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WKWebView audio/video codecs support
Actually this is a duplicate for https://developer.apple.com/forums/thread/106537 but in web-specific forums section. Is there any video/audio codec best practices, guides, recommendations for app/web developers for best performance (take advantage from HW acceleration), power consumption saving? What are officially supported media containers? What are video encoding profiles, video dimensions, frame rates? The only official source I have found is https://developer.apple.com/documentation/webkit/delivering-video-content-for-safari?language=objc. But h264 is pretty old. I experimentally found that the VP9 video format is also supported on iOS newer versions. But is this a requirement? Сan i be sure that the video will play on all devices? My goal is to provide web media content (which will be rendered in my application using WKWebView API) that will be supported by most devices (both iOS and MacOS), takes advantage of such features as hardware decode acceleration and be efficient. Any hints/info is highly appreciated. Best regards.
Topic: Safari & Web SubTopic: General Tags:
0
0
128
May ’25
How to wrap existing iOS app to launch on MacOS
Hi community! It is known that application designed for iOS may be launched on MacOS with arm chip. With XCode this is simple, you just choose to launch on current machine (Designed for iPad). As I can see, some magic happens: some tool wraps myproj.app into another app, which contains WrappedBundle link and Wrapper subdirectory. Does anybody know how to invoke this wrapping tool via command line? I am using CLion as IDE for my personal preferences, and I want to build app with CLion and wrap the result with external tool into a MacOS-compatible app to test if it works for MacOS as well. In other words, having the myproj.app I want to run something like "magictool -wrap /path/to/myproj.app" Best regards!
1
0
860
Oct ’24
prefersPointerLocked not worked properly if run on MacOS environment
Hi community. I am trying to adopt my first person shooter iOS game for running on MacOS environment. I need to lock the pointer when I enter battle mode, and unlock in lobby. On iOS all works fine (with mouse and keyboard) - pointer locks and unlocks according to my commands. However, on MacOS I faced the following behavior: after switching the pointer lock state and setNeedsUpdateOfPrefersPointerLocked invocation, the pointer does not locked immediately. To enable pointer lock, the user must click in the window. I checked the criteria listed in documentation: I do have fullscreen mode, I monitor UISceneActivationState and can confirm it is UISceneActivationStateForegroundActive, I do not use MacCatalyst (it is disabled in app's capabilities). However pointer locks only after click on window, which is weird. Can someone confirm that this is the exact behaviour as designed by Apple developers, or am I doing anything wrong. I have read the note: "Bringing an app built with Mac Catalyst to the foreground doesn’t immediately enable pointer lock. To enable pointer lock, the user must click in the window. To exit pointer lock, users can use Command-tab to switch to another app, or using Command-tilde.", but again, I don't use MacCatalyst. Any hints are highly appreciated! Best regards. refs: https://developer.apple.com/documentation/apple-silicon/running-your-ios-apps-in-macos https://developer.apple.com/documentation/uikit/uiviewcontroller/3601235-preferspointerlocked?language=objc
1
0
532
Dec ’24
Is there any frameworks/API to deal with app's precise performance tuning for iOS platform?
There is a Android Dynamic Performance Framework, https://developer.android.com/games/optimize/adpf which allows you to monitor device's thermal state and send performance hints to the OS, describing current workload. This helps to consume resources effectively, while having target performance. As I can see from tracing and profiling, hints help OS scheduler to switch tasks between cores more effectively - this helps to reach performance stability between multiple runs. I wonder, is there anything similar for iOS platform?
2
0
706
Dec ’24
How to setup UIApplicationDelegate that uses UIScenes for mirroring with AirPlay
Hi! I am developing a game for iOS using Objective-C and C++. I am trying to migrate an app to scene-based life cycle, but having a problem while mirroring screen from iPhone to MacBook using AirPlay. At this moment I don't want to implement multi-window (or multi-scene) support. The only thing I want is to have ability of screen mirroring. From the documentation from here and here I can't understand which UISceneConfiguration should I return. If I define a UIWindowSceneDelegate for the configuration, how should I handle scene:willConnectToSession:options: if the window has been already created for main device screen? Returning nil is not documented. Is there any examples? Also, I would expect that defining UIApplicationSupportsMultipleScenes to NO in Info.plist will automatically disable second scene creating. This is mentioned in documentation here, but this is not true, because I still see second scene creation (its pointer differs from one that was already created) in UIWindowSceneDelegate. What am I doing wrong? Any hints are highly appreciated!
