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

GameKit Documentation

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Game Porting Toolkit Crashing Playing HighEnd Games
Updated to GPT 2 with the app format and whisky in October. I'm using steam in GPT to play the windows only games. The games consistently crash my computer to restart when I played games like Liar's Bar and Phasmophobia, the latter even with its performance optimization update released today. Both of them do that when I load into the game room, so the bar/ghost house or even while loading. It ran Outpath properly though, which was something with much lower quality than LB and Phas. I don't think it's a simple RAM config issue because Phasmophobia ran fine for me with older versions in GPT 1 although I did experience occasional crashes but I think those were only crashing the game not my mac. I'm not sure what I'm doing wrong that I can't run those games or if it's a GPT problem. I'm using a MPB Pro M1 with 16GB memory on Sequoia 15.0.1.
1
0
829
Oct ’24
Setting a timeout in GKTurnBasedMatch doesn't work... GKTurnBasedParticipant.timeoutDate is always nil.
I have created a turn based game using GameKit. Everything is pretty much done, last thing left to do is the turn time out. I am passing GKTurnTimeoutDefault into the timeout argument in: func endTurn(withNextParticipants nextParticipants: [GKTurnBasedParticipant], turnTimeout timeout: TimeInterval, match matchData: Data) However when I check the .timeoutDate property of the GKTurnBasedParticipant participants, the value is always nil. What am I doing wrong? Am I checking the right property or is there another one instead that I don't know about? I have tried passing different values to the timeout parameter but the timeoutDate is always nil. Has anyone successfully implemented a timeout using GKTurnBasedMatch ?
1
0
633
Oct ’24
Error "No Apple native plug-in libraries found." when importing freshly built plugins into Unity
I just built Core and GameKit without errors. The command line I used was the following: python3 build.py -p Core GameKit -m macOS -c "Apple Development ID (redacted)" When importing these packages into Unity, as soon as the editor refreshes I get these errors: DllNotFoundException: GameKitWrapper assembly:<unknown assembly> type:<unknown type> member:(null) And DllNotFoundException: AppleCoreNativeMac assembly:<unknown assembly> type:<unknown type> member:(null) And Apple Unity Plug-ins] No Apple native plug-in libraries found. Were the libraries built with the build script (build.py), xcodebuild, or Xcode? Was any output generated from the build script/tool? Were there any errors or issues? Please check to ensure that libraries (.a, .framework, or .bundle files) were created and saved to each plug-in's "NativeLibraries~" folder. I made sure that the libraries were saved to this NativeLibraries folder. I made sure to update xcode, python, npm and Unity to the latest version, got the most recent commity from Github (Sept. 17th) but the errors persist. The errors also occur right as the game starts in a built player. Also occurs in a blank Unity project, where I tested both 2022.3.17f and 2022.3.48f. The versions I was trying to import was Core 3.1.4 and GameKit 3.0.0. Same issue with Core 3.1.3 and Gamekit 2.2.2. Last version I tried that works was Core 1.05 and GameKit 1.04. I haven't seen anyone else encounter this on these forums so I'm guessing that I'm personally doing something wrong rather than there being an issue with the plugins themselves, but what am I doing wrong?
4
0
1.6k
Oct ’24
Leaderboard not updating immediately after submitting score via GameKit API
Hello, I’m working with the GameKit API, and I am encountering an issue when submitting a player’s score to a leaderboard at the end of a game. Goal: After submitting the new score to a leaderboard, I want to immediately fetch and display the updated leaderboard that reflects the new score. Problem: After successfully submitting the player’s score, when I fetch the leaderboard, the entries are not updated right away. The fetched leaderboard still shows the outdated player score. Is this delay in updating the leaderboard expected behavior, or am I missing something in my implementation? Steps to Reproduce: Submit the local player’s score to Leaderboard X. On successful submission, fetch the leaderboard entries for Leaderboard X. Expected Result: The fetched leaderboard should reflect the updated player score immediately. Actual Result: The fetched leaderboard shows the outdated score, with no immediate update. As a workaround, I update the leaderboard myself locally, that does the job, but is error-prone and require more efforts.
