Delve into the world of graphics and game development. Discuss creating stunning visuals, optimizing game mechanics, and share resources for game developers.

Posts under General subtopic

Post

Replies

Boosts

Views

Activity

Game Porting Toolkit installation problem
Hello, Im trying to install it following these steps https://www.applegamingwiki.com/wiki/Game_Porting_Toolkit but i get an error with 'brew install apple/apple/game-porting-toolkit' ==> tar -xf crossover-sources-22.1.1.tar.gz --include=sources/clang/* --strip-components=2 ==> cmake -G Ninja -DCMAKE_VERBOSE_MAKEFILE=Off -DCMAKE_MAKE_PROGRAM=ninja -DCMAKE_VERBOSE_MAKEFILE=On -DCMAKE_OSX_ARCHITECTUR Last 15 lines from /Users/rafael/Library/Logs/Homebrew/game-porting-toolkit-compiler/02.cmake: -DLLVM_INSTALL_TOOLCHAIN_ONLY=On -DLLVM_ENABLE_PROJECTS=clang /private/tmp/game-porting-toolkit-compiler-20250519-44600-qwrjgl/llvm CMake Error at CMakeLists.txt:3 (cmake_minimum_required): Compatibility with CMake < 3.5 has been removed from CMake. Update the VERSION argument <min> value. Or, use the <min>...<max> syntax to tell CMake that the project requires at least <min> but has been updated to work with policies introduced by <max> or earlier. Or, add -DCMAKE_POLICY_VERSION_MINIMUM=3.5 to try configuring anyway. -- Configuring incomplete, errors occurred! If reporting this issue please do so to (not Homebrew/* repositories): apple/apple MacOS 15.3.1 Thank you in advanced Regards
2
5
563
May ’25
X11 applications run with XQuartz not working properly in macOS Tahoe
Hello XQuartz is an open-source effort to develop a version of the X.Org X Window System (https://www.xquartz.org/), widely used to bring graphical support to applications running in remote servers (usually via SSH). Since macOS Tahoe, XQuartz fails to refresh properly on window resize (more info here https://github.com/XQuartz/XQuartz/issues/438#issuecomment-3371409500), leading to severe usability issues. The XQuartz developers are already aware of the issue, but I’m wondering if there’s anything we can do at the OS level to resolve it and restore the usual behavior from before macOS Tahoe. Thanks, KiM
5
6
1.3k
Jan ’26
EXC_BREAKPOINT, QuartzCore , Crash CA::Render::Image::new_image
We are seeing crashes in Xcode organizer. So far we are not able to reproduce them locally. They affect multiple app releases (some older, built with Xcode 15.x and newer built with Xcode 16.0). They only affect iOS 18.5. Is there anything that changed in latest iOS? It's hard to tell what exactly is causing this crash because setting symbolic breakpoint on CA::Render::Image::new_image(unsigned int, unsigned int, unsigned int, unsigned int, CGColorSpace*, void const*, unsigned long const*, void (*)(void const*, void*), void*) triggers this breakpoint all the time, but not necessarily with exactly the previous stack frames matching the crash report. Is it a known issue? crash.crash Thank you.
0
5
478
Jul ’25
iOS 26.1 beta: third-party Broadcast Extension sessions doesnt work after 3 s, then picker frozen
It's a Broadcast Extension issue: on iOS 26.1 beta the extension never launches—after you tap “Start Broadcast” in the system picker the countdown disappears after 3 s and no broadcast starts, so every live-streaming app(and all other non-system apps that use Broadcast Extension) fails to go live (only the native Photos screen recording still works). Is this a known regression or is a new entitlement required?
0
4
244
Oct ’25
ReplayKit Issue on iOS 26
When previewing the recording of gameplay the buttons to exit or save are unclickable behind the top bar clock and Wi-Fi/5G status bar. Which means that you have to quit the game in order to continue. Tested on multiple devices. Does anyone have a solution to this? At the moment we have disabled it altogether for iOS 26 users.
2
3
1k
Jan ’26
Request low-latency streaming for iOS/iPadOS
