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Xcode 26 – "Manage Game Progress" not showing achievements/leaderboards on macOS
Hello, When testing GameKit "Manage Game Progress" in Xcode 26: On iOS devices, achievements, leaderboards, and party code data display and work correctly. On macOS devices, none of these data appear in "Manage Game Progress." Is this a known issue with macOS GameKit, or is there a limitation compared to iOS? If it is not a bug, is there any additional configuration needed to make achievements and leaderboards visible on macOS? I also included the GameKit bundle in my macOS app and enabled Enable Debug Mode in GameKit Configuration in the scheme options. Thank you.
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673
Sep ’25
Why Large-Scale Model Scenes Cause Real Device Crashes
Is there any limitation in Vision Pro when loading scenes with large-scale models? ​Test Case: Asset: Composite USDA file containing ​10 individual models​ (total triangles count: ~4.2M) Simulator: Loads and renders correctly Real Device: Loads asset successfully but ​ failure during rendering phase: Environment abruptly dims System spontaneously reboots How can we resolve this issue? Below are excerpted logs preceding the crash: <<<< FigAudioSession(AV) >>>> audioSessionAVAudioSession_CopyMXSessionProperty signalled err=-19224 (kFigAudioSessionError_UnsupportedOperation) (getMXSessionProperty unsupported) at FigAudioSession_AVAudioSession.m:606 Attempted to add ornament: <MRUIPlatterOrnament: 0x10a658f00; _isInternal: YES; _displaceWindowChrome: NO; _canCaptureUI: NO; _isBeingRemoved: NO; contentAnchorPoint3D: "{0.5, 0.5, 0}"; position: <MRUIPlatterOrnamentRelativePosition: 0x105b68e70; anchorPoint: {0.5, 0.5, 1}>; rotation: "{{0, 0, 0}, 0}"; opacity: 1.000000; canFollowUser: YES; effectiveOffset: "{0, 0, 0}"; presentingViewController: 0x0; billboardingBehavior: 0x0; scalingBehavior: 0x0; relativeToParent: NO; nonHeritableDepthDisplacement: 0.000000; order: 0.000000; _window._determinedSize: {0, 0}; _window: (null)> to nil or non-supporting UIScene: <UIWindowScene: 0x10a8a0000; role: UISceneSessionRoleImmersiveSpaceApplication; persistentIdentifier: test.test:SFBSystemService-BA3A21A3-D1AB-42E2-8AF0-AE0AB83BE528; activationState: UISceneActivationStateUnattached>. No action taken. Failed to set dependencies on asset 2823930584475958382 because NetworkAssetManager does not have an asset entity for that id. apply fence tx failed (client=0x98490e18) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0xa86516e2) [0x10000003 (ipc/send) invalid destination port]
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232
Jul ’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?
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286
Jul ’25
'tangents' was deprecated in visionOS 2.0: Use cp_drawable_compute_projection instead
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) }
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159
Jun ’25
Error this SDK is not supported by the compiler - Xcode version 16.2 (16C5032a) to 16.3(16E140)
In Xcode version 16.2 (16C5032a) I created: One [ScenekitApp] [File/New/Project/iOS/Game/Game Technology: SceneKit]. Three custom Frameworks [File/New/Project/iOS/Framework] [ASCSource.framework, ASCCommon.framework and ASCCoreData.framework]. In the four projects the [Minimum Deployments=iOS 15.0], [Swift version=6.0] and [BUILD_LIBRARY_FOR_DISTRIBUTION=Yes]. I directly installed the [Zip.framework] in [ASCSource.framework] without [pod init/pod install] and in the [General tab] [Frameworks, Libraries and Embeded Content] [Zip.framework Embed&Sign]. I installed the three frameworks [ASCSource.framework, ASCCommon.framework and ASCCoreData.framework] in [ScenekitApp] and everything works perfectly in Xcode version 16.2(16C5032a). I updated Xcode version 16.2(16C5032a) to Xcode version 16.3(16E140) and some errors in the SDKs were indicated. [Failed to build module 'ASCSource'; this SDK is not supported by the compiler (the SDK is built with 'Apple Swift version 6.0.3 effective-5.10 (swiftlang-6.0.3.1.10 clang-1600.0.30.1)', while this compiler is 'Apple Swift version 6.1 effective-5.10 (swiftlang-6.1.0.110.21 clang-1700.0.13.3)'). Please select a toolchain which matches the SDK]. [Failed to build module 'Zip'; this SDK is not supported by the compiler (the SDK is built with 'Apple Swift version 6.0.3 effective-5.10 (swiftlang-6.0.3.1.10 clang-1600.0.30.1)', while this compiler is 'Apple Swift version 6.1 effective-5.10 (swiftlang-6.1.0.110.21 clang-1700.0.13.3)'). Please select a toolchain which matches the SDK]. If I recompile all frameworks in Xcode version 16.3 (16E140) it will work, but I don't think it will be a good solution. I found some discussions in links like the following without success. https://github.com/firebase/firebase-ios-sdk/issues/13727 https://stackoverflow.com/questions/70556401/swift-version-conflict-this-sdk-is-not-supported-by-the-compiler-please-select Any help is welcome. Thanks everyone!!!
