:), touchesBegan, or touchesMoved. Repeatedly tap the screen or move a finger around. Actual Result: The scene stays around 60 FPS when idle. FPS drops significantly when touching or moving a finger on the screen. The drop appears to get worse as the node count increases. The issue still reproduces even if touchesMoved is empty or not overridden at all. Expected Result: A minimal scene like this should remain close to 60 FPS even while touching the screen. At minimum, FPS should not drop this much when the app does not perform meaningful touch handling. Notes: Time Profiler does not point to a clear heavy app-specific function; instead, frame time worsens during touch interaction. Since this also reproduces in a minimal scene, I do not believe the root cause is only in my game logic. Similar reports exist describing SpriteKit framerate drops on recent iOS versions, including cases where the issue appears in very simple scenes. Minimal Reproducible Code: import SpriteKit final class TestScene: SKScene { override func didMove(to view: SKView) { backgroundColor = .black scaleMode = .resizeFill let textures = [ SKTexture(imageNamed: "title1"), SKTexture(imageNamed: "title2"), SKTexture(imageNamed: "title3"), SKTexture(imageNamed: "title4"), SKTexture(imageNamed: "title5"), ] let node = SKSpriteNode(texture: textures[0]) node.position = CGPoint(x: size.width * 0.5, y: size.height * 0.5) addChild(node) let anim = SKAction.animate( with: textures, timePerFrame: 8.0 / 60.0, resize: false, restore: false ) node.run(.repeatForever(anim)) } } import UIKit import SpriteKit final class GameViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() let skView = SKView(frame: view.bounds) skView.showsFPS = true skView.showsNodeCount = true skView.ignoresSiblingOrder = true skView.preferredFrameRate = 60 view.addSubview(skView) let scene = TestScene(size: skView.bounds.size) skView.presentScene(scene) } }
Replies
1
Boosts
0
Views
281
Activity
Apr ’26
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.
Replies
1
Boosts
0
Views
243
Activity
Aug ’25
Unable to package in UE5.6
Im new in the Mac area but for sure not UE. Windows is a long process to packaging but it could be done. All the documentation for Epic and from the internet is basically non existent with exactly how to package a project within UE. I have Xcode installed which makes sense, agreed to terms and install for MacOS, I've been able to make a project for several weeks now and want to package for a test run for my friends to play on Windows. Now I just get this in the log: UATHelper: Packaging (Mac): ERROR: Failed to finalize the .app with Xcode. Check the log for more information UATHelper: Packaging (Mac): Trace written to file /Users/rileysleger/Library/Logs/Unreal Engine/LocalBuildLogs/UBA-ProjectNightTerror-Mac-Development.uba with size 12.6kb UATHelper: Packaging (Mac): Total time in Unreal Build Accelerator local executor: 8.12 seconds UATHelper: Packaging (Mac): Result: Failed (OtherCompilationError) UATHelper: Packaging (Mac): Total execution time: 9.71 seconds PackagingResults: Error: Failed to finalize the .app with Xcode. Check the log for more information UATHelper: Packaging (Mac): Took 9.77s to run dotnet, ExitCode=6 UATHelper: Packaging (Mac): UnrealBuildTool failed. See log for more details. (/Users/rileysleger/Library/Logs/Unreal Engine/LocalBuildLogs/UBA-ProjectNightTerror-Mac-Development.txt) UATHelper: Packaging (Mac): AutomationTool executed for 0h 0m 10s UATHelper: Packaging (Mac): AutomationTool exiting with ExitCode=6 (6) UATHelper: Packaging (Mac): RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 6 PackagingResults: Error: AutomationTool was unable to run successfully. Exited with code: 6 PackagingResults: Error: Unknown Error This absolutely makes no sense to me. Anyone have ideas?