2
0
806
Sep ’24
Leaderboard/achievements and testing
Hi, I created a leaderboard in my application, and a method to record a new score: GKLeaderboard.loadLeaderboards(IDs: [leaderboardID]) { (leaderboards, error) in if let error = error { print("Error loading leaderboards: \(error.localizedDescription)") } guard let leaderboard = leaderboards?.first else { print("Leaderboard not found") return } leaderboard.submitScore(score, context: 0, player: self.localPlayer) { error in if let error = error { print("Error reporting score: \(error.localizedDescription)") } else { print("Score reported successfully!") } } } } When debuging, this method is correctly called and I have a success, so I tried to test it with an internal TestFlight release. The leaderboard is never updated. Is there a way to perform a test of a leaderboard before publishing the app? I have the same question for achievements: let achievement = GKAchievement(identifier: identifier) achievement.percentComplete = percentComplete GKAchievement.report([achievement]) { error in if let error = error { print("Error reporting achievement: \(error.localizedDescription)") } } } Thanks!
2
0
913
Sep ’24
Game Center Notifications do not include GKMessageImage.png
Hello, Asking the following as, I was unable to find answers via search on the forum and in the documentation: Invitations sent via iMessage seem to work correctly with my custom image ( GKMessageImage.png ) however, notifications sent to Game Center Friends via invites generated in Game Center do not include the custom image ( GKMessageImage.png ). Questions: Is this expected behavior? Is there a different way to customize the image in the notification? Note the Game Center notification includes the App name correctly. I also noted in the WWDC session in 2016 ( saw video recently ) that there was some mention of no longer adding friends via Game Center. Is that currently true? Thanks in advance.
1
0
1.1k
Sep ’24
Is anyone still using GKVoiceChat since it has been deprecated?
Hello, I would like to know if anyone has or still using the GKVoiceChat capabilities in their apps. I wanted to use it for my online game but I am coming across issues using it and wondering if their are alternatives?. The documentation mentions to use Share-play but that wont be possible with random online players. Any help will be appreciated!.
2
0
973
Aug ’24
GameKit/GameCenter the invitation process gets stuck on “Retrieving”
Hello, I try to invite a friend to play my app , however when the friend try to press invite link component via iMessage, it shows “Retrieving” and then disappear, nothing happens, it doesn't redirect to my app, what I'm missing? or doing wrong I can leave some part of my code import Foundation import GameKit extension RealTimeGame: GKLocalPlayerListener { /// Handles when the local player sends requests to start a match with other players. func player(_ player: GKPlayer, didRequestMatchWithRecipients recipientPlayers: [GKPlayer]) { print("\n\nSending invites to other players.") } /// Presents the matchmaker interface when the local player accepts an invitation from another player. func player(_ player: GKPlayer, didAccept invite: GKInvite) { // Present the matchmaker view controller in the invitation state. if let viewController = GKMatchmakerViewController(invite: invite) { viewController.matchmakerDelegate = self rootViewController?.present(viewController, animated: true) { } } } } also I don't have "<key>CFBundleURLTypes</key>" in my info.plist, I don't know I need that or not...
1
0
879
Aug ’24
Why is the GameController framework loaded
Why is the GameController framework loaded I am checking the launch time of our app, using Instruments->App launch I was confused to find the GameConroller framework loaded I check the project, in the plist file, no configuration GCSupportedGameControllers, GCSupportsControllerUserInteraction related key. What else causes the GameController framework to load?
0
0
600
Aug ’24
Unity Apple Plugin GameKit Error 37 when sending build to app review
I'm using the Apple Unity Plugins to use Game Center to authenticate Playfab accounts for my game and when I test this on testflight, everything works fine for me and the people I've tested with, however, when I send the build to review, they are getting GameKitException 37 which states "This game is not listed in a marketplace that supports Game Center" and upon further research I found this page https://developer.apple.com/documentation/gamekit/gkerror/code/appunlisted which I'm assuming is the same thing. This seems to suggest that I need my app to be listed on the App Store which is strange because this has created a what comes first, the chicken or the egg problem. I need to pass review to get the game listed in the App Store and they can't test the game because accounts cannot be authenticated with Game Center which apparently needs to be listed on the App Store. So far, I can't find the reason why this doesn't happen on testflight and only happens when I send it to review. I opened a ticket to Apple Developer Support and haven't recieved a response. I asked app review about it and they replied "Hello, Thank you for your response. Since all apps must pass App Review before they can be approved, it should not be necessary to have a "store page". We look forward to reviewing your app once all issues have been addressed and the new build has been received and queued for review. Best regards, App Review" Which doesn't really help me. I am quite pressed for time and I really need assistance in resolving this issue which I cannot replicate. Has anyone encountered this issue or know how to solve it?