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438
Apr ’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
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367
Jul ’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.
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4.3k
Jul ’25
Combining render encoders
When I take a frame capture of my application in Xcode, it shows a warning that reads "Your application created separate command encoders which can be combined into a single encoder. By combining these encoders you may reduce your application's load/store bandwidth usage." In the minimal reproduction case I've identified for this warning, I have two render pipeline states: The first writes to the current drawable, the depth buffer, and a secondary color buffer. The second writes only to the current drawable. Because these are writing to a different set of outputs, I was initially creating two separate render command encoders to handle the draws under each of these states. My understanding is that Xcode is telling me I could only create one, however when I try to do that, I get runtime asserts when attempting to apply the second render pipeline state since it doesn't have a matching attachment configured for the second color buffer or for the depth buffer, so I can't just combine the encoders. Is the only solution here to detect and propagate forward the color/depth attachments from the first state into the creation of the second state? Is there any way to suppress this specific warning in Xcode?
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307
Jul ’25
Unknown CHHapticError.Code (1852797029 == 'nope') in iOS 18+ on iPhone 11 Pro
Hello, I'm getting this error when launching a SpriteKit Swift game in iOS 18+ on an iPhone 11 Pro, whose shell is partly damaged in the back: CHHapticEngine.mm:1206 -[CHHapticEngine doStartWithCompletionHandler:]_block_invoke: ERROR: Player start failed: The operation couldn’t be completed. (com.apple.CoreHaptics error 1852797029.) Haptics do not work on this device, due to the damaged shell, so some error — which obviously occurs when calling start(completionHandler:) — is definitely expected; what is not expected is the main thread sometimes blocking for up to 5 seconds — although the method is not called from the main thread... the error itself is always displayed from some other secondary (system) thread. During this time, the main thread does not access the haptics engine at all; on average, it blocks once every four or five launches. In each launch (blocking or not), the 'nope' error is displayed ~5 seconds after trying to start the engine. After going nuts with all kinds of breakpoints and instrumentation, I'm at a loss as to why the main thread would sometimes block... Ideas, anyone? Thank you, D.
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256
Jul ’25
Metal calls hanging/stuck if app is started quickly after login
Our app uses Metal for image processing. We have found that if our app (and its possible intensive image processing) is started quickly after user is logged in, then calls to Metal may be hanging/stuck for a good while. Example: it can take 1-2 minutes for something that usually takes 3-5 seconds! Metal threads are just hanging in a memmove... In Activity Monitor we see a lot of things are happening right after log-in. But why Metal calls are blocking for so long is unknown to us... The workaround is to wait a minute before we start our app and start intensive image processing using Metal. But hard to explain this workaround to end-users... It doesn't happen on all computers but fairly easy to reproduce on some computers. We are using macOS 15.3.1. M1/M3 Max. Any good ideas for how to proceed with this problem and possible reach out to Apple engineers? Thanks! :)
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478
Feb ’25
RealityKit particleEmitter delay starting when toggling isEmitting
I have a scene built up in RealityComposerPro, in which I've added a ParticleEmitter with isEmitting set to False and 'Loop' set to True. In my app, when I toggle isEmitting to True there can be a delay of a few seconds before the ParticleEmitter starts. However, if I programatically add the emitter in code at that point, it starts immediately. To be clear, I'm seeing this on the VisionOS simulator - I don't have access to a device at this time. Am I misunderstanding how to control the ParticleEmitter when I need precise control on when it starts.
