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Clarification Needed on Tracking/Telemetry Rules for Apple Arcade Games
Hello, We searched Apple documentation and found no official guidance on Arcade‑specific tracking rules. Enforcement seems implicit via App Tracking Transparency (ATT) and App Review, so we want to confirm whether Arcade builds must be treated as stricter than, or the same as, normal App Store builds. Specifically: Are ATT prompts and IDFA usage completely disallowed in Arcade builds? Are third‑party analytics SDKs (e.g., Firebase, Adjust, GameAnalytics) permitted in Arcade? Is crash reporting limited to Apple‑approved frameworks only? Should all tracking/telemetry be restricted to gameplay and iCloud sync only? We plan to adjust our entitlement logic and QA requirements accordingly, so an official clarification would be very helpful. Thank you, Phong
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0
22
10h
App Store Distribution – Minimum Deployment Targets (iOS, macOS, tvOS, watchOS) with XCode 26
Hello Team, We’ve confirmed Apple’s current minimum OS requirements for Xcode 26: iOS 15 – 26 iPadOS 15 – 26 tvOS 15 – 26 watchOS 8 – 26 visionOS 1 – 26 macOS 11 – 26 Are we correct in understanding that any builds targeting below these versions are no longer accepted by the App Store and may fail to launch for users on older systems? Like this https://developer.apple.com/forums/thread/821370?answerId=882822022#882822022 For Steam macOS distribution, can older macOS targets still be supported, or should we align strictly with Apple’s minimums? Thank you and best regards, Phong
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227
Apr ’26
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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1.1k
Feb ’26
Clarification Needed on Tracking/Telemetry Rules for Apple Arcade Games
Hello, We searched Apple documentation and found no official guidance on Arcade‑specific tracking rules. Enforcement seems implicit via App Tracking Transparency (ATT) and App Review, so we want to confirm whether Arcade builds must be treated as stricter than, or the same as, normal App Store builds. Specifically: Are ATT prompts and IDFA usage completely disallowed in Arcade builds? Are third‑party analytics SDKs (e.g., Firebase, Adjust, GameAnalytics) permitted in Arcade? Is crash reporting limited to Apple‑approved frameworks only? Should all tracking/telemetry be restricted to gameplay and iCloud sync only? We plan to adjust our entitlement logic and QA requirements accordingly, so an official clarification would be very helpful. Thank you, Phong
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22
Activity
10h
App Store Distribution – Minimum Deployment Targets (iOS, macOS, tvOS, watchOS) with XCode 26
Hello Team, We’ve confirmed Apple’s current minimum OS requirements for Xcode 26: iOS 15 – 26 iPadOS 15 – 26 tvOS 15 – 26 watchOS 8 – 26 visionOS 1 – 26 macOS 11 – 26 Are we correct in understanding that any builds targeting below these versions are no longer accepted by the App Store and may fail to launch for users on older systems? Like this https://developer.apple.com/forums/thread/821370?answerId=882822022#882822022 For Steam macOS distribution, can older macOS targets still be supported, or should we align strictly with Apple’s minimums? Thank you and best regards, Phong
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0
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0
Views
227
Activity
Apr ’26
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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1.1k
Activity
Feb ’26