5
1
2.4k
Aug ’24
Display number of players online for online matchmaking(GameKit)?
Hello, has anyone been able to implement in their game a way to display the number of players currently online in their game?. I thought up of this feature and thought it will be useful for players to find out if there is anyone currently online so that they don't waste their time trying to find a random online match. Any help will be greatly appreciated. Kind regards, Jabir Abdi
1
1
802
Aug ’24
Game Center leaderboard works on TestFlight not on live app
I have a VisionOS app that uses a Game Center Leaderboard. On 'appear' of my content view, I check authentication, and if the user is auth'd, I display a 'leaderboard' button. This works on development / TestFlight – the little floating 'Game Center logged-in' pop up shows up when the app runs, and the button appears. Tapping the button opens the leaderboard, and I can tap over to 'global' and see everyone's scores. However, the app launched today on the App Store, and I'm having some issues. The leaderboard button isn't showing up, meaning that the auth call is probably failing silently. Not sure why. If I log out of Game Center on the device, and re-open the app, I'm able to auth and see my leaderboard button. Once I've done that, the leaderboard seems busted. On App Store Connect I can see the values that I expect (high scores from my beta test flight). But, on the production app, the leaderboard is just empty. And there's no 'global' tab to tap on. Wondering if this is a propagation issue? Like, does it take time to roll out the Game Center entitlements when the app is live? I'm going to distribute promo codes to try and get some more people with the App Store version testing for me to see what happens for them. Any help appreciated!
1
1
1.2k
Jul ’24
Open Leaderboard using Apple Unity Plugin GameKit
This may be a bit dumb but I've really been having trouble with understanding the documentation for Apple's Unity Plugins. I wanted to implement Game Center functionality on my game. So far the only line of code I've managed to get working is the authentication, in which I did async void Start() { await Login(); } public async Task Login() { if (!GKLocalPlayer.Local.IsAuthenticated) { var player = await GKLocalPlayer.Authenticate(); var localPlayer = GKLocalPlayer.Local; ] } However, I'm at a complete loss as to how to open leaderboards. I followed the documentation given: void OpenLeaderboard() { var allLeaderboards = await GKLeaderboard.LoadLeaderboards(); var filteredLeaderboards = await GKLeaderboard.LoadLeaderboards("leaderboardIwant1"); } But it did not work. What did I do wrong? Am I missing a function to get it to work? Why can't Apple write proper documentation to properly implement this in a simple way? My apologies for my frustration. Up until now I've used another plugin from the Unity Asset Store which is shockingly easy to use, but I decided to attempt to use Apple's system because the plugin I had used deprecated functions and I was afraid the App Store would not approve it. But Apple's own plugins are stunningly opaque and hard to test. As additional questions (but not the main ones), I'm also completely at a loss how to submit scores or load specific leaderboards and Apple's documentation does nothing to help there either. Any help or thoughts are appreciated. Thanks.
1
0
1.1k
Jul ’24
GKMatchmaker suddenly not able to connect to players
In the last several days I've gotten reports from customers saying that Game Center suddenly cannot connect to players. I was able to verify this myself. It will find players to match, but then during the Connecting process it just sits there indefinitely with a spinning thing. Up until maybe 4 days ago this had worked fine for the last 12+ years, so something on the Game Center server broke. Is anyone else experiencing the same problem?
2
0
775
Jul ’24
Cannot get Nintendo Switch Joycon accelerator motion data in iOS 16
Now I am using iOS 16 beta 6, I can get buttonA/buttonB is pressed event. but cannot get accelerator motion data info.      //work     buttonA?.valueChangedHandler = {(_ button: GCControllerButtonInput, _ value: Float, _ pressed: Bool) -> Void in       print(">>> ButtonA tapped")     }     //work     buttonB?.valueChangedHandler = {(_ button: GCControllerButtonInput, _ value: Float, _ pressed: Bool) -> Void in       print(">>> ButtonB tapped")     }           // this is not works     gameController.motion?.valueChangedHandler = { (motion: GCMotion)->() in       print(">>>> motion data \(motion.acceleration.x) \(motion.acceleration.y) \(motion.acceleration.z)")       if let delegate = self.motionDelegate {         delegate.motionUpdate(motion: motion)       }     } Is there any plan to support this?
