Create apps that allow players to interact with each other using GameKit.

Posts under GameKit tag

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App terminated by watchdog due to hang in Game Center authentication.
Hi, We are seeing watchdog-terminated app hangs reported by users on iOS 26. The hang occurs during cold launch when we set the Game Center authenticate handler. Our usage is straightforward — we follow the official guide: to set the handler once in the boot flow. localPlayer.authenticateHandler = ^(UIViewController *viewController, NSError *error){//handler code} The app never reaches our handler code. Instead, it is killed by the watchdog before the handler is invoked. Root Cause: We believe the root cause is GKDaemonProxy localPlayerAgeCategory makes a synchronous XPC call ( xpc_connection_send_message_with_reply_sync ) to the Game Center daemon ( com.apple.gamed ). The daemon does not respond, blocking the main thread indefinitely until the watchdog terminates the app. Also we haven't seen this before iOS 26. Reproduction Conditions: Unfortunately we don't have a consistent way to reproduce it. It happens intermittently. And I can't share the iOS build due to company requirements. I have pasted the stack trace below (all users report the similar stack tracks). Stack trace (representative, reported consistently across affected users): App Hang: The app was terminated while unresponsive 0 libsystem_kernel.dylib +0xcd0 _mach_msg2_trap 1 libsystem_kernel.dylib +0x4308 _mach_msg2_internal 2 libsystem_kernel.dylib +0x4228 _mach_msg_overwrite 3 libsystem_kernel.dylib +0x4074 _mach_msg 4 libdispatch.dylib +0x1c980 __dispatch_mach_send_and_wait_for_reply 5 libdispatch.dylib +0x1cd20 _dispatch_mach_send_with_result_and_wait_for_reply 6 libxpc.dylib +0x11ed8 _xpc_connection_send_message_with_reply_sync 7 Foundation +0x41710 ___NSXPCCONNECTION_IS_WAITING_FOR_A_SYNCHRONOUS_REPLY__ 8 Foundation +0x29068 -[NSXPCConnection _sendInvocation:orArguments:count:methodSignature:selector:withProxy:] 9 Foundation +0x69b7c -[NSXPCConnection _sendSelector:withProxy:arg1:] 10 Foundation +0x699e8 __NSXPCDistantObjectSimpleMessageSend1 11 GameCenterFoundation +0x986fc ___39-[GKDaemonProxy localPlayerAgeCategory]_block_invoke.109 12 GameCenterFoundation +0x1397d0 0x22cbde7d0 (0x22cbde794 + 60) 13 GameCenterFoundation +0x139610 0x22cbde610 (0x22cbde508 + 264) 14 GameCenterFoundation +0x139770 0x22cbde770 (0x22cbde6ec + 132) 15 GameCenterFoundation +0x98420 -[GKDaemonProxy localPlayerAgeCategory] 16 GameCenterFoundation +0x2ceb4 -[GKClientPreferencesSupport localPlayerAgeCategory] 17 GameCenterFoundation +0x93ba4 -[GKPreferences(AgeCategoryRestrictions) localPlayerAgeCategory] 18 GameCenterFoundation +0x93c34 -[GKPreferences(AgeCategoryRestrictions) getRestrictionLimitForLocalPlayer:] 19 GameCenterFoundation +0x93cd0 -[GKPreferences(AgeCategoryRestrictions) clampBoolRestriction:tableEntry:] 20 GameCenterFoundation +0x93d40 -[GKPreferences(AgeCategoryRestrictions) isBoolValueRestricted:tableEntry:] 21 GameCenterFoundation +0x9f7b8 -[GKPreferences(Restrictions) isBoolKeyRestricted:category:] 22 GameCenterUICore +0x2d04 -[GKLocalPlayerAuthenticator _authenticateUsingAuthUI:authenticationResults:usernameEditable:authUIDismissHandler:completionHandler:] 23 GameCenterUICore +0xd638 ___106-[GKLocalPlayer(AuthenticationPrivate) startAuthenticationForExistingPrimaryPlayerUponReturnToForeground:]_block_invoke 24 libsystem_trace.dylib +0xdb40 _os_activity_apply_f 25 GameCenterFoundation +0x181f4 -[GKActivity execute:] 26 GameCenterFoundation +0x18138 +[GKActivity named:execute:] 27 GameCenterUICore +0xd528 -[GKLocalPlayer(AuthenticationPrivate) startAuthenticationForExistingPrimaryPlayerUponReturnToForeground:] 28 libsystem_trace.dylib +0xdb40 _os_activity_apply_f 29 GameCenterFoundation +0x181f4 -[GKActivity execute:] 30 GameCenterFoundation +0x18138 +[GKActivity named:execute:] 31 GameCenterFoundation +0x4f124 ___40-[GKLocalPlayer setAuthenticateHandler:]_block_invoke 32 libdispatch.dylib +0x1b1e0 __dispatch_client_callout 33 libdispatch.dylib +0x45ac __dispatch_once_callout 34 GameCenterFoundation +0x4f070 -[GKLocalPlayer setAuthenticateHandler:] Additional Notes: This issue was not observed prior to iOS 26. We have no reports of this on iOS 17 or iOS 18. We are unable to share a build due to company policy. We cannot reproduce this consistently — it occurs intermittently in production. All affected users report the same stack trace pattern.