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573
Feb ’25
Bug Report - Incorrect trackingAreaIdentifier in visionOS 26 Hover Effect Sample Code
Description: In the official visionOS 26 Hover Effect sample code project , I encountered an issue where the event.trackingAreaIdentifier returned by onSpatialEvent does not reset as expected. Steps to Reproduce: Select an object with trackingAreaID = 6 in the sample app. Look at a blank space (outside any tracking area) and perform a pinch gesture . Expected Behavior: The event.trackingAreaIdentifier should return 0 when interacting with a non-tracking area. Actual Behavior: The event.trackingAreaIdentifier still returns 6, even after restarting the app or killing the process. This persists regardless of where the pinch gesture is performed
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282
Jul ’25
ShaderGraphMaterial.getParameter(handle:) always return nil, is this expected behavior?
I've loaded a ShaderGraphMaterial from a RealityKit content bundle and I'm attempting to access the initial values of its parameters using getParameter(handle:), but this method appears to always return nil: let shaderGraphMaterial = try await ShaderGraphMaterial(named: "MyMaterial", from: "MyFile") let namedParameterValue = shaderGraphMaterial.getParameter(name: "myParameter") // This prints the value of the `myParameter` parameter, as expected. print("namedParameterValue = \(namedParameterValue)") let handle = ShaderGraphMaterial.parameterHandle(name: "myParameter") let handleParameterValue = shaderGraphMaterial.getParameter(handle: handle) // Expected behavior: prints the value of the `myParameter` parameter, as above. // Observed behavior: prints `nil`. print("handleParameterValue = \(handleParameterValue)") Is this expected behavior? Based on the documentation at https://developer.apple.com/documentation/realitykit/shadergraphmaterial/getparameter(handle:) I'd expect getParameter(handle:) to return the value of the parameter, just as getParameter(name:) does. I've tested this on iOS 18.5 and iOS 26.0 beta 2. Assuming this getParameter(handle:) works as designed, is the following ShaderGraphMaterial extension an appropriate workaround, or can you recommend a better approach? Thank you. public extension ShaderGraphMaterial { /// Reassigns the values of all named material parameters using the handle-based API. /// /// This works around an issue where, at least as of RealityKit 26.0 beta 2 and /// earlier, `getParameter(handle:)` will always return `nil` when used to read the /// initial value of a shader graph material parameter read using /// `ShaderGraphMaterial(named:from:in:)`, whereas `getParameter(name:)` will work /// as expected. private mutating func copyNamedParametersToHandles() { for parameterName in self.parameterNames { if let value = self.getParameter(name: parameterName) { let handle = ShaderGraphMaterial.parameterHandle(name: parameterName) do { try self.setParameter(handle: handle, value: value) } catch { assertionFailure("Cannot set parameter value") } } } } }
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419
Jun ’25
my game is very big when I upload my game in the app store
i have a game that i upload it in the app store that my game size is 3 gigaByte but when I download it, it show that the really size is about 100 megaByte, i upload the game in google app is given me the real size, so the problem i think is when it get out the xcode, maybe some one can give me i clue for what is going on. my game was made by unity2020. if that helps.
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156
Apr ’25
How to Enable Game Mode
What is Game Mode? Game Mode optimizes your gaming experience by giving your game the highest priority access to your CPU and GPU, lowering usage for background tasks. And it doubles the Bluetooth sampling rate, which reduces input latency and audio latency for wireless accessories like game controllers and AirPods. See Use Game Mode on Mac See Port advanced games to Apple platforms How can I enable Game Mode in my game? Add the Supports Game Mode property (GCSupportsGameMode) to your game’s Info.plist and set to true Correctly identify your game’s Application Category with LSApplicationCategoryType (also Info.plist) Note: Enabling Game Mode makes your game eligible but is not a guarantee; the OS decides if it is ok to enable Game Mode at runtime An app that enables Game Mode but isn’t a game will be rejected by App Review. How can I disable Game Mode? Set GCSupportsGameMode to false. Note: On Mac Game Mode is automatically disabled if the game isn’t running full screen.