4
3
3.4k
Jul ’24
WebGL canvas stop rendering.
https://vimeo.com/957974306 Canvas #1(Unity) stopped rendering context when I switch tab on inspector. Also my device 13 pro max running iOS 17.5.1 lost context when I screenshot. It has no log in console. Not happened on 13 pro max running iOS 16.4
1
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584
Jul ’24
Inquiry about Background Assets and User Experience in App Store
Dear Apple Developer Support, I have a question regarding the Background Assets feature for a game we are planning to release on the App Store. Specifically, I would like to understand the user experience during the initial installation process. If our game utilizes the Background Assets feature and we have essential assets specified in the BAExtension, will the end user need to wait for these essential assets to be fully downloaded before they can open the game after installing it from the App Store? Additionally, during this download process, will there be any indication of the essential assets' download status on the App Store or on the home screen icon of the game? Your guidance on how this process is managed and what the user can expect would be greatly appreciated. Thank you for your assistance.
2
0
1.2k
Jul ’24
GameKit welcome message off screen
The welcome banner is off the top left side of the screen instead of coming down the center. This behavior is encountered when running my iOS application on macOS.
Replies
0
Boosts
0
Views
692
Activity
Oct ’24
Game Porting Toolkit Crashing Playing HighEnd Games
Updated to GPT 2 with the app format and whisky in October. I'm using steam in GPT to play the windows only games. The games consistently crash my computer to restart when I played games like Liar's Bar and Phasmophobia, the latter even with its performance optimization update released today. Both of them do that when I load into the game room, so the bar/ghost house or even while loading. It ran Outpath properly though, which was something with much lower quality than LB and Phas. I don't think it's a simple RAM config issue because Phasmophobia ran fine for me with older versions in GPT 1 although I did experience occasional crashes but I think those were only crashing the game not my mac. I'm not sure what I'm doing wrong that I can't run those games or if it's a GPT problem. I'm using a MPB Pro M1 with 16GB memory on Sequoia 15.0.1.
Replies
1
Boosts
0
Views
829
Activity
Oct ’24
Apple Puzzles
Leaderboard has not worked for past two days. What’s up with that?
Replies
1
Boosts
0
Views
530
Activity
Oct ’24
Setting a timeout in GKTurnBasedMatch doesn't work... GKTurnBasedParticipant.timeoutDate is always nil.
I have created a turn based game using GameKit. Everything is pretty much done, last thing left to do is the turn time out. I am passing GKTurnTimeoutDefault into the timeout argument in: func endTurn(withNextParticipants nextParticipants: [GKTurnBasedParticipant], turnTimeout timeout: TimeInterval, match matchData: Data) However when I check the .timeoutDate property of the GKTurnBasedParticipant participants, the value is always nil. What am I doing wrong? Am I checking the right property or is there another one instead that I don't know about? I have tried passing different values to the timeout parameter but the timeoutDate is always nil. Has anyone successfully implemented a timeout using GKTurnBasedMatch ?
