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.
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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