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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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Jul ’25
iOS 26 Games app: Wired Switch Pro controllers (and GameSir X5 Lite) not working correctly
Hi, Since iOS 26 introduced the new Games app, I’ve noticed a problem when using a Nintendo Switch Pro Controller in wired USB-C mode, and also with third-party controllers that emulate it (like the GameSir X5 Lite). In the Games app interface, only the L/R buttons respond, but the D-Pad and analog sticks don’t work at all. Once inside actual games, the controller works fine — the issue only affects the Games app UI. What I’ve tested so far: Xbox / PlayStation controllers → work fine in both wired and Bluetooth, including inside the Games app. Switch Pro Controller (Bluetooth) → works fine, including in the Games app. Switch Pro Controller (wired) → same issue as the X5 Lite, D-Pad and sticks don’t work in the Games app. This makes it hard to use the new Games app launcher with these controllers, even though they work perfectly once a game is launched. My question: is this an iOS bug (Apple needs to add proper support for wired Switch Pro controllers in the Games app), or something that Nintendo / GameSir would need to address? Thanks in advance to anyone who can confirm this or provide more info.
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SpriteKit framerate drop on iOS 26.0
Hello, I have noticed a performance drop on SpriteKit-based projects running on iOS 26.0 (23A341). Below is a SpriteKit scene used to test framerate on different devices: import SpriteKit import SwiftUI class BareboneScene: SKScene { override func didMove(to view: SKView) { size = view.bounds.size anchorPoint = CGPoint(x: 0.5, y: 0.5) backgroundColor = .darkGray let roundedSquare = SKShapeNode(rectOf: CGSize(width: 150, height: 75), cornerRadius: 12) roundedSquare.fillColor = .systemRed roundedSquare.strokeColor = .black roundedSquare.lineWidth = 3 addChild(roundedSquare) let action = SKAction.rotate(byAngle: .pi, duration: 1) roundedSquare.run(.repeatForever(action)) } } struct BareboneSceneView: View { var body: some View { SpriteView( scene: BareboneScene(), debugOptions: [.showsFPS] ) .ignoresSafeArea() } } #Preview { BareboneSceneView() } The scene is very simple, yet framerate drops to ~40 fps as shown by the Metal HUD. Tested on: iPhone 13, iOS 26.0: framerate drops to 40 fps. Sometimes it runs at near 60fps. But if the screen is touched repeatedly, the framerate drops to 40-50 fps again. iPhone 11 Pro, iOS 26.0: ~40fps. iPad 9th Gen, iOS 18.6.2: 60fps, no issues. See screenshots attached. These numbers were observed by me and members of our beloved SpriteKit Discord server. Thank you for your attention.
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MDLAsset loads texture in usdz file loaded with wrong colorspace
I have a very basic usdz file from this repo I call loadTextures() after loading the usdz via MDLAsset. Inspecting the MDLTexture object I can tell it is assigning a colorspace of linear rgb instead of srgb although the image file in the usdz is srgb. This causes the textures to ultimately render as over saturated. In the code I later convert the MDLTexture to MTLTexture via MTKTextureLoader but if I set the srgb option it seems to ignore it. This significantly impacts the usefulness of Model I/O if it can't load a simple usdz texture correctly. Am I missing something? Thanks!
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Dec ’24
Export Armatures from Blender to USDC for use in RealityKit
I'm an experienced SceneKit developer and I want to begin work on a new project using RealityKit. So I appreciated as timely, the WWDC 2025 Session, "Bring your SceneKit project to RealityKit". However, now I am finding that: Blender does not properly support exporting armatures in usdc files, and usdc is really the only file format that should be used for creating 3D assets for RealityKit. The option of exporting from Blender to fbx or some other intermediate format, and then converting that to usdc, is a challenge. Apple's Reality Converter App, which supposedly can support importing and converting fbx files to usdc, is no longer available from Apple's website. And an older copy of it I found at the Kodeco website requires Rosetta on Apple Silicon. As well, this older copy does not in fact import fbx or anything else - I find it doesn't work at all. Apple's Reality Composer Pro, at least as far as I can tell, only supports importing usdc - it is not a file conversion tool. Alternatively, I am under the impression that Maya supports producing usdc files with armatures, but Maya costs over $2000 per year and I am skilled with Blender, so I believe strongly that I should be able to continue with Blender. Maya's expense and skillset simply shouldn't be a requirement for building RealityKit applications. What are my options then, if any, to produce assets with armatures and armature based animations using Blender, and then bring them into RealityKit?
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Jun ’25