Replies
1
Boosts
0
Views
633
Activity
Oct ’24
Error "No Apple native plug-in libraries found." when importing freshly built plugins into Unity
I just built Core and GameKit without errors. The command line I used was the following: python3 build.py -p Core GameKit -m macOS -c "Apple Development ID (redacted)" When importing these packages into Unity, as soon as the editor refreshes I get these errors: DllNotFoundException: GameKitWrapper assembly:<unknown assembly> type:<unknown type> member:(null) And DllNotFoundException: AppleCoreNativeMac assembly:<unknown assembly> type:<unknown type> member:(null) And Apple Unity Plug-ins] No Apple native plug-in libraries found. Were the libraries built with the build script (build.py), xcodebuild, or Xcode? Was any output generated from the build script/tool? Were there any errors or issues? Please check to ensure that libraries (.a, .framework, or .bundle files) were created and saved to each plug-in's "NativeLibraries~" folder. I made sure that the libraries were saved to this NativeLibraries folder. I made sure to update xcode, python, npm and Unity to the latest version, got the most recent commity from Github (Sept. 17th) but the errors persist. The errors also occur right as the game starts in a built player. Also occurs in a blank Unity project, where I tested both 2022.3.17f and 2022.3.48f. The versions I was trying to import was Core 3.1.4 and GameKit 3.0.0. Same issue with Core 3.1.3 and Gamekit 2.2.2. Last version I tried that works was Core 1.05 and GameKit 1.04. I haven't seen anyone else encounter this on these forums so I'm guessing that I'm personally doing something wrong rather than there being an issue with the plugins themselves, but what am I doing wrong?
Replies
4
Boosts
0
Views
1.6k
Activity
Oct ’24
Leaderboard not updating immediately after submitting score via GameKit API
Hello, I’m working with the GameKit API, and I am encountering an issue when submitting a player’s score to a leaderboard at the end of a game. Goal: After submitting the new score to a leaderboard, I want to immediately fetch and display the updated leaderboard that reflects the new score. Problem: After successfully submitting the player’s score, when I fetch the leaderboard, the entries are not updated right away. The fetched leaderboard still shows the outdated player score. Is this delay in updating the leaderboard expected behavior, or am I missing something in my implementation? Steps to Reproduce: Submit the local player’s score to Leaderboard X. On successful submission, fetch the leaderboard entries for Leaderboard X. Expected Result: The fetched leaderboard should reflect the updated player score immediately. Actual Result: The fetched leaderboard shows the outdated score, with no immediate update. As a workaround, I update the leaderboard myself locally, that does the job, but is error-prone and require more efforts.
Replies
2
Boosts
0
Views
806
Activity
Sep ’24
Leaderboard/achievements and testing
Hi, I created a leaderboard in my application, and a method to record a new score: GKLeaderboard.loadLeaderboards(IDs: [leaderboardID]) { (leaderboards, error) in if let error = error { print("Error loading leaderboards: \(error.localizedDescription)") } guard let leaderboard = leaderboards?.first else { print("Leaderboard not found") return } leaderboard.submitScore(score, context: 0, player: self.localPlayer) { error in if let error = error { print("Error reporting score: \(error.localizedDescription)") } else { print("Score reported successfully!") } } } } When debuging, this method is correctly called and I have a success, so I tried to test it with an internal TestFlight release. The leaderboard is never updated. Is there a way to perform a test of a leaderboard before publishing the app? I have the same question for achievements: let achievement = GKAchievement(identifier: identifier) achievement.percentComplete = percentComplete GKAchievement.report([achievement]) { error in if let error = error { print("Error reporting achievement: \(error.localizedDescription)") } } } Thanks!
Replies
2
Boosts
0
Views
913
Activity
Sep ’24
Game Center Notifications do not include GKMessageImage.png
Hello, Asking the following as, I was unable to find answers via search on the forum and in the documentation: Invitations sent via iMessage seem to work correctly with my custom image ( GKMessageImage.png ) however, notifications sent to Game Center Friends via invites generated in Game Center do not include the custom image ( GKMessageImage.png ). Questions: Is this expected behavior? Is there a different way to customize the image in the notification? Note the Game Center notification includes the App name correctly. I also noted in the WWDC session in 2016 ( saw video recently ) that there was some mention of no longer adding friends via Game Center. Is that currently true? Thanks in advance.
Replies
1
Boosts
0
Views
1.1k
Activity
Sep ’24
Is anyone still using GKVoiceChat since it has been deprecated?
Hello, I would like to know if anyone has or still using the GKVoiceChat capabilities in their apps. I wanted to use it for my online game but I am coming across issues using it and wondering if their are alternatives?. The documentation mentions to use Share-play but that wont be possible with random online players. Any help will be appreciated!.
