I have developed an application using Kotlin and Swift languages, which has been installed and run on an iPhone. It can also be installed on an iPad. Do I need to go through a testing process to publish it on the app store? Also, as a developer from China, are there convenient payment channels for developers?
Build captivating gaming experiences for Apple platforms.
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
Hi, I’m creating a game and I’m just wondering if I can integrate GCVirtualController in my SwiftUI app.
Hey All,
I would appreciate suggestions on how to resolve this problem as this is my first time publishing app on iOS store.
So, I made a party game which simulates a user urinating into ****** and you have shoot some targets in ****** by controlling motion sensor.
During testing on test flight no problem was shown but during official rollout, App store review says it's to remove the content which is basically the whole gameplay.
I submitted a reply clarifying everything but it seems they have an automated response which was same as previous one.
On the other hand, there's a similar game on app store with somewhat same idea.
Can someone please guide me how to approach this problem. My game is published on Android without any problem but here.
Topic:
App Store Distribution & Marketing
SubTopic:
App Review
Tags:
Games
Graphics and Games
App Store
Hello, I am making a project in SDL, and with that I am using SDL_Image. I am doing all of this on Xcode.
I've been able to initialize everything just fine, but issues spring up when I try to load an image.
When I give the code a path to look for an image:
Unable to load image! IMG_Error: Couldn't open [Insert image path here]: Operation not permitted
I get that error.
Keep in mind "Unable to load image" is a general error I put in the code should loading said image fail, the specific error which I called with IMG_GetError() is what we really need to know.
I've seen before that this might occur if a program does not have full disk access. Because of this, I've tried giving Xcode full disk access, but this didn't work and I still got the same error.
The solo Leveling:arise is a game but the game mode is not switching on and game crashing everything time while playing
Topic:
Graphics & Games
SubTopic:
GameKit
Tags:
External Graphics Processors
Games
Graphics and Games
Hello everyone,
i created a game that is related to doctor operation simulator. In this game, user perform different operations on different organs like face, elbow, foot etc. Game is live on play store and here is the link:
https://play.google.com/store/apps/details?id=com.nexthope.doctor.hospital.surgery.games&hl=en_US&gl=US
But it was rejected by app store review team. Similar games are already there on app store. Please help me on this issue.
If I want to edit image in preview app. But there is only option to rotate left and right 90degree rotations. No option to rorate in any prticular angle. So Please look into this and provide option in next update
Topic:
Media Technologies
SubTopic:
Photos & Camera
Tags:
Image I/O
Graphics and Games
App Review
Media
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.
Hi,
seems MSL is missing support for a clock() shader instruction available in other graphics APIs like Vulkan or OpenGL for example..
useful for counting cost in number of clock cycles of some code insider shader with much finer granularity than launching a micro kernel with same instructions and measuring cycles cost from CPU..
also useful for MoltenVK to support that extensions..
thanks..
I was trying to move from appkit to swiftUI. As a learning project I am building a cellular automata style project based on Pattersons Worms.. I am trying something similar to the EA game Worms? for the Commodore 64. There is a video on YouTube of the game running, but I'm not allowed to link it here.
The problem I have is that the animation is driven by a ruleset. When the automata hits a configuration that is not in the ruleset it is supposed to stop and ask the user. For each step the model returns either the next move, or nil to indicate the user need to make a choice that will be sent back to the model to be added to the ruleset.
My current approach, and I might be following the wrong path, is a ZStack where the bottom level is the grid, the middle level is the established worm segments and the top level is either the animation of the next worm segment or the user chooser to choose the segment. I've only implemented the animation of the next worm segment. The idea is that when the model adds a segment that it first animated at the top level and then displayed by the middle level. Then the top level animates the next segment. I was animating the trim on the segment to draw the line.
If the current move is nil, then the middle level draws the segment. If current move has a value, the animation draw it, and then on completion sets the current move to nil so that the bottom level draw it.
The problem I ran into was resetting the animation to draw the next segment. I've tried two approaches. in one the completion resets the animation boolean variable, but I need a manual step to set the next stage of the animation. The other uses the completion to set the next step, but it the animation doesn't run for the step and the display is an always a step behind. I'm not sure how to both update the move and reset the animation at the same time.