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25
18h
Setting GKLocalPlayer.local.authenticateHandler may cause whole window to be obfuscated by alert "No Internet Connection"
My game supports both GameCenter, setting up a custom host and local games against bots. To log in to GameCenter and be able to handle invitations from other players, I set GKLocalPlayer.local.authenticateHandler after the app finished loading. But it seems that whenever I’m disconnected from the internet for more than 24 hours, setting GKLocalPlayer.local.authenticateHandler causes the whole window to be obfuscated by an alert telling me that I have no internet connection. When this happens, if I connect to the internet and disconnect again, the alert is not shown anymore. This is a huge problem because the alert prevents a user from using any other feature of the app unrelated to GameCenter, since there's no way to dismiss it. Is this really intended behaviour or how is a user supposed to continue using the app that supports GameCenter and does not rely on it, while being disconnected from the internet? I created FB22951946.
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5d
IAP
My auto-renewable subscription products are approved in App Store Connect, but fetchProducts() returns 0 products when testing in Production & Testflight. Debug output shows: "products.size is 0 - no products fetched! Expected 6 products." All my business agreements are active. Has anyone faced this before? What do you recommend? Thank you.
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203
3w
Questions regarding Guidelines 5.1.1, 4.5.3, and 4.5.5 for cross-save and custom backend integration
Hello, I am developing an macOS app and planning to implement a cross-platform save feature. I have two questions regarding the App Store Review Guidelines and Game Center integration. 1. Requiring Game Center exclusively for an optional "Cross-Save" feature (Guideline 5.1.1 & HIG) in macOS To comply with Guideline 5.1.1(v), we do not force users to sign in to Game Center upon app launch. Users can fully access the core features, play locally, and even use standard iCloud sync without any Game Center authentication. However, to use the specific, optional "Cross-Save" feature (which syncs data across different platforms via our proprietary backend), we intend to require Game Center login. Question: Is it acceptable to prompt for and require Game Center authentication only when the user explicitly tries to enable this specific cross-save feature? 2. Associating Game Center IDs with a proprietary backend account (Guidelines 4.5.3 & 4.5.5) To facilitate cross-progression, our backend server plans to authenticate the user using Game Center's identity verification signature via fetchItems(forIdentityVerificationSignature:). Once authenticated, we want to link the user's Game Center ID (specifically, teamPlayerID or gamePlayerID) to our proprietary service account in our own database. Question: Guidelines 4.5.3 and 4.5.5 state that we should not share Player IDs with "any third party." Does storing and linking the Game Center ID to our own backend server account (strictly to manage our game's cross-saves) fall under this "third party" restriction, or is our proprietary backend considered a permitted, first-party use? I want to ensure our implementation fully complies with Apple's privacy and user experience standards. Any insights would be greatly appreciated. Thank you.