Replies
2
Boosts
0
Views
973
Activity
Aug ’24
GameKit/GameCenter the invitation process gets stuck on “Retrieving”
Hello, I try to invite a friend to play my app , however when the friend try to press invite link component via iMessage, it shows “Retrieving” and then disappear, nothing happens, it doesn't redirect to my app, what I'm missing? or doing wrong I can leave some part of my code import Foundation import GameKit extension RealTimeGame: GKLocalPlayerListener { /// Handles when the local player sends requests to start a match with other players. func player(_ player: GKPlayer, didRequestMatchWithRecipients recipientPlayers: [GKPlayer]) { print("\n\nSending invites to other players.") } /// Presents the matchmaker interface when the local player accepts an invitation from another player. func player(_ player: GKPlayer, didAccept invite: GKInvite) { // Present the matchmaker view controller in the invitation state. if let viewController = GKMatchmakerViewController(invite: invite) { viewController.matchmakerDelegate = self rootViewController?.present(viewController, animated: true) { } } } } also I don't have "<key>CFBundleURLTypes</key>" in my info.plist, I don't know I need that or not...
Replies
1
Boosts
0
Views
879
Activity
Aug ’24
Why is the GameController framework loaded
Why is the GameController framework loaded I am checking the launch time of our app, using Instruments->App launch I was confused to find the GameConroller framework loaded I check the project, in the plist file, no configuration GCSupportedGameControllers, GCSupportsControllerUserInteraction related key. What else causes the GameController framework to load?
Replies
0
Boosts
0
Views
600
Activity
Aug ’24
Unity Apple Plugin GameKit Error 37 when sending build to app review
I'm using the Apple Unity Plugins to use Game Center to authenticate Playfab accounts for my game and when I test this on testflight, everything works fine for me and the people I've tested with, however, when I send the build to review, they are getting GameKitException 37 which states "This game is not listed in a marketplace that supports Game Center" and upon further research I found this page https://developer.apple.com/documentation/gamekit/gkerror/code/appunlisted which I'm assuming is the same thing. This seems to suggest that I need my app to be listed on the App Store which is strange because this has created a what comes first, the chicken or the egg problem. I need to pass review to get the game listed in the App Store and they can't test the game because accounts cannot be authenticated with Game Center which apparently needs to be listed on the App Store. So far, I can't find the reason why this doesn't happen on testflight and only happens when I send it to review. I opened a ticket to Apple Developer Support and haven't recieved a response. I asked app review about it and they replied "Hello, Thank you for your response. Since all apps must pass App Review before they can be approved, it should not be necessary to have a "store page". We look forward to reviewing your app once all issues have been addressed and the new build has been received and queued for review. Best regards, App Review" Which doesn't really help me. I am quite pressed for time and I really need assistance in resolving this issue which I cannot replicate. Has anyone encountered this issue or know how to solve it?
Replies
5
Boosts
1
Views
2.4k
Activity
Aug ’24
Display number of players online for online matchmaking(GameKit)?
Hello, has anyone been able to implement in their game a way to display the number of players currently online in their game?. I thought up of this feature and thought it will be useful for players to find out if there is anyone currently online so that they don't waste their time trying to find a random online match. Any help will be greatly appreciated. Kind regards, Jabir Abdi
Replies
1
Boosts
1
Views
802
Activity
Aug ’24
Game Center leaderboard works on TestFlight not on live app
I have a VisionOS app that uses a Game Center Leaderboard. On 'appear' of my content view, I check authentication, and if the user is auth'd, I display a 'leaderboard' button. This works on development / TestFlight – the little floating 'Game Center logged-in' pop up shows up when the app runs, and the button appears. Tapping the button opens the leaderboard, and I can tap over to 'global' and see everyone's scores. However, the app launched today on the App Store, and I'm having some issues. The leaderboard button isn't showing up, meaning that the auth call is probably failing silently. Not sure why. If I log out of Game Center on the device, and re-open the app, I'm able to auth and see my leaderboard button. Once I've done that, the leaderboard seems busted. On App Store Connect I can see the values that I expect (high scores from my beta test flight). But, on the production app, the leaderboard is just empty. And there's no 'global' tab to tap on. Wondering if this is a propagation issue? Like, does it take time to roll out the Game Center entitlements when the app is live? I'm going to distribute promo codes to try and get some more people with the App Store version testing for me to see what happens for them. Any help appreciated!
