Hello,
We are working on a real-time 2-player online game targeting multiple Apple devices. The following issue only occurs on tvOS:
When selecting matchmaking to connect with another player, the native Game Center interface opens and begins the matchmaking process.
Almost immediately, the following log appears in the console, and the matchmaking screen remains indefinitely without completing:
Timeout while starting matching with request: <GKMatchRequestInternal 0x30d62f690> {
defaultNumberOfPlayers : 0
isLateJoin : 0
localPlayerID : U:bea182d69b85f0839e3958742fbc4609
matchType : 0
maxPlayers : 2
minPlayers : 2
playerAttributes : 4294967295
playerGroup : 1
preloadedMatch : 0
recipientPlayerIDs : <__NSArrayM 0x3034ed5c0> {}
recipients : <__NSArrayM 0x3034ee280> {}
restrictToAutomatch : 0
version : 1
archivedSharePlayInviteeTokensFromProgrammaticInvite, inviteMessage, localizableInviteMessage, messagesBasedRecipients, properties, queueName, recipientProperties, rid, sessionToken : (null)
} . Error: (null)
However, the task does not complete when the log appears (our Debug.Log are nerver called).
But if we manually cancel the matchmaking process, the "User cancel" log is correctly triggered.
Here is a code snippet for the request :
var gkMatchRequest = GKMatchRequest.Init();
gkMatchRequest.MinPlayers = 2;
gkMatchRequest.MaxPlayers = 2;
var matchRequestTask = GKMatchmakerViewController.Request(gkMatchRequest);
matchRequestTask.ContinueWith(t => { Debug.LogException(t.Exception); }, TaskContinuationOptions.OnlyOnFaulted);
matchRequestTask.ContinueWith(t => { Debug.LogInfo("User cancel"); }, TaskContinuationOptions.OnlyOnCanceled);
matchRequestTask.ContinueWith(t => { Debug.LogInfo("Success"); }, TaskContinuationOptions.OnlyOnRanToCompletion);
We have tested this on multiple devices and network types (Wi-Fi, 5G, Ethernet), but we consistently encounter this bug along with the same log message.
Could you please help us understand or resolve this issue?
Thank you.
GameKit
RSS for tagCreate apps that allow players to interact with each other using GameKit.
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
When testing my development build for gamecenter authentication, the game crashes. I've breadcrumbed it to the "await GKLocalPlayer.Authenticate();" call. Can't find any documentation on this issue and have been looking through the forums!
I've already done all of the usual stuff like verifying bundle identifiers match, ensuring game center is enabled for the app, setting up app store connect, using a sandbox account, etc...
Please point me to some resources if you know any. Any help is appreciated, I'm starting to lose hope here!
New to achievements. I added them in App Store Connect and want to test them.
Apple Documentation says this:
"Before you begin testing your GameKit configuration, you need to enable Debug Mode. In Xcode, choose Product > Scheme > Edit Scheme. From the Run configuration, select Options and toggle Enable Debug Mode.
To begin testing your achievement configuration, open the game Progress Manager. In Xcode, choose Debug > GameKit > Manage Game Progress."
Sounds easy enough, but there is no "GameKit" under Debug in Xcode 16.2.
Topic:
Graphics & Games
SubTopic:
GameKit
I work on a team that provides an SDK for another game to handle various tasks like authentication. They are experiencing a case where devices using iOS 17 are failing to authenticate with GameCenter, receiving the message "The requested operation could not be completed because local player has not been authenticated." We imagine this is because they still have some setup to finish regarding GameCenter itself, and we're working with them to take care of that.
However, on iOS 18, their app ends up waiting indefinitely for GameCenter authentication messages that it never receives. That's where we're puzzled. We expect them to have the same outcome regardless of OS version.
We initiate GameCenter authentication by setting an authenticateHandler after some initial application setup. The handler has code to account for UI, errors, and successful authentication.
On iOS 17, it's clear that it's getting called as expected because they receive an indication that the player isn't authenticated. But on iOS 18, it looks like the same handler code on iOS 18 isn't being called at all. Are there differences in how iOS 18 interacts with the authenticationHandler that we somehow aren't accounting for? Or is there potentially something else that we're doing incorrectly that is manifesting only on iOS 18?