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205
May ’26
GKLeaderboard.submitScore succeeds in development but no production users appear on leaderboard
I'm building an iOS word game (Gramfall) and no production App Store users can see their own scores on any leaderboard, despite Game Center authentication succeeding and no errors being thrown. The same code works correctly in development and all 6 leaderboard submissions fire "Score submitted" notifications on my dev device. 6 leaderboards in App Store Connect (3 Classic all-time, 3 Recurring monthly) and all are Live Production App Store users: authenticated, scores submitted, no errors — scores never appear Development build: all 6 submissions confirmed via Settings → Developer → Notify About Score Submissions Affected users cannot see their own score on the leaderboard from their own device. This rules out privacy/visibility restrictions as a player should always see their own score. This suggests submissions are either silently failing or being accepted but not recorded in the production Game Center environment. What we have ruled out Leaderboard ID mismatch (Everything in App Store Connect matches) Authentication failure (GKLocalPlayer.local.isAuthenticated is true, app shows "Connected") All 6 leaderboards load with releaseState(rawValue: 1), isHidden: false Account-level restrictions effectively ruled out as it affects all users, not one account endGame() fires correctly, confirmed in dev Questions Is there a known difference in how GKLeaderboard.submitScore behaves between the sandbox and production Game Center environments that could cause silent failures? Is there any way for a submission to return no error yet still not be recorded in production? Code func submitGameResult(timeSeconds: Int, score: Int, longestWordLength: Int) { guard GKLocalPlayer.local.isAuthenticated else { return } Task { do { try await GKLeaderboard.submitScore(timeSeconds, context: 0, player: GKLocalPlayer.local, leaderboardIDs: ["gramfall.lb.time", "gramfall.lb.time.monthly"]) try await GKLeaderboard.submitScore(score, context: 0, player: GKLocalPlayer.local, leaderboardIDs: ["gramfall.lb.score", "gramfall.lb.score.monthly"]) try await GKLeaderboard.submitScore(longestWordLength, context: 0, player: GKLocalPlayer.local, leaderboardIDs: ["gramfall.lb.longestword", "gramfall.lb.longestword.monthly"]) } catch { print("[GameCenter] submitGameResult failed: \(error)") } } }
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895
Apr ’26
انشاء تطبيق جديد
اريد انشاء لعبه في ابل ستور و تكون اول صفحه تكون شروط و الاحكام و خيار بدا اللعبه200 فئات من السعوديه من مسلسل من العب من بنات و بس وقطر و الإمارات وانمي ومسلسلات تركيه و السياحه و الدول وشركات عالميه و شركات كترونيه
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560
Mar ’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
GKLocalPlayer.authenticateHandler not called on iOS 26 when Game Center auth overlay is shown
Hi — we’re testing our app on iOS 26 and ran into strange behavior with GKLocalPlayer.local.authenticateHandler. GKLocalPlayer.local.authenticateHandler = { [weak self] viewController, error in // additional code } What happens: When we assign authenticateHandler on iOS 26 and the user is not signed in to Game Center, the system shows a full-screen Game Center overlay asking the user to sign in. If the user taps Cancel, nothing further happens — the closure is not invoked again, so we don’t receive an error or any callback. The app never learns whether the auth was cancelled or failed. In previous iOS versions the closure was called (with viewController / error as appropriate) and the flow worked as expected. What we tried: Verified authenticateHandler is being set. Checked GKLocalPlayer.local.isAuthenticated after the overlay dismisses — it’s unchanged. Observed system logs: a com.apple.GameOverlayUI scene is created and later removed (so the auth overlay is shown by the system). Confirmed the same code works on earlier iOS versions. :thinking: Question: Has anyone seen authenticateHandler not being invoked on iOS 26 when the Game Center auth overlay is presented? Could this be a behavioral change in iOS 26 (overlay runs in a separate system process), or a bug? Any suggested workarounds to reliably detect that the user cancelled the sign-in (for example: listening for willResignActive / didBecomeActive, watching for a system overlay, or saving/presenting the viewController manually)? Thanks in advance for any advice — we’d appreciate pointers or suggested diagnostics ?
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2.7k
Feb ’26
Transferring Apps with iCloud KVS
Hi All! I'm being asked to migrate an app which utilizes iCloud KVS (Key Value Storage). This ability is a new-ish feature, and the documentation about this is sparse [1]. Honestly, the entire documentation about the new iCloud transfer functionality seems to be missing. Same with Game Center / GameKit. While the docs say that it should work, I'd like to understand the process in more detail. Has anyone migrated an iCloud KVS app? What happens after the transfer goes through, but before the first release? Do I need to do anything special? I see that the Entitlements file has the TeamID in the Key Value store - is that fine? <key>com.apple.developer.ubiquity-kvstore-identifier</key> <string>$(TeamIdentifierPrefix)$(CFBundleIdentifier)</string> Can someone please share their experience? Thank you! [1] https://developer.apple.com/help/app-store-connect/transfer-an-app/overview-of-app-transfer
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2.8k
Feb ’26
Present GameCentre Overlay Programmatically
As GKGameCenterViewController has been deprecated, it seems that GKAccessPoint is now the correct way to present the GameCentre leaderboard. But the placement options for the GKAccessPoint are very limited and lead to misaligned UI that looks clunky, as the GKAccessPoint does not align with the system navigation toolbar. Am I missing something here or am I just stuck with a lopsided UI now? I much preferred how this previously worked, where I could present the GKGameCenterViewController in a sheet from my own button
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522
Feb ’26
GameKit Leaderboards not working in iOS 26.2
Leaderboards working fine in iOS 26.1 but seem to be broken in 26.2 and also in the 26.3 developer beta. Players cannot submit scores and neither can they view scores on Apple's default leaderboards. Custom leaderboards that rely on pulling information using GameKit APIs also fail. Is there a workaround or patch for this?
