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Game Center Access Point does not appear on iOS 26 (Simulator)
Attempting to bring up the access point yields the following error log: [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy [GameCenterOverlayService] Could not create endpoint for service name: com.apple.GameOverlayUI.dashboard-service [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy [GameCenterOverlayService] Could not create endpoint for service name: com.apple.GameOverlayUI.dashboard-service [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy The same code (which is a single line setting 'active' to true) works on physical devices and on the simulator in iOS 18.6 I haven't been able to find any mention of this issue online. Any suggestions or help greatly appreciated.
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Assets catalog .webp warrning
When I enter webp image to the assets catalog I get warrning: /Users/..../Assets.xcassets The image set "Card-Back" references a file "Card-Back.webp", but that file does not have a valid extension. It works, I see all my images perfect. How can I fix the 200+ warrnings?
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RealityKit .Kinematic + collisions (visionOs)
Hi everyone, I'm new to visionOS development. I'm trying to create a physics-based scene (with gravity) where users can pick up and move objects on a workbench. I am struggling with physics interactions during the drag gesture: Kinematic Mode: If I switch to .kinematic during the drag, the object moves smoothly but clips through other objects (no collisions). Dynamic Mode: I tried keeping it .dynamic and applying linear velocity toward the hand position, but the movement feels laggy and unresponsive. Hybrid Approach: I tried switching to .kinematic during DragGesture.onChange and back to .dynamic on collision, but this causes the entity to jitter/shake violently when touching other objects. Has anyone found a clean way to drag objects while maintaining solid collisions. Thanks for your help!
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Showing 3D/AR content on multiple pages in iOS with RealityView
Hi. I'm trying to show 3D or AR content in multiple pages on an iOS app but I have found that if a RealityView is used earlier in a flow then future uses will never display the camera feed, even if those earlier uses do not use any spatial tracking. For example, in the following simplified view, the second page realityView will not display the camera feed even though the first view does not use it not start a tracking session. struct ContentView: View { var body: some View { NavigationStack { VStack { RealityView { content in content.camera = .virtual // showing model skipped for brevity } NavigationLink("Second Page") { RealityView { content in content.camera = .spatialTracking } } } } } } What is the way around this so that 3D content can be displayed in multiple places in the app without preventing AR content from working? I have also found the same problem when wrapping an ARView for use in SwiftUI.
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انشاء تطبيق جديد
اريد انشاء لعبه في ابل ستور و تكون اول صفحه تكون شروط و الاحكام و خيار بدا اللعبه200 فئات من السعوديه من مسلسل من العب من بنات و بس وقطر و الإمارات وانمي ومسلسلات تركيه و السياحه و الدول وشركات عالميه و شركات كترونيه
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Transferring Apps with iCloud KVS
Hi All! I'm being asked to migrate an app which utilizes iCloud KVS (Key Value Storage). This ability is a new-ish feature, and the documentation about this is sparse [1]. Honestly, the entire documentation about the new iCloud transfer functionality seems to be missing. Same with Game Center / GameKit. While the docs say that it should work, I'd like to understand the process in more detail. Has anyone migrated an iCloud KVS app? What happens after the transfer goes through, but before the first release? Do I need to do anything special? I see that the Entitlements file has the TeamID in the Key Value store - is that fine? <key>com.apple.developer.ubiquity-kvstore-identifier</key> <string>$(TeamIdentifierPrefix)$(CFBundleIdentifier)</string> Can someone please share their experience? Thank you! [1] https://developer.apple.com/help/app-store-connect/transfer-an-app/overview-of-app-transfer
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ScreenCaptureKit recording output is corrupted when captureMicrophone is true
