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receivedTurnEventForMatch giving stale data
In my turn-based game, I receive GKListener event receivedTurnEventForMatch and decode the match.matchData. On occasion, the matchData is clearly stale and is from the previous turn. If I call the MatchMaker ViewController up and select that same match, the data is not stale, so it's not a matter of not calling endTurn. I have tried both loadMatchWithID and loadMatchesWithCompletionHandler after receiving the receivedTurnEventForMatch, but the data is still stale. Advice?
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1w
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
Skybox for iOS/swiftUI not working
I have tried every combination of suggestions to get a skybox to appear. Using swiftUI, realityKit and iOS. Non immersive environment. Does anyone have code that works to display a skybox. When i use a do/catch loop i get environmentResource not found. I have checked the syntax, ensured the folder is referencing the target, used the same name for the folder as the file, the file is a .hdr (i assume this is supported), i have moved the file folder to the top level - no change.
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557
Dec ’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
How to apply a geometry modifier to a VideoMaterial in RealityKit?
I have a model that uses a video material as the surface shader and I need to also use a geometry modifier on the material. This seemed like it would be promising (adapted from https://developer.apple.com/wwdc21/10075 ~5m 50s). // Did the setup for the video and AVPlayer eventually leading me to let videoMaterial = VideoMaterial(avPlayer: avPlayer) // Assign the material to the entity entity.model!.materials = [videoMaterial] // The part shown in WWDC: Set up the library and geometry modifier before, so now try to map the new custom material to the video material entity.model!.materials = entity.model!.materials.map { baseMaterial in       try! CustomMaterial(from: baseMaterial, geometryModifier: geometryModifier)     } But, I get the following error Thread 1: Fatal error: 'try!' expression unexpectedly raised an error: RealityFoundation.CustomMaterialError.defaultSurfaceShaderForMaterialNotFound How can I apply a geometry modifier to a VideoMaterial? Or, if I can't do that, is there an easy way to route the AVPlayer video data into the baseColor of CustomMaterial?
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1.2k
Dec ’25
SceneKit minimumPointScreenSpaceRadius not work
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; }
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216
Apr ’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
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.
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213
Aug ’25
GPTK did not build error
Hey there, I tried to install GPTK again, since I had to reinstall the OS for irrelevant reasons. But every time I try to install the tool kit, it gives me theError: apple/apple/game-porting-toolkit 1.1 did not build error. Before that error occired, I had the Openssl error, which I fixed with the rbenv version of openssl. Is there any way to fix this error? Down bellow you'll find the full error message it gave me. The specs for my Mac are (if they are helpful in any way): M1 Pro MBP 14" with 16GB Ram and 512GB SSD. Thanks! ``Error: apple/apple/game-porting-toolkit 1.1 did not build Logs: /Users/myuser/Library/Logs/Homebrew/game-porting-toolkit/00.options.out /Users/myuser/Library/Logs/Homebrew/game-porting-toolkit/01.configure /Users/myuser/Library/Logs/Homebrew/game-porting-toolkit/01.configure.cc /Users/myuser/Library/Logs/Homebrew/game-porting-toolkit/wine64-build If reporting this issue please do so at (not Homebrew/brew or Homebrew/homebrew-core): https://github.com/apple/homebrew-apple/issues```
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683
Mar ’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
Resources for Retro style Games wanting 90 degree Window corners
I've been thinking of bringing some older games back to the modern Mac. Rewriting old titles in Swift but using the original data files that assume use of non-rounded corners Windows. Many of these games require all the Window space of a 90 degree cornered Window. Can anyone point me at some useful workarounds or Is Apple simply deaf to the needs of this type of product?
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529
Dec ’25
Why slower with larger threadgroup memory?