I have uploaded a simplified version without the full grid and simplified model to GitHub (https://github.com/thomasrdean/AnimationTest). Is there any other way to reset the animation the than the completion so I can use the completion to retrieve the next step from the model?
i am trying to build some projects please check out my project
A few users have recently reported no longer being able to capture point clouds using our app, specifically on iPhone 15 Pro devices. We recently found an in-house device that exhibits this behavior and found that the confidenceMap contains only low confidence values, regardless of the environment being captured. Our app uses a higher confidence threshold; setting the threshold to a lower value produces noisy results as expected, so that is a non-viable option.
Other LiDAR based apps have been tested with this device and the results are the same. No points, or noisy point clouds in apps that allow a lower confidence threshold setting. On devices that exhibit this behavior the "Displaying a point cloud using scene depth" Apple sample app can be used to visualize the issue.
First reports of this new behavior occurred as early as iOS 18.4.
Looking for recommendations on which team(s) at Apple to reach out to with these findings since the behavior manifests on only a small sample of devices.
I'm experiencing a specific issue where when using any of the MacOS 26 Tahoe betas with Low Power Mode enabled and using Vsync in fullscreen, my application framerate gets limited to a hard 30 fps. I have not experienced this on any older OS. For example Low Power Mode on 13.6 Ventura with Vsync fullscreen lets my application run at full 60 fps without issues.
Is this a bug or a change in behavior of Low Power Mode on Tahoe?
My application is 3D, runs at 60 fps and is sensitive to tearing, so I need Vsync and it is mostly utilized in fullscreen. And Low Power Mode is a default for many Macs, so default experience on Tahoe currently is a halved 30 fps. However there also seems to be inconsistencies of on which machines this happens, but older OSes are always fine.
Hi everyone,
I'm not an experienced developer. I'm interested in the low-latency related APIs in UIUpdateLink, but I failed to write even a minimal demo that works.
UIUpdateInfo.isImmediatePresentationExpected is always false here. My understanding must be wrong. I've totally no idea so I'm asking for help here. I appreciate anyone who gives suggestions of any kind.
Here's my (failed) demo about tracking touch inputs (of the 1st finger) and draw some shape at that place:
import UIKit
class ContentUIView: UIView {
// MARK: - About UIUpdateLink and drawing
required init?(coder: NSCoder) {
super.init(coder: coder)
initializeUpdateLink()
}
override init(frame: CGRect) {
super.init(frame: frame)
initializeUpdateLink()
}
private func initializeUpdateLink() {
self.updateLink = UIUpdateLink(view: self)
self.updateLink.addAction(to: .beforeCADisplayLinkDispatch,
target: self,
selector: #selector(update))
self.updateLink.wantsImmediatePresentation = true
self.updateLink.isEnabled = true
}
@objc func update(updateLink: UIUpdateLink,
updateInfo: UIUpdateInfo) {
print(updateInfo.isImmediatePresentationExpected) // FIXME: Why always false?
CATransaction.begin()
defer { CATransaction.commit() }
layer.setNeedsDisplay()
layer.displayIfNeeded()
}
override func draw(_ rect: CGRect) {
// FIXME: Any way to support opacity?
guard let context = UIGraphicsGetCurrentContext() else { return }
context.clear(rect)
guard let lastTouch = self.lastTouch else { return }
let location = lastTouch.location(in: self)
let circleBounds = CGRect(x: location.x - 16, y: location.y - 16, width: 32, height: 32)
context.setFillColor(.init(red: 1/2, green: 1/2, blue: 1/2, alpha: 1))
context.addLines(between: [])
context.fillEllipse(in: circleBounds)
}
// MARK: - Touch input
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesBegan(touches, with: event)
guard lastTouch == nil else { return }
lastTouch = touches.first
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesEnded(touches, with: event)
guard let lastTouch, touches.contains(lastTouch) else { return }
self.lastTouch = nil
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
self.touchesEnded(touches, with: event)
}
private var lastTouch: UITouch?
private var updateLink: UIUpdateLink!
}
#Preview { ContentUIView() }
Anyway, I'm not meant to find alternative APIs and I'd be willing to know what it can't do.
Hello,
**I'm Using **
Unity 6 LTS
Unity Apple GameKit + Core plugins
Turn-based matchmaking interface w/ 2 players max
App Store Connect API for rule-based matchmaking
I have already
enabled game center in app store connect (I think)
authenticated players and matched via friend request
I am stuck
Using queues to match players automatically
I'm working on a rule-based matchmaking system which aims to place two players against each other into a GKTurnBasedMatch. I have a simple Unity Project that correctly authenticates a user and proceeds to send a matchmaking request. The matchmaking script utilizes the Unity plugins' GKTurnBasedMatchmakerViewController.Request(...) request function with a GKMatchRequest.Init() request configured with a QueueName equal to the App Store Connect API Queue I created.
