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” metric 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.
GameKit
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I’ve added two recurring leaderboards to my app and the user interface for the Game Center leaderboards pops up when expected and it lists the leaderboards but when you click on them it says “Have Fun With Friends” and lists some of my contacts instead of any scores. The status under Apple Connect is “Not Live” and I’m wondering how to activate them. App has been approved for external beta testing. On a related note, on my iPad it doesn’t display correctly, it says “Game Center” at the top but the rest of the UI doesn’t appear, just blackness.
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?
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 using Unity's GameKit to implement a turnbase game.
I want to make a UI in Unity to show all the games I can join.
I tried using
var matches = await GKTurnBasedMatch.LoadMatches();
to get all the open matches.
But it seems that I can only get the matcm related to the current apple account.
Can you help me get all the matches?
ALSO
I used
var match = await GKTurnBasedMatchmakerViewController.Request(request);
to exit the gamecenter interface and start a game (automatic matching, no one was invited)
Another device used
var match = await GKTurnBasedMatch.Find(request);
to find the game, but it did not find the game, but it start a new game (automatic matching).
Can you help me solve these problems?
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!
When running on my iPhone SE3 under IOS 18.4.1, achievement banners show as expected. The same code running on my iPad Air2 under IOS 15.8.4, achievement banners do not show, but they are accepted (as shown in the GameCenterViewController). The banners also don't show when running the simulator under iPhone 16 Pro Max under IOS 18.2 or simulator under iPhone SE3 under IOS 18.3. I haven't tried others. [Note that I clear the achievements each run during test so that I can duplicate this]
Topic:
Graphics & Games
SubTopic:
GameKit
Hello Everyone I am new here,
I am testing game center integration and using a development build of my IOS game. I have set up a couple of achievements in app store connect, but when I trigger them in the game then they do not unlock or show up.
Okay so i am signed into the game center with a sandbox account on a test advice. Is there anything else I need to configure, or do achievements usually only work after the game is released?.
I will appreciate any guidance…
Thanks in Advance!!!
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];
}
Hello I trying to implement authentication via apple services in unity game with server made as another unity app On client side I succesfully got teamPlayerID signature salt timestamp publicKeyUrl According to this documentation https://developer.apple.com/documentation/gamekit/gklocalplayer/fetchitems(foridentityverificationsignature:)?language=objc
I have to
Verify with the appropriate signing authority that Apple signed the public key.
As I said my server is special build of unity project So now I have this kind of C# programm to check apple authority over public certificate i got from publicKeyUrl
TextAsset textAsset;
byte[] bytes;
textAsset = Resources.Load<TextAsset>("AppleRootCA-G3");
bytes = textAsset.bytes;
rootCert.ChainPolicy.ExtraStore.Add(new X509Certificate2(bytes));
textAsset = Resources.Load<TextAsset>("AppleRootCA-G2");
bytes = textAsset.bytes;
rootCert.ChainPolicy.ExtraStore.Add(new X509Certificate2(bytes));
textAsset = Resources.Load<TextAsset>("AppleIncRootCertificate");
bytes = textAsset.bytes;
rootCert.ChainPolicy.ExtraStore.Add(new X509Certificate2(bytes));
rootCert.Build(cert);
Where cert is X509Certificate2 object I ge from publicKeyUrl
AppleIncRootCertificate AppleRootCA-G2 AppleRootCA-G3 is certificates I got from https://www.apple.com/certificateauthority/
But it is not work Anytime rootCert.Build(cert); return false Why it is not work? May be I build keychain using wrong root CA cert? Or whole approach incorrect? Please help
GKAccessPoint triggerAccessPointWithState handler not invoked on iOS 26.0 and iOS 15.8.4
Incorrect/Unexpected Behaviour:
When calling [GKAccessPoint.shared triggerAccessPointWithState:GKGameCenterViewControllerStateAchievements handler:^{}] on a real device running iOS 26 beta (iOS 26), the overlay appears as expected, but the handler block is never called. This behavior also not working correctly on previous iOS versions(tested on iOS 15.8.4)
Steps to Reproduce:
Authenticate GKLocalPlayer
Call triggerAccessPointWithState:handler: with a block that logs or performs logic
Observe that overlay appears, but block is not executed
Behavior:
UI appears correctly
Handler is not invoked at all
Expected Result:
The handler should fire immediately after the dashboard is shown.
Actual Result:
The handler is never called.
Usecase:
As GKGameCenterViewController is deprecated we are moving to GKAccesspoint but due to above functionality issue we are unable to.
Environment:
Device: iPhone 16, iPhone 7
iOS: 26.0 and iOS 15.8.4
Xcode: 26.0 beta and Xcode 16.4
Hi,
I'm trying to add game center challenges and activities to an already live game, but they are not appearing in game for testing, GameCenter, or the Games app.