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925
Jan ’26
GameKit Turn Based Matches Push Notifications
I'm developing a game that supports GameKit turn based matches. What I don't understand is this: Is tapping on the Game Center notification push messages the only way for the GKTurnBasedEventListener to trigger? What if someone misses the push message (swiping it away by accident or something like that) but still wants to join? Is there some inbox somewhere where the pending messages can be seen or fetched? Also it was mentioned in a very old WWDC video (from 2013, I think that's the latest with information about turn based matches) that the notification also includes a badge for the icon. However, I do not understand how to implement that. Is there any documentation for that?
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1.5k
Jan ’26
How does the automatch feature work in Game Kit?
I'm developing a turn based game. When I present the GKTurnBasedMatchmakerViewController players can opt in for automatch instead of selecting a specific friend as opponent. How exactly does the matching work if a player doesn't specify anything explicitly? Does Game Center send push notifications in a round robin fashion to all friends and the first one to accept is then matched as opponent? Is this documented somewhere?
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919
Jan ’26
Open Apple Developer, and now the registration button is grayed out.
Around 2012, we developed an Apple app. Due to the team's lack of technical maturity at the time, my partner eventually gave up on further development. Later, around 2019, I logged into one of my Apple IDs, and it showed that the registration was in progress with the button grayed out. Today, in order to register as a developer, I specifically bought a new iPhone 17 from JD.com. The process went smoothly at first, but after filling in my name and address, completing the facial verification, it just logged me out. Now, when I open Developer, the registration button is grayed out again. It’s quite frustrating. I had hoped the new phone would solve the issue. Back in 2019, I encountered the same problem—I tried logging in on different devices, including my wife’s phone and an iPad, but none worked. Could it be that even a newly registered account would face the same issue today? As someone eager to publish an app, this is truly disappointing. I’m not sure if it’s a system problem or something else. I remember that in 2012, we didn’t do anything wrong, but the team wasn’t technically mature enough, and I urged my partner to keep working on it, though he eventually gave up. Now, as I try to register again, I’ve filled in everything today—my bank card (a debit card), completed facial verification, entered my ID card details, and provided my address. But I never reached the payment step. In the end, when I open Developer, the registration button is grayed out. I hope to find out why this is happening, but I haven’t gotten any answers—just like years ago when customer support simply suggested re-registering without a clear explanation. However, registering with someone else’s information could lead to issues later on. I hope to find a solution.
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262
Jan ’26
Question Regarding App Rejection Reason
Hello, I hope you are doing well. I recently submitted my app for review, and it was rejected. However, I am still unsure about the exact reason for this decision. I carefully reviewed the feedback provided, but some points remain unclear to me. Could you please clarify which specific guidelines were not met, or which parts of the app need to be changed or improved? My goal is to fully understand the issue so I can fix it properly and ensure that the app complies with all App Store Review Guidelines in the future. Thank you in advance for your time and support.
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537
Jan ’26
Apple new Siri AI beta iOS 27
Hey guys, can everyone share how long an estimated time range it took to get the new siri AI
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4
Activity
3h
App terminated by watchdog due to hang in Game Center authentication.