I'm implementing optimized matmul on metal: https://github.com/crynux-ai/metal-matmul/blob/main/metal/1_shared_mem.metal I notice that performance is significantly different with different threadgroup memory set in [computeEncoder setThreadgroupMemoryLength] All other lines are exactly same, the only difference is this parameter. Matmul performance is roughly 250 GFLops if I set 32768 (max bytes allowed on this M1 Max), but 400 GFLops if I set 8192. Why does this happen? How can I optimize it?
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131
Apr ’25
App not showing in Game Center “All Activity” after release
Hello — I shipped an App Store build that signs in to Game Center using the Apple Unity Plugins (GameKit). The login banner appears, but my app still doesn’t show up in Game Center’s “All activity” (You started playing XXX 2d ago) What I’ve done Call await GKLocalPlayer.Authenticate(); “Game Center” is enabled for the current version in App Store Connect Confirmed: other App Store games do appear under “All Activity” on the same device/account Timeline: This is the first version that enables Game Center (not the app’s first release), and it has been about 2 hours since this build went live. Questions Is authentication alone sufficient for “Recently Played,” or is at least one Game Center component (leaderboards, achievements, activities, multiplayer) required? Is there a typical propagation delay before “Recently Played” starts showing a newly enabled app/version? Is there anything else I should configure in App Store Connect or entitlements to make “Recently Played” visible? Thanks for any help.
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575
Aug ’25
Matchmaking issue on tvOS with GKMatchmakerViewController
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.
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207
Apr ’25
Blurry Game Center Achievement Images?
Hey all — I’ve been building out my first set of Game Center Achievements for a game I’m working on, and I’ve run into something odd with the image quality. The specs say to upload icons at 512x512 or 1024x1024@2x. I’ve been uploading 1024x1024 PNGs (without explicitly naming them “@2x” since there’s only one upload slot), assuming that Game Center would just handle the scaling automatically — kind of like how a lot of things are getting more streamlined across platforms lately. But in testing, the icons are showing up a bit blurry, especially in the Game Center interface. It’s not horrible, but it’s definitely softer than I expected — more like low-res than Retina. All my test devices (outside the Simulator) are running iOS 26, so I’m also wondering if this might be a beta-related display bug? Has anyone else run into this? Curious if I’m missing a best practice here, or if I really do need to ensure I’m uploading it with the @2x suffix, or maybe something else entirely? Thanks!
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301
Jul ’25
MetalFX upscaler/denoiser and instant changes
Hi, What's the best way to handle drastic changes in scene charateristics with the new MTLFXTemporalDenoisedScaler? Let's say a visible object of the scene radically changes its material properties. I can modify the albedo and roughness textures consequently. But I suspect the history will be corrupted. Blending visual information between the new frame and the previous ones might be a nonsense. I guess the problem should be the same when objects appear or disappear instantly. Is the upsacler manage these events for us (by lowering blending), or should we use the reactive or the denoise strength mask or something like that to handle them?
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171
Jul ’25
Float64 (Double Precision) Support on MPS with PyTorch on Apple Silicon?
Hi everyone, This project uses PyTorch on an Apple Silicon Mac (M1/M2/etc.), and the goal is to use the MPS backend for GPU acceleration, notes Apple Developer. However, the workflow depends on Float64 (double-precision) floating-point numbers for certain computations, notes PyTorch Forums. The error "Cannot convert a MPS Tensor to float64 dtype as the MPS framework doesn't support float64. Please use float32 instead" has been encountered, notes GitHub. It seems that the MPS backend doesn't currently support Float64 for direct GPU computation. Questions for the community: Are there any known workarounds or best practices for handling Float64-dependent operations when using the MPS backend with PyTorch? For those working with high-precision tasks on Apple Silicon, what strategies are being used to balance performance with the need for Float64? Offloading to the CPU is an option, and it's of interest to know if there are any specific techniques or libraries within the Apple ecosystem that could streamline this process while aiming for optimal performance. Any insights, tips, or experiences would be appreciated. Thanks in advance, Jonaid MacBook Pro M3 Max
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450
Oct ’25