Here's a simplified version of our login function code (in Obj-C++). There is no OS-specific code, and the job that owns this function does stay in scope until after authentication is complete.
void beginLogin()
{
// Snip: Check if the user is already logged in.
// Snip: Prevent multiple concurrent calls to this function.
auto authenticateHandler = ^(UIViewController* gcViewController, NSError* error)
{
if (gcViewController != nil)
{
// Snip: Display the UI
}
else if (error != nil)
{
// Snip: Handle the error.
}
else
{
if ([[GKLocalPlayer localPlayer] isAuthenticated])
{
// Snip: Handle successful authentication.
}
else
{
// Snip: Handle other case.
}
}
};
[[GKLocalPlayer localPlayer] setAuthenticateHandler: authenticateHandler];
}
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!
On an iPad running iPadOS 26 beta 4, when tapping the Game Center Access Point, the overlay doesn’t show the configured achievements, leaderboards or challenges.
I should specify this is an in-development app and the achievements and leaderboards are in the “Not Live” state, however they show on other devices running iOS 18 in the Access Point UI.
Anyone else having this issue? If so, how should I test achievements and leaderboards while iOS 26 beta is out?
The UI looks like this on iPadOS 26:
Hello — I shipped an App Store build that signs in to Game Center using the Apple Unity Plugins (GameKit). The login banner appears, but my app still doesn’t show up in Game Center’s “All activity” (You started playing XXX 2d ago)
What I’ve done
Call await GKLocalPlayer.Authenticate();
“Game Center” is enabled for the current version in App Store Connect
Confirmed: other App Store games do appear under “All Activity” on the same device/account
Timeline: This is the first version that enables Game Center (not the app’s first release), and it has been about 2 hours since this build went live.
Questions
Is authentication alone sufficient for “Recently Played,” or is at least one Game Center component (leaderboards, achievements, activities, multiplayer) required?
Is there a typical propagation delay before “Recently Played” starts showing a newly enabled app/version?
Is there anything else I should configure in App Store Connect or entitlements to make “Recently Played” visible?
Thanks for any help.
I’m running into unexpected problems with the Unity GameKit plugin setup with the new Activities. I didn’t see anyone else mentioning these issues, so my guess is that it’s a problem with my setup.
The authentication (GKLocalPlayer.Authenticate()) works as expected, but any call to the new GameActivity functionality (e.g. GKGameActivityDefinition.LoadGameActivityDefinitions() or GKGameActivity.WantsToPlay) gives me an exception with a 'UnsupportedOperationForOSVersion' reason despite it running on an iOS 18.6.1 device.
I’m using a completely empty Unity 2022.3.62f1 project that only contains the official authentication example, followed by an event handler for activities from another example and the Unity core and gamekit plugins.
The setup:
macOS 15.6
Xcode 26 beta 6 (also tried with 5)
Physical iPhone device running iOS 18.6.1
Unity 2022.3.62f1, which satisfies the requirements
Unity plugin, Xcode setup, and build steps:
I Followed the official beta branch build steps for Unity plugins with python3 build.py -m iOS iPhoneSimulator macOS -p Core GameKit which ran through after a slight modification for the macOS target that somehow contained an unknown team reference for the GameKitWrapper project, which I changed to not reference a team and use ‘sign to run locally’, as was the case for the other packages. As far as I understood the macOS version is not strictly necessary either way just for running it on a local iOS device(?)
I Imported these as tarball packages into the empty Unity 2022.3.62f1 project as per the official instructions, which seems to work as expected
Added a single script with the mentioned example code added in a MonoBehavior.Start
Building in Unity works as expected as well, creating the Xcode project
The Unity-iPhone target has the GameKit framework linked (’do not embed’) and the GameCenter capability was added automatically as expected
The GameKit framework seems to not be added to the UnityFramework target, but I don’t think this is necessary? Quickly testing this with the GameKit framework added there as well didn’t make a difference
The linked GameKit framework is indeed the expected Xcode 26 beta version
I can then build and run this on the physical iPhone iOS 18.6.1 device, where I get an ‘UnsupportedOperationForOSVersion’ as soon as I try to subscribe to deeplinking events (GKGameActivity.WantsToPlay) or use other GameKit Activity functionality from the official examples:
// log showing that it's actually running on iOS 18.6:
[Apple.Core Plug-In Runtime] Availability Runtime Environment: iOS 18.6
Apple.Core.Availability:OnApplicationStart()
// and the exception I get:
GameKitException: Code=-7 Domain=GKErrorDomain Description=The operation couldn’t be completed. (GKErrorDomain error -7.) (UnsupportedOperationForOSVersion)
at Apple.GameKit.DefaultNSErrorHandler.ThrowNSError (System.IntPtr nsErrorPtr) [0x00000] in <00000000000000000000000000000000>:0
Rethrow as TypeInitializationException: The type initializer for 'Apple.GameKit.GKGameActivity' threw an exception.