Replies
1
Boosts
1
Views
1.2k
Activity
Jul ’24
Open Leaderboard using Apple Unity Plugin GameKit
This may be a bit dumb but I've really been having trouble with understanding the documentation for Apple's Unity Plugins. I wanted to implement Game Center functionality on my game. So far the only line of code I've managed to get working is the authentication, in which I did async void Start() { await Login(); } public async Task Login() { if (!GKLocalPlayer.Local.IsAuthenticated) { var player = await GKLocalPlayer.Authenticate(); var localPlayer = GKLocalPlayer.Local; ] } However, I'm at a complete loss as to how to open leaderboards. I followed the documentation given: void OpenLeaderboard() { var allLeaderboards = await GKLeaderboard.LoadLeaderboards(); var filteredLeaderboards = await GKLeaderboard.LoadLeaderboards("leaderboardIwant1"); } But it did not work. What did I do wrong? Am I missing a function to get it to work? Why can't Apple write proper documentation to properly implement this in a simple way? My apologies for my frustration. Up until now I've used another plugin from the Unity Asset Store which is shockingly easy to use, but I decided to attempt to use Apple's system because the plugin I had used deprecated functions and I was afraid the App Store would not approve it. But Apple's own plugins are stunningly opaque and hard to test. As additional questions (but not the main ones), I'm also completely at a loss how to submit scores or load specific leaderboards and Apple's documentation does nothing to help there either. Any help or thoughts are appreciated. Thanks.
Replies
1
Boosts
0
Views
1.1k
Activity
Jul ’24
GKMatchmaker suddenly not able to connect to players
In the last several days I've gotten reports from customers saying that Game Center suddenly cannot connect to players. I was able to verify this myself. It will find players to match, but then during the Connecting process it just sits there indefinitely with a spinning thing. Up until maybe 4 days ago this had worked fine for the last 12+ years, so something on the Game Center server broke. Is anyone else experiencing the same problem?
Replies
2
Boosts
0
Views
775
Activity
Jul ’24
Cannot get Nintendo Switch Joycon accelerator motion data in iOS 16
Now I am using iOS 16 beta 6, I can get buttonA/buttonB is pressed event. but cannot get accelerator motion data info.      //work     buttonA?.valueChangedHandler = {(_ button: GCControllerButtonInput, _ value: Float, _ pressed: Bool) -> Void in       print(">>> ButtonA tapped")     }     //work     buttonB?.valueChangedHandler = {(_ button: GCControllerButtonInput, _ value: Float, _ pressed: Bool) -> Void in       print(">>> ButtonB tapped")     }           // this is not works     gameController.motion?.valueChangedHandler = { (motion: GCMotion)->() in       print(">>>> motion data \(motion.acceleration.x) \(motion.acceleration.y) \(motion.acceleration.z)")       if let delegate = self.motionDelegate {         delegate.motionUpdate(motion: motion)       }     } Is there any plan to support this?
Replies
4
Boosts
3
Views
3.4k
Activity
Jul ’24
Question: Background Asset Feature from WWDC 2023
At WWDC 2023, the background asset feature was introduced, allowing essential resources to be downloaded before the game is first launched. How does this differ from including all necessary resources directly in the installation package? What are the advantages of this approach, and how does it enhance the user experience?
Replies
0
Boosts
0
Views
748
Activity
Jul ’24
WebGL canvas stop rendering.
https://vimeo.com/957974306 Canvas #1(Unity) stopped rendering context when I switch tab on inspector. Also my device 13 pro max running iOS 17.5.1 lost context when I screenshot. It has no log in console. Not happened on 13 pro max running iOS 16.4
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584
Activity
Jul ’24
Inquiry about Background Assets and User Experience in App Store
Dear Apple Developer Support, I have a question regarding the Background Assets feature for a game we are planning to release on the App Store. Specifically, I would like to understand the user experience during the initial installation process. If our game utilizes the Background Assets feature and we have essential assets specified in the BAExtension, will the end user need to wait for these essential assets to be fully downloaded before they can open the game after installing it from the App Store? Additionally, during this download process, will there be any indication of the essential assets' download status on the App Store or on the home screen icon of the game? Your guidance on how this process is managed and what the user can expect would be greatly appreciated. Thank you for your assistance.
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2
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0
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1.2k
Activity
Jul ’24