Hi, We are seeing watchdog-terminated app hangs reported by users on iOS 26. The hang occurs during cold launch when we set the Game Center authenticate handler. Our usage is straightforward — we follow the official guide: to set the handler once in the boot flow. localPlayer.authenticateHandler = ^(UIViewController *viewController, NSError *error){//handler code} The app never reaches our handler code. Instead, it is killed by the watchdog before the handler is invoked. Root Cause: We believe the root cause is GKDaemonProxy localPlayerAgeCategory makes a synchronous XPC call ( xpc_connection_send_message_with_reply_sync ) to the Game Center daemon ( com.apple.gamed ). The daemon does not respond, blocking the main thread indefinitely until the watchdog terminates the app. Also we haven't seen this before iOS 26. Reproduction Conditions: Unfortunately we don't have a consistent way to reproduce it. It happens intermittently. And I can't share the iOS build due to company requirements. I have pasted the stack trace below (all users report the similar stack tracks). Stack trace (representative, reported consistently across affected users): App Hang: The app was terminated while unresponsive 0 libsystem_kernel.dylib +0xcd0 _mach_msg2_trap 1 libsystem_kernel.dylib +0x4308 _mach_msg2_internal 2 libsystem_kernel.dylib +0x4228 _mach_msg_overwrite 3 libsystem_kernel.dylib +0x4074 _mach_msg 4 libdispatch.dylib +0x1c980 __dispatch_mach_send_and_wait_for_reply 5 libdispatch.dylib +0x1cd20 _dispatch_mach_send_with_result_and_wait_for_reply 6 libxpc.dylib +0x11ed8 _xpc_connection_send_message_with_reply_sync 7 Foundation +0x41710 ___NSXPCCONNECTION_IS_WAITING_FOR_A_SYNCHRONOUS_REPLY__ 8 Foundation +0x29068 -[NSXPCConnection _sendInvocation:orArguments:count:methodSignature:selector:withProxy:] 9 Foundation +0x69b7c -[NSXPCConnection _sendSelector:withProxy:arg1:] 10 Foundation +0x699e8 __NSXPCDistantObjectSimpleMessageSend1 11 GameCenterFoundation +0x986fc ___39-[GKDaemonProxy localPlayerAgeCategory]_block_invoke.109 12 GameCenterFoundation +0x1397d0 0x22cbde7d0 (0x22cbde794 + 60) 13 GameCenterFoundation +0x139610 0x22cbde610 (0x22cbde508 + 264) 14 GameCenterFoundation +0x139770 0x22cbde770 (0x22cbde6ec + 132) 15 GameCenterFoundation +0x98420 -[GKDaemonProxy localPlayerAgeCategory] 16 GameCenterFoundation +0x2ceb4 -[GKClientPreferencesSupport localPlayerAgeCategory] 17 GameCenterFoundation +0x93ba4 -[GKPreferences(AgeCategoryRestrictions) localPlayerAgeCategory] 18 GameCenterFoundation +0x93c34 -[GKPreferences(AgeCategoryRestrictions) getRestrictionLimitForLocalPlayer:] 19 GameCenterFoundation +0x93cd0 -[GKPreferences(AgeCategoryRestrictions) clampBoolRestriction:tableEntry:] 20 GameCenterFoundation +0x93d40 -[GKPreferences(AgeCategoryRestrictions) isBoolValueRestricted:tableEntry:] 21 GameCenterFoundation +0x9f7b8 -[GKPreferences(Restrictions) isBoolKeyRestricted:category:] 22 GameCenterUICore +0x2d04 -[GKLocalPlayerAuthenticator _authenticateUsingAuthUI:authenticationResults:usernameEditable:authUIDismissHandler:completionHandler:] 23 GameCenterUICore +0xd638 ___106-[GKLocalPlayer(AuthenticationPrivate) startAuthenticationForExistingPrimaryPlayerUponReturnToForeground:]_block_invoke 24 libsystem_trace.dylib +0xdb40 _os_activity_apply_f 25 GameCenterFoundation +0x181f4 -[GKActivity execute:] 26 GameCenterFoundation +0x18138 +[GKActivity named:execute:] 27 GameCenterUICore +0xd528 -[GKLocalPlayer(AuthenticationPrivate) startAuthenticationForExistingPrimaryPlayerUponReturnToForeground:] 28 libsystem_trace.dylib +0xdb40 _os_activity_apply_f 29 GameCenterFoundation +0x181f4 -[GKActivity execute:] 30 GameCenterFoundation +0x18138 +[GKActivity named:execute:] 31 GameCenterFoundation +0x4f124 ___40-[GKLocalPlayer setAuthenticateHandler:]_block_invoke 32 libdispatch.dylib +0x1b1e0 __dispatch_client_callout 33 libdispatch.dylib +0x45ac __dispatch_once_callout 34 GameCenterFoundation +0x4f070 -[GKLocalPlayer setAuthenticateHandler:] Additional Notes: This issue was not observed prior to iOS 26. We have no reports of this on iOS 17 or iOS 18. We are unable to share a build due to company policy. We cannot reproduce this consistently — it occurs intermittently in production. All affected users report the same stack trace pattern.