Topic: UI Frameworks SubTopic: UIKit
4
0
119
Feb ’26
WKWebView audio/video codecs support
Actually this is a duplicate for https://developer.apple.com/forums/thread/106537 but in web-specific forums section. Is there any video/audio codec best practices, guides, recommendations for app/web developers for best performance (take advantage from HW acceleration), power consumption saving? What are officially supported media containers? What are video encoding profiles, video dimensions, frame rates? The only official source I have found is https://developer.apple.com/documentation/webkit/delivering-video-content-for-safari?language=objc. But h264 is pretty old. I experimentally found that the VP9 video format is also supported on iOS newer versions. But is this a requirement? Сan i be sure that the video will play on all devices? My goal is to provide web media content (which will be rendered in my application using WKWebView API) that will be supported by most devices (both iOS and MacOS), takes advantage of such features as hardware decode acceleration and be efficient. Any hints/info is highly appreciated. Best regards.
Topic: Safari & Web SubTopic: General Tags:
Replies
0
Boosts
0
Views
128
Activity
May ’25
How to wrap existing iOS app to launch on MacOS
Hi community! It is known that application designed for iOS may be launched on MacOS with arm chip. With XCode this is simple, you just choose to launch on current machine (Designed for iPad). As I can see, some magic happens: some tool wraps myproj.app into another app, which contains WrappedBundle link and Wrapper subdirectory. Does anybody know how to invoke this wrapping tool via command line? I am using CLion as IDE for my personal preferences, and I want to build app with CLion and wrap the result with external tool into a MacOS-compatible app to test if it works for MacOS as well. In other words, having the myproj.app I want to run something like "magictool -wrap /path/to/myproj.app" Best regards!
Replies
1
Boosts
0
Views
860
Activity
Oct ’24
prefersPointerLocked not worked properly if run on MacOS environment
Hi community. I am trying to adopt my first person shooter iOS game for running on MacOS environment. I need to lock the pointer when I enter battle mode, and unlock in lobby. On iOS all works fine (with mouse and keyboard) - pointer locks and unlocks according to my commands. However, on MacOS I faced the following behavior: after switching the pointer lock state and setNeedsUpdateOfPrefersPointerLocked invocation, the pointer does not locked immediately. To enable pointer lock, the user must click in the window. I checked the criteria listed in documentation: I do have fullscreen mode, I monitor UISceneActivationState and can confirm it is UISceneActivationStateForegroundActive, I do not use MacCatalyst (it is disabled in app's capabilities). However pointer locks only after click on window, which is weird. Can someone confirm that this is the exact behaviour as designed by Apple developers, or am I doing anything wrong. I have read the note: "Bringing an app built with Mac Catalyst to the foreground doesn’t immediately enable pointer lock. To enable pointer lock, the user must click in the window. To exit pointer lock, users can use Command-tab to switch to another app, or using Command-tilde.", but again, I don't use MacCatalyst. Any hints are highly appreciated! Best regards. refs: https://developer.apple.com/documentation/apple-silicon/running-your-ios-apps-in-macos https://developer.apple.com/documentation/uikit/uiviewcontroller/3601235-preferspointerlocked?language=objc
Replies
1
Boosts
0
Views
532
Activity
Dec ’24
Is there any frameworks/API to deal with app's precise performance tuning for iOS platform?
There is a Android Dynamic Performance Framework, https://developer.android.com/games/optimize/adpf which allows you to monitor device's thermal state and send performance hints to the OS, describing current workload. This helps to consume resources effectively, while having target performance. As I can see from tracing and profiling, hints help OS scheduler to switch tasks between cores more effectively - this helps to reach performance stability between multiple runs. I wonder, is there anything similar for iOS platform?
Replies
2
Boosts
0
Views
706
Activity
Dec ’24
How to setup UIApplicationDelegate that uses UIScenes for mirroring with AirPlay
Hi! I am developing a game for iOS using Objective-C and C++. I am trying to migrate an app to scene-based life cycle, but having a problem while mirroring screen from iPhone to MacBook using AirPlay. At this moment I don't want to implement multi-window (or multi-scene) support. The only thing I want is to have ability of screen mirroring. From the documentation from here and here I can't understand which UISceneConfiguration should I return. If I define a UIWindowSceneDelegate for the configuration, how should I handle scene:willConnectToSession:options: if the window has been already created for main device screen? Returning nil is not documented. Is there any examples? Also, I would expect that defining UIApplicationSupportsMultipleScenes to NO in Info.plist will automatically disable second scene creating. This is mentioned in documentation here, but this is not true, because I still see second scene creation (its pointer differs from one that was already created) in UIWindowSceneDelegate. What am I doing wrong? Any hints are highly appreciated!
Topic: UI Frameworks SubTopic: UIKit
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4
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0
Views
119
Activity
Feb ’26