I know the game is setup with GameKit entitlements since this is a live game and it has working leaderboards and achievements.
I've updated to Tahoe beta 8, added a challenge and activity on app store connect, added that to a new distribution and added that distribution to 'Add for Review'
I'm using Unity and the Apple Unity plugin
Not sure what other steps I'm missing
Thanks
TLDR; I can't get QueueName to work with matchmaking a turn-based match in Unity using matchmaking rules.
Long version:
I'm using the apple unity plugin found here: https://github.com/apple/unityplugins/blob/main/plug-ins/Apple.GameKit/Apple.GameKit_Unity/Assets/Apple.GameKit/Documentation~/Apple.GameKit.md
I have created a Queue, RuleSet and a simple Rule to match players by following these docs tightly: https://developer.apple.com/documentation/gamekit/finding-players-using-matchmaking-rules.
Here is the single rule I have that drives matchmaking:
{
"data" : {
"type" : "gameCenterMatchmakingRules",
"id" : "[hiddden-rule-id]",
"attributes" : {
"referenceName" : "ComplimentaryFactionPreference",
"description" : "default desc",
"type" : "MATCH",
"expression" : "requests[0].properties.preference != requests[1].properties.preference",
"weight" : null
},
"links" : {
"self" : "https://api.appstoreconnect.apple.com/v1/gameCenterMatchmakingRules/[hidden-rule-id]"
}
},
"links" : {
"self" : "https://api.appstoreconnect.apple.com/v1/gameCenterMatchmakingRules"
}
}
which belongs to a rule set which belongs to a queue. I have verified these are setup and linked via the App Store Connect API. Additionally, when I tested queue-based matchmaking without a queue established, I got an error in Unity. Now, with this, I do not. However there is a problem when I attempt to use the queue for matchmaking.
I have the basic C# function here:
public override void StartSearch(NSMutableDictionary<NSString, NSObject> properties)
{
if (searching) return;
base.StartSearch(properties);
//Establish matchmaking requests
_matchRequest = GKMatchRequest.Init();
_matchRequest.QueueName = _PreferencesToQueue(GetSerializedPreferences());
_matchRequest.Properties = properties;
_matchRequest.MaxPlayers = PLAYERS_COUNT;
_matchRequest.MinPlayers = PLAYERS_COUNT;
_matchTask = GKTurnBasedMatch.Find(_matchRequest);
}
The
_PreferencesToQueue(GetSerializedPreferences());
returns the exact name of the queue I added my ruleset to.
After this function is called, I poll the task generated from the .Find(...) function. Every time I run this function, a new match is created almost instantly. No two players are ever added to the same match.
Further, I'm running two built game instances, one on a mac and another on an ipad and when I simultaneously test, I am unable to join games this way.
Can someone help me debug why I cannot seem to match make when using a queue based approach?
我们想在游戏类 App 内接入 Game Center。用户可以在游戏内创建多个角色,若用户在游戏内创建了2个角色:角色1、角色2,请问:
当用户将角色1与 Game Center 绑定后,数据将上报至 Game Center。此时玩家想要将角色1与 Game Center 解除绑定,解绑后,再将角色2与 Game Center 绑定。那么这时角色1的数据是留存在 Game Center 中,还是将被移除?
Hello,
I'm working on a game that features online multiplayer. The game is developed using Unity and Apple Unity plugins.
The "isUnderAge" property restricts the online multiplayer feature. Everything works as expected on all platforms (Mac, iPhone, iPad, AppleTV, and visionPro) except on Macs equipped with an Intel chip.
Using the same iCloud and GameCenter, with no restrictions enabled, "isUnderAge" returns false, as expected, but on Mac equipped with an Intel chip, it returns true.
Is there any restriction or compatibility issue with those chips? Is there a workaround?