Hello everyone, I'm working on a screen recording app using ScreenCaptureKit and I've hit a strange issue. My app records the screen to an .mp4 file, and everything works perfectly until the .captureMicrophone is false In this case, I get a valid, playable .mp4 file. However, as soon as I try to enable the microphone by setting streamConfig.captureMicrophone = true, the recording seems to work, but the final .mp4 file is corrupted and cannot be played by QuickTime or any other player. This happens whether capturesAudio (app audio) is on or off. I've already added the "Privacy - Microphone Usage Description" (NSMicrophoneUsageDescription) to my Info.plist, so I don't think it's a permissions problem. I have my logic split into a ScreenRecorder class that manages state and a CaptureEngine that handles the SCStream. Here is how I'm configuring my SCStream: ScreenRecorder.swift // This is my main SCStreamConfiguration private var streamConfiguration: SCStreamConfiguration { var streamConfig = SCStreamConfiguration() // ... other HDR/preset config ... // These are the problem properties streamConfig.capturesAudio = isAudioCaptureEnabled streamConfig.captureMicrophone = isMicCaptureEnabled // breaks it if true streamConfig.excludesCurrentProcessAudio = false streamConfig.showsCursor = false if let region = selectedRegion, let display = currentDisplay { // My region/frame logic (works fine) let regionWidth = Int(region.frame.width) let regionHeight = Int(region.frame.height) streamConfig.width = regionWidth * scaleFactor streamConfig.height = regionHeight * scaleFactor // ... (sourceRect logic) ... } streamConfig.pixelFormat = kCVPixelFormatType_32BGRA streamConfig.colorSpaceName = CGColorSpace.sRGB streamConfig.minimumFrameInterval = CMTime(value: 1, timescale: 60) return streamConfig } And here is how I'm setting up the SCRecordingOutput that writes the file: ScreenRecorder.swift private func initRecordingOutput(for region: ScreenPickerManager.SelectedRegion) throws { let screeRecordingOutputURL = try RecordingWorkspace.createScreenRecordingVideoFile( in: workspaceURL, sessionIndex: sessionIndex ) let recordingConfiguration = SCRecordingOutputConfiguration() recordingConfiguration.outputURL = screeRecordingOutputURL recordingConfiguration.outputFileType = .mp4 recordingConfiguration.videoCodecType = .hevc let recordingOutput = SCRecordingOutput(configuration: recordingConfiguration, delegate: self) self.recordingOutput = recordingOutput } Finally, my CaptureEngine adds these to the SCStream: CaptureEngine.swift class CaptureEngine: NSObject, @unchecked Sendable { private(set) var stream: SCStream? private var streamOutput: CaptureEngineStreamOutput? // ... (dispatch queues) ... func startCapture(configuration: SCStreamConfiguration, filter: SCContentFilter, recordingOutput: SCRecordingOutput) async throws { let streamOutput = CaptureEngineStreamOutput() self.streamOutput = streamOutput do { stream = SCStream(filter: filter, configuration: configuration, delegate: streamOutput) // Add outputs for raw buffers (not used for file recording) try stream?.addStreamOutput(streamOutput, type: .screen, sampleHandlerQueue: videoSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .audio, sampleHandlerQueue: audioSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .microphone, sampleHandlerQueue: micSampleBufferQueue) // Add the file recording output try stream?.addRecordingOutput(recordingOutput) try await stream?.startCapture() } catch { logger.error("Failed to start capture: \(error.localizedDescription)") throw error } } // ... (stopCapture, etc.) ... } When I had the .captureMicrophone value to be false, I get a perfect .mp4 video playable everywhere, however, when its true, I am getting corrupted video which doesn't play at all :-
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Unable to find intelgpu_kbl_gt2r0 slice or a compatible one in binary archive
Unable to find intelgpu_kbl_gt2r0 slice or a compatible one in binary archive 'file:///System/Library/PrivateFrameworks/IconRendering.framework/Resources/binary.metallib' available slices: applegpu_g13g, applegpu_g13s, applegpu_g13d, applegpu_g14g, applegpu_g14s, applegpu_g14d, applegpu_g15g, applegpu_g15s, applegpu_g15d, applegpu_g16g, applegpu_g16s, applegpu_g17g, applegpu_g15g, applegpu_g15s, applegpu_g15d, applegpu_g16s Is it related to performance of applications in macOS 26.2 on Intel Macs?
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Clarifying when Game Center activity events fire relative to authentication
Hello, In our game we enforce an age gate before showing Game Center sign‑in. Only after the user passes the age gate do we call GKLocalPlayer.localPlayer.authenticateHandler. The reason I’m asking is that we want to reliably detect if the game was launched from a Game Center activity in the Games app (iOS 26+). If the user prefers to enter via activities, we don’t want to miss that event during cold start. Our current proposal is: Register a GKLocalPlayerListener early in didFinishLaunchingWithOptions: so the app is ready to catch events. Queue any incoming events in our dispatcher. Only process those events after the user passes the age gate and authentication succeeds. My questions are: Does player:wantsToPlayGameActivity:completionHandler: ever fire before authentication, or only after the local player is authenticated? If it only fires after authentication, is our “register early but gate processing” approach the correct way to ensure we don’t miss activity launches? Is there any recommended pattern to distinguish “activity launch” vs. “normal launch” in this age‑gate scenario? We want to respect Apple’s age gate requirements, but also ensure activity launches are not lost if the user prefers that entry point. Sorry if this is a stupid question — I just want to be sure we’re following the right pattern. Thanks for any clarification or best‑practice guidance!