Replies
2
Boosts
0
Views
330
Activity
Jul ’25
RealityKit convexCast causing a crash
Had anyone experienced convexCast causing a crash and what might be behind it? Here's the call stack:
Replies
1
Boosts
0
Views
144
Activity
Jun ’25
Xcode Metal Capture crash when using MTLSamplerState
The sample code just draw a triangle and sample texture. both sample code can draw a correct triangle and sample texture as expected. there are no error message from terminal. Sample code using constexpr Sampler can capture and replay well. Sample code using a argumentTable to bind a MTLSamplerState was crashed when using Metal capture and replay on Xcode. Here are sample codes. Sample Code Test Environment: M1 Pro MacOS 26.3 (25D125) Xcode Version 26.2 (17C52) Feedback ID: FB22031701
Replies
2
Boosts
0
Views
410
Activity
Apr ’26
Game Center SignIn alert appears on macOS 26 (Tahoe) without capability or entitlement
Hello, On macOS 26 (Tahoe), when building a OSX app that includes GameKit code, calling GKLocalPlayer.local.authenticateHandler shows the "Sign In to Game Center" alert (e.g. didShowFullscreenSignIn) — even if the app does not have the Game Center capability enabled or any related entitlement (com.apple.developer.game-center). This alert only appears when the user is not signed in to Game Center in system settings. However, when testing the same code path on iOS app built with macOS 26 (Tahoe), the alert does not appear unless the proper capability and entitlement are included. This behavior is different from macOS 15 (Sequoia) + Xcode 15.x. Prior to the update, Game Center features did not work at all even with the OSX app without Capability and Entitlements. Steps to Reproduce Create a new OSX app target (App Sandbox enabled, no Game Center capability). Add minimal GameKit code: GKLocalPlayer.local.authenticateHandler = { _, _, _ in } Build OSX app and run on macOS 26 (Tahoe). Ensure Game Center is signed out in System Settings. Observe: “Sign In to Game Center” alert appears automatically. Expected Behavior When Game Center capability and entitlement are not present, authenticateHandler should fail silently, and no signIn alert should appear. Actual Behavior On OSX app, the Game Center signIn UI appears even without any Game Center capability or entitlement. On iOS app, this alert does not appear. *Build Configuration: built with the same condition. (macOS 26 + Xcode 26) Question Could you please confirm whether this behavior is an intentional change in macOS 26 or a bug only for OSX apps in the GameKit authentication flow? Thank you.
Replies
2
Boosts
0
Views
538
Activity
Oct ’25
Gestures not working correctly when setting the fov orientation to .horizontal
Hi there, I've discovered an issue with gesture handling in RealityKit when setting the camera’s fieldOfViewOrientation to horizontal. For instance, if I render a simple box at the center of the view with a collision shape that exactly matches its dimensions, the actual hit area behaves as if it's smaller than the box. Additionally, when attempting to drag the box away from the center, the hit area appears misaligned—offset slightly towards the center. Since the default fieldOfViewOrientation is vertical and everything works as expected in that mode, it seems that the gesture system might be assuming a vertical FOV. Given that the API allows setting it to horizontal, perhaps gestures should function correctly regardless of the orientation? Thank you!
Replies
2
Boosts
0
Views
878
Activity
Apr ’26
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.
Replies
1
Boosts
0
Views
263
Activity
Aug ’25
Noob ios 26 for game mobile legend só lag 🤮🤮
Why you don’t fix that ?
Replies
1
Boosts
0
Views
421
Activity
Apr ’26
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.
Replies
2
Boosts
0
Views
365
Activity
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
Replies
14
Boosts
0
Views
1.6k
Activity
Aug ’25
Customize the Metal Performance HUD on Apple TV
Hi there, Is it possible to customize the Metal Performance HUD on Apple TV, similar to how it can be done on iPhone & iPad? Would like to see things like Compiled Shaders for my Apps on tvOS .
Replies
3
Boosts
0
Views
391
Activity
Aug ’25
CustomMetalView sample uses deprecated functions - update?