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25
Activity
18h
Setting GKLocalPlayer.local.authenticateHandler may cause whole window to be obfuscated by alert "No Internet Connection"
My game supports both GameCenter, setting up a custom host and local games against bots. To log in to GameCenter and be able to handle invitations from other players, I set GKLocalPlayer.local.authenticateHandler after the app finished loading. But it seems that whenever I’m disconnected from the internet for more than 24 hours, setting GKLocalPlayer.local.authenticateHandler causes the whole window to be obfuscated by an alert telling me that I have no internet connection. When this happens, if I connect to the internet and disconnect again, the alert is not shown anymore. This is a huge problem because the alert prevents a user from using any other feature of the app unrelated to GameCenter, since there's no way to dismiss it. Is this really intended behaviour or how is a user supposed to continue using the app that supports GameCenter and does not rely on it, while being disconnected from the internet? I created FB22951946.
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3
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0
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170
Activity
5d
IAP
My auto-renewable subscription products are approved in App Store Connect, but fetchProducts() returns 0 products when testing in Production & Testflight. Debug output shows: "products.size is 0 - no products fetched! Expected 6 products." All my business agreements are active. Has anyone faced this before? What do you recommend? Thank you.
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0
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0
Views
203
Activity
3w
Questions regarding Guidelines 5.1.1, 4.5.3, and 4.5.5 for cross-save and custom backend integration
Hello, I am developing an macOS app and planning to implement a cross-platform save feature. I have two questions regarding the App Store Review Guidelines and Game Center integration. 1. Requiring Game Center exclusively for an optional "Cross-Save" feature (Guideline 5.1.1 & HIG) in macOS To comply with Guideline 5.1.1(v), we do not force users to sign in to Game Center upon app launch. Users can fully access the core features, play locally, and even use standard iCloud sync without any Game Center authentication. However, to use the specific, optional "Cross-Save" feature (which syncs data across different platforms via our proprietary backend), we intend to require Game Center login. Question: Is it acceptable to prompt for and require Game Center authentication only when the user explicitly tries to enable this specific cross-save feature? 2. Associating Game Center IDs with a proprietary backend account (Guidelines 4.5.3 & 4.5.5) To facilitate cross-progression, our backend server plans to authenticate the user using Game Center's identity verification signature via fetchItems(forIdentityVerificationSignature:). Once authenticated, we want to link the user's Game Center ID (specifically, teamPlayerID or gamePlayerID) to our proprietary service account in our own database. Question: Guidelines 4.5.3 and 4.5.5 state that we should not share Player IDs with "any third party." Does storing and linking the Game Center ID to our own backend server account (strictly to manage our game's cross-saves) fall under this "third party" restriction, or is our proprietary backend considered a permitted, first-party use? I want to ensure our implementation fully complies with Apple's privacy and user experience standards. Any insights would be greatly appreciated. Thank you.