I unfortunately didn’t find any clues as to why this happens and how to resolve it on this forum or otherwise.
Changing the minimum iOS version - up to 18.6 from the previously used (Unity export default) 12.0 for any and all targets - did not yield a different result
I'd rather not update the phone to use the iOS 26 beta, though as far as I understood this is not necessary
Any pointers to what I might be missing or doing wrong are greatly appreciated!
Thank you very much in advance!
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.
Hello -
Upon enabling debug mode for GameKit configuration for my iOS app, I do not see any devices (my iPhone or simulators) in the device list within the "Manage Game Progress" debug tool. I only see my Mac as a device. Is there any trick to this or a way to add devices to this list?
Thank you
Hello,
On macOS 26 (Tahoe), when building a OSX app that includes GameKit code, calling GKLocalPlayer.local.authenticateHandler shows the "Sign In to Game Center" alert (e.g. didShowFullscreenSignIn) — even if the app does not have the Game Center capability enabled or any related entitlement (com.apple.developer.game-center).
This alert only appears when the user is not signed in to Game Center in system settings.
However, when testing the same code path on iOS app built with macOS 26 (Tahoe), the alert does not appear unless the proper capability and entitlement are included.
This behavior is different from macOS 15 (Sequoia) + Xcode 15.x. Prior to the update, Game Center features did not work at all even with the OSX app without Capability and Entitlements.
Steps to Reproduce
Create a new OSX app target (App Sandbox enabled, no Game Center capability).
Add minimal GameKit code:
GKLocalPlayer.local.authenticateHandler = { _, _, _ in }
Build OSX app and run on macOS 26 (Tahoe).
Ensure Game Center is signed out in System Settings.
Observe: “Sign In to Game Center” alert appears automatically.
Expected Behavior
When Game Center capability and entitlement are not present, authenticateHandler should fail silently, and no signIn alert should appear.
Actual Behavior
On OSX app, the Game Center signIn UI appears even without any Game Center capability or entitlement.
On iOS app, this alert does not appear.
*Build Configuration: built with the same condition. (macOS 26 + Xcode 26)
Question
Could you please confirm whether this behavior is an intentional change in macOS 26 or a bug only for OSX apps in the GameKit authentication flow?
Thank you.
Hello, I’m the developer of the “stepsquad” app. Our app uses the Game Center achievement feature, but we’ve been encountering a problem: the “Global Players” always shows 0%, even though there are friends who have already achieved these achievements. Initially, I thought it might be because the app was newly launched. However, it’s now been over two months since release, and it’s still showing 0%. If anyone has any insight into this issue, please leave a comment.
I play this game called Sonic Forces: Speed Battle that's available in the app store and I completed a quest outside of the app on this site called TapResearch for some rewards as I've done before and has worked, but after this one time I can no longer enter back into the game without crashing immediately. I tried deleting and reinstalling but nothing. I even tried signing into a different account but that didn't work either. So then I tried to make a new game center account to try and see if it works, and it did, though all my progress has been restarted. Does anyone know how to fix this?
The solo Leveling:arise is a game but the game mode is not switching on and game crashing everything time while playing
Topic:
Graphics & Games
SubTopic:
GameKit
Tags:
External Graphics Processors
Games
Graphics and Games
Hi all im having a variety of issues with gamekit matchmaking. On the simulator the matchmaking ui pops up and I can click Quick Match, then immediately "Failed to find Players" this is the same with a real Apple ID and a sandbox account.
If I use real devices the app at least discovers a match, but then the match none of the delegate methods for the match ever get called and the logs are filled with socket not connected and various errors.