Just found out this key available for visionOS https://developer.apple.com/documentation/bundleresources/entitlements/com.apple.developer.low-latency-streaming It seems to keep video streaming from being interrupted by AWDL, our community needs it badly for self-hosted game streaming (PC to iPhone / iPad). Related apps: Moonlight / VoidLink / SteamLink. Can we expect this on iOS/iPadOS 26, or even iOS/iPadOS 18 ?
1
3
411
Nov ’25
CGSetDisplayTransferByTable is broken on macOS Tahoe 26.4 RC (and 26.3.1) with MacBook M5 Pro, Max and Neo
The CGSetDisplayTransferByTable() is not working on the latest round of Mac hardware, namely the MacBook Neo (external display), MacBook M5 Pro (both built-in and external display) and possibly the M5 Max. All tested apps (BetterDisplay, MonitorControl, f.lux, Lunar) exhibit the very issue both in macOS Tahoe 26.3 and macOS Tahoe 26.4 RC. Tested on multiple Macs and installations on the MacBook Neo and MacBook M5 Pro. This issue breaks several display related macOS apps. Way to reproduce the issue using an affected app: Install the app BetterDisplay (https://betterdisplay.pro) Launch the app, open the app menu, choose Image Adjustments and try to adjust colors. Adjustments take no effect Way to reproduce the issue programmatically: Attempt to use the affected macOS API feature: https://developer.apple.com/documentation/coregraphics/cgsetdisplaytransferbytable(::::_:) Here are the FB numbers: FB22273730 (Filed this one as a developer on an unaffected MBP M3 Max) FB22273782 (Filed from an affected MBP M5 Pro running 26.4 RC, with debug info attached)
1
2
41
35m
PingFang.ttc font file is missing in iOS 18.0
I'm an iOS developer, and I've been testing our app in iOS 18.0 Beta. I noticed that there's a problem with the font rendering, and after troubleshooting, I've found out that it's caused by the removal of the PingFang.ttc font in 18.0. I would like to ask the reason for removing this font file and which font should be used to display Chinese in the future? My test device is an iPhone 11 Pro and the system version is iOS 18.0 (22A5297). I have also tested Beta 1 and it has the same issue. In previous versions of the system, the PingFang font is located in this directory /System/Library/Fonts/LanguageSupport/PingFang.ttc. But in iOS 18.0, the font file in this directory has become Kohinoor.ttc, and I've tested that this font can't display Chinese either. I traversed the following system font directories and could not find the PingFang.ttc font file. /System/Library/Fonts/AppFonts /System/Library/Fonts/Core /System/Library/Fonts/CoreAddition /System/Library/Fonts/CoreUI /System/Library/Fonts/LanguageSupport /System/Library/Fonts/UnicodeSupport /System/Library/Fonts/Watch Looking for answers, thanks for the help!
9
2
6.5k
Apr ’25
Roblox freezing on MacOS 26.1 Beta
After updating to MacOS 26.1 I encountered an issue that Roblox tends to freeze quite often for 10 - 60 seconds at most, this is really annoying that it is doing this as i play the game a lot. My theory is that it is like a driver issue with metal or something, I have reinstalled MacOS, reinstalled the game and lowed the performance manually but nothing is working. Wondering if you could help, when it will be fixed and if others are having the same issue. Many thanks, William.
4
2
973
Oct ’25
PDFKit Page Rerender
I'm experiencing an issue with PDFKit where page.removeAnnotation(annotation) successfully removes the annotation from the page's data structure, but the PDFView no longer updates automatically to reflect the change visually. Issue Details: The annotation is removed (verified by checking page.annotations.count) The PDFView display doesn't refresh to show the removal This code was working correctly before and suddenly stopped working No code changes were made on my end
3
1
885
Dec ’25
Apple Unity plugin issue