The queue I created is also linked to a ruleset with a very basic rule that checks if the properties contains a key called 'preference' that contains a string value for what side the player wants to play for this match. If during the matchmaking, the preferences between players are different, then the match is made and both players should join the match; each player gets to play the side they have chosen. I have my rule expression designed to just check if the preferences are not equal:
requests[0].properties.faction_preference != requests[1].properties.faction_preference
When I launch the game with two physical iPads and begin the matchmaking request, each player is immediately presented with two options:
Invite a friend, or
Start game
The Problem: Inviting a friend works to get two players into a game, but queue seems to not matter, and clicking start game will just put the current player into its own match (no one joins).
The Question: How do I get queue based matchmaking to work in Unity for a Turn-based match with only two players who are able to select the enemy side they want to play dictated by a rule that compares enemy play-side preferences?
Resources I've used:
Apple Unity GameKit Plugin: https://github.com/apple/unityplugins
Matchmaking: https://developer.apple.com/documentation/gamekit/matchmaking-rules
Multiplayer rulesets: https://developer.apple.com/documentation/gamekit/finding-players-using-matchmaking-rules
Topic:
Graphics & Games
SubTopic:
GameKit
Tags:
GameKit
Graphics and Games
App Store Connect
Apple Unity Plug-Ins
I'm using the Apple RoomPlan sdk to generate a .usdz file, which works fine, and gives me a 3D scan of my room.
But when I try to use Model I/O's MDLAsset to convert that output into an .obj file, it comes out as a completely flat model shaped like a rectangle. Here is my Swift code:
let destinationURL = destinationFolderURL.appending(path: "Room.usdz")
do {
try FileManager.default.createDirectory(at: destinationFolderURL, withIntermediateDirectories: true)
try finalResults?.export(to: destinationURL, exportOptions: .model)
let newUsdz = destinationURL;
let asset = MDLAsset(url: newUsdz);
let obj = destinationFolderURL.appending(path: "Room.obj")
try asset.export(to: obj)
}
Not sure what's wrong here. According to MDLAsset documentation, .obj is a supported format and exporting from .usdz to the other formats like .stl and .ply works fine and retains the original 3D shape.
Some things I've tried:
changing "exportOptions" to parametric, mesh, or model.
simply changing the file extension of "destinationURL" (throws error)
Hi folks,
I'm working on a Tile based Deferred renderer, similar to this Apple example. I'm wondering how to add MSAA to the renderer, and I see two choices:
Copy the single-sampled texture at the end of the GBuffer/Lighting render pass to a multi-sampled texture and resolve from that
Make all render targets (GBuffer) multi-sampled and deal with sampling/resolving all intermediate textures as well as the final, combined texture.
Which is the proper approach, and are there any examples of how to implement it?
Thanks!
I would like to implement zoom functionality in my SceneKit game: when the user performs the pinch gesture on a point on the screen, the scene zooms in to make that point larger.
Until now I simply changed SCNCamera.focalLength, but this simply zooms in to the center of what is currently visible on screen. Is it somehow possible to implement the zoom functionality described above by perhaps interactively rotating the camera at the same time towards the pinched point? Is there a formula for this? I would like to avoid suddenly rotating the camera to face the pinched point when the pinch gesture begins and then zoom in while the pinch is in progress.
Hello, I’m the developer of the “ StepSquad” app. Our app uses the Game Center achievement feature, but we’ve been encountering a problem: the “Global Players” metric always shows 0%, even though there are friends who have already achieved these achievements. Initially, I thought it might be because the app was newly launched. However, it’s now been over two months since release, and it’s still showing 0%. If anyone has any insight into this issue, please leave a comment.
Hi,
I'm working on a game for the past few years using first Unreal Engine 4, and now Unreal Engine 5.4.4.
I'm experiencingan unusual crash on startup on some devices
. The crash is so fast that I'm barely able to see the launching screen sometimes because the app closes itself before that.
I got a EXC_CRASH (SIGABRT) so I know that it's a null pointer reference, but I can't quite wrap my head about the cause, I think that's something messed up in the packaging of the app, but here is where I'm blocked, I'm not that accustomed with apple devices.
If someone has some advise to give, please, any help will be very valuable. Many thanks.
Log :
Crash Log on Ipad