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1
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0
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205
Activity
May ’26
GKLeaderboard.submitScore succeeds in development but no production users appear on leaderboard
I'm building an iOS word game (Gramfall) and no production App Store users can see their own scores on any leaderboard, despite Game Center authentication succeeding and no errors being thrown. The same code works correctly in development and all 6 leaderboard submissions fire "Score submitted" notifications on my dev device. 6 leaderboards in App Store Connect (3 Classic all-time, 3 Recurring monthly) and all are Live Production App Store users: authenticated, scores submitted, no errors — scores never appear Development build: all 6 submissions confirmed via Settings → Developer → Notify About Score Submissions Affected users cannot see their own score on the leaderboard from their own device. This rules out privacy/visibility restrictions as a player should always see their own score. This suggests submissions are either silently failing or being accepted but not recorded in the production Game Center environment. What we have ruled out Leaderboard ID mismatch (Everything in App Store Connect matches) Authentication failure (GKLocalPlayer.local.isAuthenticated is true, app shows "Connected") All 6 leaderboards load with releaseState(rawValue: 1), isHidden: false Account-level restrictions effectively ruled out as it affects all users, not one account endGame() fires correctly, confirmed in dev Questions Is there a known difference in how GKLeaderboard.submitScore behaves between the sandbox and production Game Center environments that could cause silent failures? Is there any way for a submission to return no error yet still not be recorded in production? Code func submitGameResult(timeSeconds: Int, score: Int, longestWordLength: Int) { guard GKLocalPlayer.local.isAuthenticated else { return } Task { do { try await GKLeaderboard.submitScore(timeSeconds, context: 0, player: GKLocalPlayer.local, leaderboardIDs: ["gramfall.lb.time", "gramfall.lb.time.monthly"]) try await GKLeaderboard.submitScore(score, context: 0, player: GKLocalPlayer.local, leaderboardIDs: ["gramfall.lb.score", "gramfall.lb.score.monthly"]) try await GKLeaderboard.submitScore(longestWordLength, context: 0, player: GKLocalPlayer.local, leaderboardIDs: ["gramfall.lb.longestword", "gramfall.lb.longestword.monthly"]) } catch { print("[GameCenter] submitGameResult failed: \(error)") } } }
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0
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0
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895
Activity
Apr ’26
Xcode 26.4 Simulator Won't Load Game Center Data
For apps that support Game Center, calling presentViewController on a GKGameCenterViewController yields no data for leaderboards or achievements, regardless of which iOS version you're simulating (works fine on device, but doesn't work in simulator).
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0
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430
Activity
Apr ’26
The Problem with TestLight
I successfully registered an account a few days ago and tested the app internally, but when I published the link, the application automatically expired. When I submitted it again, I received the message: "There was an error processing your request. Please try again later." I have contacted support but have not received a response. Case ID: 102861441465
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0
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0
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160
Activity
Apr ’26
انشاء تطبيق جديد
اريد انشاء لعبه في ابل ستور و تكون اول صفحه تكون شروط و الاحكام و خيار بدا اللعبه200 فئات من السعوديه من مسلسل من العب من بنات و بس وقطر و الإمارات وانمي ومسلسلات تركيه و السياحه و الدول وشركات عالميه و شركات كترونيه
Replies
3
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0
Views
560
Activity
Mar ’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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3
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0
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1.1k
Activity
Feb ’26
GKLocalPlayer.authenticateHandler not called on iOS 26 when Game Center auth overlay is shown
Hi — we’re testing our app on iOS 26 and ran into strange behavior with GKLocalPlayer.local.authenticateHandler. GKLocalPlayer.local.authenticateHandler = { [weak self] viewController, error in // additional code } What happens: When we assign authenticateHandler on iOS 26 and the user is not signed in to Game Center, the system shows a full-screen Game Center overlay asking the user to sign in. If the user taps Cancel, nothing further happens — the closure is not invoked again, so we don’t receive an error or any callback. The app never learns whether the auth was cancelled or failed. In previous iOS versions the closure was called (with viewController / error as appropriate) and the flow worked as expected. What we tried: Verified authenticateHandler is being set. Checked GKLocalPlayer.local.isAuthenticated after the overlay dismisses — it’s unchanged. Observed system logs: a com.apple.GameOverlayUI scene is created and later removed (so the auth overlay is shown by the system). Confirmed the same code works on earlier iOS versions. :thinking: Question: Has anyone seen authenticateHandler not being invoked on iOS 26 when the Game Center auth overlay is presented? Could this be a behavioral change in iOS 26 (overlay runs in a separate system process), or a bug? Any suggested workarounds to reliably detect that the user cancelled the sign-in (for example: listening for willResignActive / didBecomeActive, watching for a system overlay, or saving/presenting the viewController manually)? Thanks in advance for any advice — we’d appreciate pointers or suggested diagnostics ?