Thanks
Topic:
Graphics & Games
SubTopic:
GameKit
Matchmaking rules
https://developer.apple.com/documentation/gamekit/matchmaking-rules?language=objc
AppStoreConnectApi rules
https://developer.apple.com/documentation/appstoreconnectapi/rules?language=objc
・Environment
Unity 6000.2.2f1
XCode 16.1
iOS 26
3 iPhones
・AppStoreConnectApi rules
"type": "gameCenterMatchmakingRuleSets",
"id": "f6a88caf-85db-42bf-xxxxxxxxxxxxxxxxxxxx",
"attributes": {
"referenceName": "co.mygame.RuleSets.GvERandom34",
"ruleLanguageVersion": 1,
"minPlayers": 3,
"maxPlayers": 4
},
"type": "gameCenterMatchmakingRules",
"id": "6afa68ce-4d2c-496f-xxxxxxxxxxxxxxxxxxxx",
"attributes": {
"referenceName": "GameVersion",
"description": "Check Game Version. GvERandom34",
"type": "COMPATIBLE",
"expression": "requests[0].properties.gameVersion == requests[1].properties.gameVersion",
"weight": null
},
"type": "gameCenterMatchmakingQueues",
"id": "7fb645ef-4eca-4510-xxxxxxxxxxxxxxxxxxxx",
"attributes": {
"referenceName": "co.mygame.que.GvERandom34",
"classicMatchmakingBundleIds": []
},
・Objective-C Execution code
queueName = "co.mygame.que.GvERandom34"
keyStr = "gameVersion "
valueStr = "1.0"
- (void)MatchQueueParamStr1Start:(NSString*)queueName keyStr:(NSString*)keyStr valueStr:(NSString*)valueStr
{
if (@available(iOS 17.2, tvOS 17.2, macOS 14.2, visionOS 1.1, *) == NO)
{
DBGLOG(@"MatchQueueParamStr1Start Not support.");
return;
}
self->_matchMakingFlag = YES;
self->_matchFinishFlag = NO;
self->_myMatch = nil;
GKMatchRequest *req = [[GKMatchRequest alloc] init];
if (@available(iOS 17.2, tvOS 17.2, macOS 14.2, visionOS 1.1, *))
{
req.queueName = queueName;
req.properties = @{keyStr: valueStr};
}
[[GKMatchmaker sharedMatchmaker] findMatchForRequest:req withCompletionHandler: ^(GKMatch *match, NSError *error)
{
if (error)
{
[self SetupErrorInfo:error descriptionText:@"findMatchForRequest"];
}
else if(match)
{
self->_myMatch = match;
self->_myMatch.delegate = self;
}
self->_matchMakingFlag = NO;
self->_matchFinishFlag = YES;
}];
}
・
I'm trying to match with three devices.
Matching doesn't work.
5 minutes later times out.
What's the problem?
I am using the latest version of the Game Center plugin for Unity and have noticed that my game will crash on launch when trying to authenticate.
I've tried this in an empty project with just the plugin and it still crashes with this exception.
GfxDevice: creating device client; threaded=1; jobified=0
Initializing Metal device caps: Apple A14 GPU
Initialize engine version: 2022.3.62f2 (7670c08855a9)
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.
And the area in the native code that is triggering the crash is this inside the GKLocalPlayer_SetAuthenticateHandler function
`_onAuthenticate!(tid, _mostRecentAuthenticatePlayer!.passRetainedUnsafeMutablePointer());
I am using Unity 2022.3.62f2 and MacOS 15.6 with iOS 18.6.2 which based on the min specs for the plugin we should be within spec.
I have also included this message because I thought it might help too
`terminating due to uncaught exception of type Il2CppExceptionWrapper
Could not import Swift modules for translation unit: failed to get module "GameKitWrapper" from AST context:
error: 'GKErrorCodeExtension.h' file not found
in file included from :1:
error: could not build Objective-C module 'GameKitWrapper'
warning: Ignoring missing VFS file: /Users/james/Library/Developer/Xcode/DerivedData/GameKitWrapper-dzawbtxqdxdviiakfxmfunexppqv/Build/Intermediates.noindex/GameKitWrapper.build/Release-iphoneos/GameKitWrapper-bc72bd3638f4d2956cac9b00e84c1a7d-VFS-iphoneos/all-product-headers.yaml
This is the likely root cause for any subsequent compiler
errors.warning: Ignoring missing VFS file: /Users/bill/Library/Developer/Xcode/DerivedData/GameKitWrapper-dzawbtxqdxdviiakfxmfunexppqv/Build/Intermediates.noindex/GameKitWrapper.build/Release-iphoneos/GameKitWrapper iOS.build/unextended-module-overlay.yaml
This is the likely root cause for any subsequent compiler errors.warning: TypeSystemSwiftTypeRef::GetNumChildren: had to engage SwiftASTContext fallback for type $syyXCD
I've also attached the script that I am using for authentication, this script runs on the first scene.
GameCenterManager.cs
在正常游戏中,如果非常频繁的调用assetBundle.Unload接口,会导致游戏应用画面卡死,但是游戏的背景音乐仍然正常播放。这类问题仅发生在iphone16 和iphone17的手机上,低版本的手机没有任何问题,请问该如何解决这个问题?
In a Unity game, if the assetBundle.Unloadinterface is called very frequently during normal gameplay, it can cause the game application's screen to freeze, although the background music continues to play normally. This issue only occurs on iPhone 16 and iPhone 17 models, with no problems on lower-version phones. How can this problem be resolved?
In the process of using ARKit's image tracking, we found that different images have significant differences in recognizability. How can we judge the quality of this image in ARKit's image tracking for this situation?