The sample code here, has code like: // Create a display link capable of being used with all active displays cvReturn = CVDisplayLinkCreateWithActiveCGDisplays(&_displayLink); But that function's doc says it's deprecated and to use NSView/NSWindow/NSScreen displayLink instead. That returns CADisplayLink, not CVDisplayLink. Also the documentation for that displayLink method is completely empty. I'm not sure if I'm supposed to add it to run loop, or what, after I get it. It would be nice to get an updated version of this sample project and/or have some documentation in NSView.displayLink
Replies
2
Boosts
0
Views
412
Activity
Jul ’25
The problem of suspending the device in game mode
https://developer.apple.com/forums/profile/mozheralqahtani
Replies
1
Boosts
0
Views
381
Activity
Nov ’25
SceneKit shader compile and cache issues? :(
I'm making an apple watch game and it's running so smooth and nice while developing but I ran into a showstopping problem that I wouldn't even have noticed until i deleted the app and reinstalled... Every first-run on a freshly installed copy of the game has major frame hitches as it loads assets. Every run after that has ZERO hitches and runs like butter. Even if i install a new version on top of the old one (which is why i never noticed this problem in my almost finished game) it runs smooth. Framerate issues come back if I delete and reinstall. I think it's compiling shaders or caching geometry but I haven't been able to trick it into doing the hard work during non-critical moments in the game. I've tried preloading assets in the main menu, loading at the start of the level, loading and rendering in a tiny part of the screen, rendering behind dialog boxes... it seems no matter what i can only get rid of the frame hitches after the game has been played through once... and I'm going to lose all customers on that first terrible impression even though the game is actually really good and fun when it's running properly... Any suggestions how i can prewarm/precompile the assets to avoid framerate hitches and freezes during gameplay? I thought I was so close to release but I feel this is un-shippable! I can send a link to my test flight build to anyone that wants to see the problem first hand. Also please note that I am artist-forward with a technical lean, but certainly not a real programmer, unfortunately. Jiovanie
Replies
1
Boosts
0
Views
222
Activity
Apr ’26
RealityKit VideoMaterial renders pink on iOS 18
our app is live, and it appears that since the ios 18 update - the VideoMaterial renders pink / purple color instead of the video (picture attached). the audio is rendered properly. we found that it occurs on old devices: iPhone 11 & iPhone SE 2020. I've found this thread of Andy Jazz on stackoverflow: Steps to Reproduce: Create a plane for the video screen. Apply a VideoMaterial using AVPlayerItem. Anchor the model entity to an ARImageAnchor. Expected Outcome: The video should play as a material on the plane in RealityKit. Actual Outcome: On iOS 18, the plane appears pink, indicating the VideoMaterial isn’t applied. What I’ve Tried: -Verified the video URL is correct. -Checked that the AVPlayerItem and VideoMaterial are initialised correctly. -Ensured the AVPlayer is playing the video. I also tried different formats (mov / mp4 / m4v), and verifying that the video's status is readyToPlay. any suggestions?
Replies
1
Boosts
0
Views
294
Activity
Jun ’25
How to play Vorbis/OGG files with swift?
Does anyone have a working example on how to play OGG files with swift? I've been trying for over a year now. I was able to wrap the C Vorbis library in swift. I then used it to parse an OGG file successfully. Then I was required to use Obj-C&#92;&#43;+ to fill the PCM because this method seems to only be available in C&#92;&#43;+ and that part hangs my app for a good 40 seconds to several minutes depending on the audio file, it then plays for about 2 seconds and then crashes. I can't get the examples on the Vorbis site to work in objective-c and i tried every example on github I could find (most of which are for iOS - I want to play the files on mac) I also tried using Cricket Audio framework below. https://github.com/sjmerel/ck It has a swift example and it can play their proprietary soundbank format but it is also supposed to play OGG and it just doesn't do anything when trying to play OGG as you can see in the posted issue https://github.com/sjmerel/ck/issues/3 Right now I believe every player that can play OGGs on mac is written in Objective-C or C++. Anyway, any help/advice is appreciated. OGG format is very prevalent in the gaming community. I could use unity, which I believe plays oggs through the mono framework but I really really want to stay in swift.
Replies
2
Boosts
0
Views
4.6k
Activity
Jul ’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.
Replies
3
Boosts
0
Views
615
Activity
Aug ’25
RealityView postProcess effect depth texture
Hello, Question re: iOS RealityView postProcess. I've got a working postProcess kernel and I'd like to add some depth-based effects to it. Theoretically I should be able to just do: encoder.setTexture(context.sourceDepthTexture, index: 1) and then in the kernel: texture2d<float, access::read> depthIn [[texture(1)]] ... outTexture.write(depthIn.read(gid), gid); And I consistently see all black rendered to the view. The postProcess shader works, so that's not the issue. It just seems to not be receiving actual depth information. (If I set a breakpoint at the encoder setTexture step, I can see preview the color texture of the scene, but the context's depthTexture looks like all NaN / blank.) I've looked at all the WWDC samples, but they include ARView for all the depth sample code, which has a different set of configuration options than RealityView. So far I haven't seen anywhere to explicitly tell RealityView "include the depth information". So I'm not sure if I'm missing something there. It appears that there is indeed a depth texture being passed, but it looks blank. Is there a working example somewhere that we can reference?
Replies
2
Boosts
0
Views
699
Activity
Nov ’25