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Open Shading Language (OSL) in Metal
Hi. I'm a 3D designer, using Blender for most of my work. The most recent Blender conference discussed utilizing the Open Shading Language (OSL) in their latest versions, which allows designers to write custom shaders for their workflows. At the moment, only Nvidia Optix GPU's can utilize this language for rendering (from what I understand), but Blender developers stated they are waiting on other GPU manufacturers to implement this feature as well. I'm not sure if there are any licensing issues here, but would this be something Apple could implement in Metal to make their hardware more attractive to the 3D design community? Any help or knowledge on this topic would be greatly appreciated.
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MatchMaker VC not showing existing matches after upgrade.
Updated my app to include turn-based matches. Beta testing through FlightTest and all was well between iOS 18.x and 26.2 devices. One beta tester upgraded to 26.2 during beta testing and now when the MatchMaker VC is opened, it does not show existing matches. Worse, he can create new matches and play his turn, but the new match won't even show up in MMVC, even after opponent takes turn. My app has been reviewed and is ready for release, but I'd like to know how to solve this before I release. He has tried re-installing the app, including an updated FlightTest version that is the same as the about-to-be-released reviewed version.
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Core Text incremental redraw glitch: overlapping glyphs during editing
During editing in Pages (or Word) I am getting these glitches (see attachment). Started after the last update to Mac OS 26.3 (beta) Also removed 2 recent instalments (Blackhole audio driver and kDrive/Infomaniak, but trouble is still there. 27" iMac 2020 (Intel) i7 3,8 Ghz AMD Radeon Pro 5500 XT 8 GB 24 GB RAM macOS Tahoe 26.3 (=beta) Tried restart in safe mode, checked fonts. Talked to aissistent to get a solution, but no ...) Thx for any advice, Pieter (not a developer so please kee pit simple 🙏🏻)
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Present GameCentre Overlay Programmatically
As GKGameCenterViewController has been deprecated, it seems that GKAccessPoint is now the correct way to present the GameCentre leaderboard. But the placement options for the GKAccessPoint are very limited and lead to misaligned UI that looks clunky, as the GKAccessPoint does not align with the system navigation toolbar. Am I missing something here or am I just stuck with a lopsided UI now? I much preferred how this previously worked, where I could present the GKGameCenterViewController in a sheet from my own button
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Optimizing HZB Mip-Chain Generation and Bindless Argument Tables in a Custom Metal Engine
Hi everyone, I’ve been developing a custom, end-to-end 3D rendering engine called Crescent from scratch using C++20 and Metal-cpp (targeting macOS and visionOS). My primary goal is to build a zero-bottleneck, GPU-driven pipeline that maximizes the potential of Apple Silicon’s Unified Memory and TBDR architecture. While the fundamental systems are stable, I am looking for architectural feedback from Metal framework engineers regarding specific synchronization and latency challenges. Current Core Implementations: GPU-Driven Instance Culling: High-performance occlusion culling using a Hierarchical Z-Buffer (HZB) approach via Compute Shaders. Clustered Forward Shading: Support for high-count dynamic lights through view-space clustering. Temporal Stability: Custom TAA with history rejection and Motion Blur resolve. Asset Infrastructure: Robust GUID-based scene serialization and a JSON-driven ECS hierarchy. The Architectural Challenge: I am currently seeing slight synchronization overhead when generating the HZB mip-chain. On Apple Silicon, I am evaluating the cost of encoder transitions versus cache-friendly barriers. && m_hzbInitPipeline && m_hzbDownsamplePipeline && !m_hzbMipViews.empty(); if (canBuildHzb) { MTL::ComputeCommandEncoder* hzbInit = commandBuffer->computeCommandEncoder(); hzbInit->setComputePipelineState(m_hzbInitPipeline); hzbInit->setTexture(m_depthTexture, 0); hzbInit->setTexture(m_hzbMipViews[0], 1); if (m_pointClampSampler) { hzbInit->setSamplerState(m_pointClampSampler, 0); } else if (m_linearClampSampler) { hzbInit->setSamplerState(m_linearClampSampler, 0); } const uint32_t hzbWidth = m_hzbMipViews[0]->width(); const uint32_t hzbHeight = m_hzbMipViews[0]->height(); const uint32_t threads = 8; MTL::Size tgSize = MTL::Size(threads, threads, 1); MTL::Size gridSize = MTL::Size((hzbWidth + threads - 1) / threads * threads, (hzbHeight + threads - 1) / threads * threads, 1); hzbInit->dispatchThreads(gridSize, tgSize); hzbInit->endEncoding(); for (size_t mip = 1; mip < m_hzbMipViews.size(); ++mip) { MTL::Texture* src = m_hzbMipViews[mip - 1]; MTL::Texture* dst = m_hzbMipViews[mip]; if (!src || !dst) { continue; } MTL::ComputeCommandEncoder* downEncoder = commandBuffer->computeCommandEncoder(); downEncoder->setComputePipelineState(m_hzbDownsamplePipeline); downEncoder->setTexture(src, 0); downEncoder->setTexture(dst, 1); const uint32_t mipWidth = dst->width(); const uint32_t mipHeight = dst->height(); MTL::Size downGrid = MTL::Size((mipWidth + threads - 1) / threads * threads, (mipHeight + threads - 1) / threads * threads, 1); downEncoder->dispatchThreads(downGrid, tgSize); downEncoder->endEncoding(); } if (m_instanceCullHzbPipeline) { dispatchInstanceCulling(m_instanceCullHzbPipeline, true); } } My Questions: Encoder Synchronization: Would you recommend moving this loop into a single ComputeCommandEncoder using MTLBarrier between dispatches to maintain L2 cache residency, or is the overhead of separate encoders negligible for depth-downsampling on TBDR? visionOS Bindless Latency: For stereo rendering on visionOS, what are the best practices for managing MTL4ArgumentTable updates at 90Hz+? I want to ensure that updating bindless resources for each eye doesn't introduce unnecessary CPU-to-GPU latency. Memory Management: Are there specific hints for Memoryless textures that could be applied to intermediate HZB levels to save bandwidth during this process? I’ve attached a screenshot of a scene rendered with the engine (PBR, SSR, and IBL).
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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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SpriteKit scene used as SCNView.overlaySKScene crashes due to SKShapeNode
I recently published my first game on the App Store. It uses SceneKit with a SpriteKit overlay. All crashes Xcode downloaded for it so far are related to some SpriteKit/SceneKit internals. The most common crash is caused by SKCShapeNode::_NEW_copyRenderPathData. What could cause such a crash? crash.crash While developing this game (and the BoardGameKit framework that appears in the crash log) over the years I experienced many crashes presumably caused by the SpriteKit overlay (I opened a post SceneKit app randomly crashes with EXC_BAD_ACCESS in jet_context::set_fragment_texture about such a crash in September 2024), and other people on the internet also mention that they experience crashes when using SpriteKit as a SceneKit overlay. Should I use a separate SKView and lay it on top of SCNView rather than setting SCNView.overlaySKScene? That seemed to solve the crashes for a guy on stackoverflow, but is it also encouraged by Apple? I know SceneKit is deprecated, but according to Apple critical bugs would still be fixed. Could this be considered a critical bug?
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Many CGECreateKeyboardEvent in quick succession causing function and dictation buttons to be pressed?
Hi! I hope everyone reading is doing well. I am working on developing a reinforcement learning agent that involves sending scan codes to a window, which I've been doing by sending virtual scan codes with CGEventCreateKeyboardEvent per the docs. There is no event source when I send the keyboard events. However, when many keyboard events are happening (with the keys 'q', 'w', 'e', 'r', 'f', 'd', 's', space, arrow keys) in quick succession (<250ms), the enable dictation popup or the function button emojis popup appear for seemingly no reason. I have verified that I am using the correct scan codes for these keypresses, so I am wondering what else could cause this to happen. It is as if I am choosing to press f5 or fn. It does not happen when 'a' is the only button being pressed in quick succession. One thing that I have not been able to easily find is the scan code inputs for dictation nor the function button. do these scan codes overlap somehow? Thank you all for the help! Hunter
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Xcode Metal Trace
Code is download from apple official metal4 sample [https://developer.apple.com/documentation/metal/drawing-a-triangle-with-metal-4?language=objc] enable metal gpu trace in macOS schema and trace a frame in Xcode. Xcode may show segment fault on App from some 'GTTrace' function when click trace button. When replay a .gputrace file, Xcode may crash , throw an internal error or a XPC error. The example code using old metal-renderer can trace without any problem and everything works fine. Test Environment: Xcode Version 26.2 (17C52) macOS 26.2 (25C56) M1 Pro 16GB A2442
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Krazy Krownz multiplayer option not working for Game Center!
When trying to play with friends Krazy Krownz doesn’t allow me to click multiplayer even though my Apple Game Center connected and my friends Apple game center connected as well. I even tried sending an invite from Apple Game Center to friends and Krazy Krownz doesn’t even show up on the list of available multiplayer games. I’ve signed out and back in the same issue remain. I’ve try to contact the game developer, but the website doesn’t work.
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