My questions are:
Should match making via quick match work in the simulator, I have seen tutorial videos etc of this working, but I can't seem to get it to work.
How do people debug issues with GameCenter / Gamekit to find out why its not able to connect?
Many thanks in advance
I am currently working on a game that involves earning achievements, which I am using the Apple Unity Plug-Ins to display. I have found that occasionally opening the Game Center Dashboard the last achievement earned will not be displayed until the game is closed and reopened. I am using GKAccessPoint.Shared.Trigger to display the Achievements screen, which occasionally seems to open a cached version of the dashboard. I've found that it seems to consistently happen when earning multiple achievements within one minute, but this is not always the case. Does anybody have any experience with something like this in the past?
Hello !
We are working on a real-time 2-player online game targeting multiple Apple devices.
The following issue only occurs on tvOS:
When selecting matchmaking to connect with another random player, the native Game Center interface opens and begins the matchmaking process.
Almost immediately after clicking "start", the following log appears in the console, and the matchmaking screen remains indefinitely without completing:
Timeout while starting matching with request: <GKMatchRequestInternal 0x30d62f690> {
defaultNumberOfPlayers : 0
isLateJoin : 0
localPlayerID : U:bea182d69b85f0839e3958742fbc4609
matchType : 0
maxPlayers : 2
minPlayers : 2
playerAttributes : 4294967295
playerGroup : 1
preloadedMatch : 0
recipientPlayerIDs : <__NSArrayM 0x3034ed5c0> {}
recipients : <__NSArrayM 0x3034ee280> {}
restrictToAutomatch : 0
version : 1
archivedSharePlayInviteeTokensFromProgrammaticInvite, inviteMessage, localizableInviteMessage, messagesBasedRecipients, properties, queueName, recipientProperties, rid, sessionToken : (null)
} . Error: (null)
However, as shown in the code snippet below, the task does not complete when the log appears. But when we manually cancel the matchmaking process, the "User cancel" log is correctly triggered.
var gkMatchRequest = GKMatchRequest.Init();
gkMatchRequest.MinPlayers = 2;
gkMatchRequest.MaxPlayers = 2;
var matchRequestTask = GKMatchmakerViewController.Request(gkMatchRequest);
matchRequestTask.ContinueWith(t => { Debug.LogException(t.Exception); }, TaskContinuationOptions.OnlyOnFaulted);
matchRequestTask.ContinueWith(t => { Debug.Log("User cancel"); }, TaskContinuationOptions.OnlyOnCanceled);
matchRequestTask.ContinueWith(t => { Debug.Log("Success"); }, TaskContinuationOptions.OnlyOnRanToCompletion);
We have tested this on multiple Apple TV and network types (Wi-Fi, 5G, Ethernet), but we consistently encounter this bug along with the same log message.
Could you please help us understand or resolve this issue?
Thank you.
This is the first time I have tried adding achievements to my games. The online documentation says:
"Before you can access achievements in your code, you can configure them in Xcode and sync the configuration updates you make with App Store Connect. Begin configuring achievements by creating a GameKit configuration file. In Xcode, choose File > New > File from Template. Select GameKit File, and click Next. In the sheet that appears, enter a name for the configuration and click Create."
Sounds easy - except Xcode 16.2 does not have a GameKit File as one of the Templates. Please advise on how to proceed and it would be nice if the documentation were updated.
Topic:
Graphics & Games
SubTopic:
GameKit
Added achievements to my approved app. Added them for the next release version, which I am running in simulator. When I look at the Achievements page, I can see that there are 17 Achievements available (correct), but they all show as hidden, despite checking the "No" box in App Store Connect.
Topic:
Graphics & Games
SubTopic:
GameKit
When running my game in the Unity Editor on Windows platform I get an error:
DllNotFoundException: GameKitWrapper assembly:<unknown assembly> type:<unknown type> member:(null)
Apple.GameKit.DefaultNSErrorHandler.Init () (at ./Library/PackageCache/com.apple.unityplugin.gamekit@0abcad546f73/Source/DefaultHandlers.cs:35)
This is because GameKitWrapper dynamically linked library is not available under Windows platform.
Besides, "Apple Build Settings" are declared under UNITY_EDITOR_OSX and also not available under Windows platform.
Does anyone managed to solve this?