Replies
11
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4
Views
2.7k
Activity
Feb ’26
Transferring Apps with iCloud KVS
Hi All! I'm being asked to migrate an app which utilizes iCloud KVS (Key Value Storage). This ability is a new-ish feature, and the documentation about this is sparse [1]. Honestly, the entire documentation about the new iCloud transfer functionality seems to be missing. Same with Game Center / GameKit. While the docs say that it should work, I'd like to understand the process in more detail. Has anyone migrated an iCloud KVS app? What happens after the transfer goes through, but before the first release? Do I need to do anything special? I see that the Entitlements file has the TeamID in the Key Value store - is that fine? <key>com.apple.developer.ubiquity-kvstore-identifier</key> <string>$(TeamIdentifierPrefix)$(CFBundleIdentifier)</string> Can someone please share their experience? Thank you! [1] https://developer.apple.com/help/app-store-connect/transfer-an-app/overview-of-app-transfer
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5
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0
Views
2.8k
Activity
Feb ’26
Present GameCentre Overlay Programmatically
As GKGameCenterViewController has been deprecated, it seems that GKAccessPoint is now the correct way to present the GameCentre leaderboard. But the placement options for the GKAccessPoint are very limited and lead to misaligned UI that looks clunky, as the GKAccessPoint does not align with the system navigation toolbar. Am I missing something here or am I just stuck with a lopsided UI now? I much preferred how this previously worked, where I could present the GKGameCenterViewController in a sheet from my own button
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1
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0
Views
522
Activity
Feb ’26
GameKit Leaderboards not working in iOS 26.2
Leaderboards working fine in iOS 26.1 but seem to be broken in 26.2 and also in the 26.3 developer beta. Players cannot submit scores and neither can they view scores on Apple's default leaderboards. Custom leaderboards that rely on pulling information using GameKit APIs also fail. Is there a workaround or patch for this?
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2
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0
Views
925
Activity
Jan ’26
GameKit Turn Based Matches Push Notifications
I'm developing a game that supports GameKit turn based matches. What I don't understand is this: Is tapping on the Game Center notification push messages the only way for the GKTurnBasedEventListener to trigger? What if someone misses the push message (swiping it away by accident or something like that) but still wants to join? Is there some inbox somewhere where the pending messages can be seen or fetched? Also it was mentioned in a very old WWDC video (from 2013, I think that's the latest with information about turn based matches) that the notification also includes a badge for the icon. However, I do not understand how to implement that. Is there any documentation for that?
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3
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0
Views
1.5k
Activity
Jan ’26
How does the automatch feature work in Game Kit?
I'm developing a turn based game. When I present the GKTurnBasedMatchmakerViewController players can opt in for automatch instead of selecting a specific friend as opponent. How exactly does the matching work if a player doesn't specify anything explicitly? Does Game Center send push notifications in a round robin fashion to all friends and the first one to accept is then matched as opponent? Is this documented somewhere?
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3
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0
Views
919
Activity
Jan ’26
Open Apple Developer, and now the registration button is grayed out.
Around 2012, we developed an Apple app. Due to the team's lack of technical maturity at the time, my partner eventually gave up on further development. Later, around 2019, I logged into one of my Apple IDs, and it showed that the registration was in progress with the button grayed out. Today, in order to register as a developer, I specifically bought a new iPhone 17 from JD.com. The process went smoothly at first, but after filling in my name and address, completing the facial verification, it just logged me out. Now, when I open Developer, the registration button is grayed out again. It’s quite frustrating. I had hoped the new phone would solve the issue. Back in 2019, I encountered the same problem—I tried logging in on different devices, including my wife’s phone and an iPad, but none worked. Could it be that even a newly registered account would face the same issue today? As someone eager to publish an app, this is truly disappointing. I’m not sure if it’s a system problem or something else. I remember that in 2012, we didn’t do anything wrong, but the team wasn’t technically mature enough, and I urged my partner to keep working on it, though he eventually gave up. Now, as I try to register again, I’ve filled in everything today—my bank card (a debit card), completed facial verification, entered my ID card details, and provided my address. But I never reached the payment step. In the end, when I open Developer, the registration button is grayed out. I hope to find out why this is happening, but I haven’t gotten any answers—just like years ago when customer support simply suggested re-registering without a clear explanation. However, registering with someone else’s information could lead to issues later on. I hope to find a solution.
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3
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0
Views
262
Activity
Jan ’26
Question Regarding App Rejection Reason
Hello, I hope you are doing well. I recently submitted my app for review, and it was rejected. However, I am still unsure about the exact reason for this decision. I carefully reviewed the feedback provided, but some points remain unclear to me. Could you please clarify which specific guidelines were not met, or which parts of the app need to be changed or improved? My goal is to fully understand the issue so I can fix it properly and ensure that the app complies with all App Store Review Guidelines in the future. Thank you in advance for your time and support.
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2
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0
Views
537
Activity
Jan ’26
苹果12内存不够用,怎么办
苹果12内存不够用,怎么办
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1
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592
Activity
Dec ’25
关于苹果机玩法技巧
各位大神有没有人知道苹果手机玩法隐藏技巧?
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0
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490
Activity
Dec ’25