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495
Jul ’25
Scenekit view and scenekit editor color difference
Hello there, I'm having trouble matching what I see in the scenekit editor and the output of the resulting scene in a scnview. For a glitter effect I have set a high value on the diffuse intensity which looks fine in the editor but when running the game the colors are much darker. To see if the intensity value is merely capped I have set the same multiplier on the hat below - but it is blown out which looks to me like there is some grading going on I have tried to switch on hdr rendering but that didn't make a difference. I tried disabling linear rendering and that simply made everything darker still - which I expect. Does someone have an idea what else this could be? What rendering is the scenekit editor using and how can I match it? Interestingly when I take a screenshot of the editor window for this post, the image is also blown out... what is going on? :) Thanks so much for any pointers, Seb
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207
Apr ’25
Problem running Unreal 5.6
I am using Unreal Engine 5.6 on a MacBook Pro with an M3 chip and macOS 15.5. I’ve installed Xcode and accepted the license, but Unreal is not detecting the latest Metal Shader Standard (Metal v3.0). The maximum version Unreal sees is Metal v2.4, even though the hardware and OS should support Metal 3.0. I’ve also run sudo xcode-select -s /Applications/Xcode.app and accepted the license via Terminal. Is there anything in Xcode settings, SDK availability, or system permissions that could be preventing access to Metal 3.0 features?"
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497
Jul ’25
How to Configure angularLimitInYZ for PhysicsSphericalJoint in RealityKit (Pendulum/Swing Behavior)
Hello RealityKit developers, I'm currently working on physics simulations in my visionOS app and am trying to adapt the concepts from the official sample Simulating physics joints in your RealityKit app. In the sample, a sphere is connected to the ceiling using a PhysicsRevoluteJoint to create a hinge-like simulation. I've successfully modified this setup to use a PhysicsSphericalJoint instead. The basic replacement works as expected: pin1 (attached to the sphere) rotates freely around pin0 (attached to the ceiling), much like a ball-and-socket joint should, removing all translational degrees of freedom. My challenge lies with the PhysicsSphericalJoint's angularLimitInYZ property. The documentation mentions that this property allows limiting the rotation around the Y and Z axes, defining an "elliptical cone shape around the x-axis of pin0." However, I'm struggling to understand how to specify these values to achieve a desired rotational limit. If I have a sphere that is currently capable of rotating 360 degrees around pin0 (like a free-spinning ball on a string), how would I use angularLimitInYZ to restrict its rotation to a certain height or angular range, preventing it from completing a full circle? Specifically, I'm trying to achieve a "swing" like behavior where the sphere oscillates back and forth but cannot rotate completely overhead or underfoot. What values or approach should I use for the angularLimitInYZ tuple to define such a restricted pendulum-like motion? Any insights, code examples, or explanations on how to properly configure angularLimitInYZ for this kind of behavior would be incredibly helpful! The following code is modified from the sample. extension MainView { func addPinsTo(ballEntity: Entity, attachmentEntity: Entity) throws { let hingeOrientation = simd_quatf(from: [1, 0, 0], to: [0, 0, 1]) let attachmentPin = attachmentEntity.pins.set( named: "attachment_hinge", position: .zero, orientation: hingeOrientation ) let relativeJointLocation = attachmentEntity.position( relativeTo: ballEntity ) let ballPin = ballEntity.pins.set( named: "ball_hinge", position: relativeJointLocation, orientation: hingeOrientation ) // Create a PhysicsSphericalJoint between the two pins. let revoluteJoint = PhysicsSphericalJoint(pin0: attachmentPin, pin1: ballPin) try revoluteJoint.addToSimulation() } } The following image is a screenshot of the operation when changing to PhysicsSphericalJoint. Thank you in advance for your assistance.
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270
Jul ’25
Inquiry About Game Center Integration Analytics
Dear Apple Developer Support, I hope this message finds you well. I am a game developer looking to integrate Game Center into our game. Before proceeding, I would like to understand the analytical capabilities available post-integration. Specifically, I am interested in tracking detailed metrics such as: The number of new player downloads driven by Game Center features (e.g., friend challenges, leaderboards, or achievements). Data on user engagement and conversions originating from Game Center interactions. I have explored App Store Connect’s App Analytics but would appreciate clarification on whether Game Center-specific data (e.g., referrals from challenges or social features) is available to measure growth and optimize our strategies. If such data is accessible, could you guide me on how to view it? If not, are there alternative methods or plans to incorporate this in the future? Thank you for your time and assistance. I look forward to your response. Best regards, Bella
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956
Sep ’25