I use unity 2020.3.48f1 to develop a game; trying to implement Apple Services integration I use Apple unity plugins(https://github.com/apple/unityplugins) Using latest version of unity plugins I getting error in Unity project after plugin import It say "Not allowed platform VisionOS" When I tryed to use older version of the plugins I getting error on runtime when calling "var fetchItemsResponse = await GKLocalPlayer.Local.FetchItems();" in line 42 it drop EXC_BAD_ACCESS(code=257, address=0x0000...) error I tryed to use different commits from official repositorys and even custom branches of apple unity plugins like (https://github.com/muZZkat/unityplugins/tree/muzzkat/fix-fetch-items) but it did not help There is whole my script which trying to use apple unuity plugins using System.Threading.Tasks; using UnityEngine; using System.Collections; using System; using Apple.GameKit; using UnityEngine.UI; public class TheScript : MonoBehaviour { [SerializeField] InputField otp; string Signature; string TeamPlayerID; string Salt; string PublicKeyUrl; string Timestamp; void Start() { StartCoroutine(Call()); } private IEnumerator Call() { yield return new WaitForSeconds(5); Login(); } public async Task Login() { otp.text += $"Loginig... "; if (!Apple.GameKit.GKLocalPlayer.Local.IsAuthenticated) { try { var player = await GKLocalPlayer.Authenticate(); var localPlayer = GKLocalPlayer.Local; TeamPlayerID = localPlayer.TeamPlayerId; var fetchItemsResponse = await GKLocalPlayer.Local.FetchItems(); Signature = Convert.ToBase64String(fetchItemsResponse.GetSignature()); PublicKeyUrl = fetchItemsResponse.PublicKeyUrl; otp.text += $"Team Player ID: {TeamPlayerID} "; otp.text += $"PublicKeyUrl: {PublicKeyUrl} "; } catch(Exception e) { otp.text += $"Error: " + e.Message; } } else { Debug.Log("AppleGameCenter player already logged in."); } } async Task SignInWithAppleGameCenterAsync(string signature, string teamPlayerId, string publicKeyURL, string salt, ulong timestamp) { } }
0
1
210
May ’25
New GameSave API fails, "Couldn’t communicate with a helper application."
I've been playing with the new GameSave API and cannot get it to work. I followed the 3-step instructions from the Developer video. Step 2, "Next, login to your Apple developer account and include this entitlement in the provisioning profile for your game." seems to be unnecessary, as Xcode set this for you when you do step 1 "First add the iCloud entitlement to your game." Running the app on my device and tapping "Load" starts the sync, then fails with the error "Couldn’t communicate with a helper application." I have no idea how to troubleshoot this. Every other time I've used CloudKit it has Just Worked™. Halp‽ Here is my example app: import Foundation import SwiftUI import GameSave @main struct GameSaveTestApp: App { var body: some Scene { WindowGroup { GameView() } } } struct GameView: View { @State private var loader = GameLoader() var body: some View { List { Button("Load") { loader.load() } Button("Finish sync") { Task { try? await loader.finish() } } } } } @Observable class GameLoader { var directory: GameSaveSyncedDirectory? func stateChanged() { let newState = withObservationTracking { directory?.state } onChange: { Task { @MainActor [weak self] in self?.stateChanged() } } print("State changed to \(newState?.description ?? "nil")") switch newState { case .error(let error): print("ERROR: \(error.localizedDescription)") default: _ = 0 // NOOP } } func load() { print("Opening gamesave directory") directory = GameSaveSyncedDirectory.openDirectory() stateChanged() } func finish() async throws { print("finishing syncing") await directory?.finishSyncing() } }
7
1
493
Sep ’25
The delay issue of 4G TCP connection for iPhone 17 in China's mobile network
Reproduce Same SIM card with 4G, same testing location, connected to the same server, xcode debugging game applications, network/profile retrotransmitted, Avg round trip to view data iPhone17, Turn off 4G and turn on WiFi. All the above indicators are acceptable iPhone17, Turn on 4G, turn off WiFi, retry with retransmission and very high Avg round trip iPhone14-16, Turn on 4G and turn off WiFi. All the above indicators are acceptable App Unity3d project .netframe4.0 C# Socket Other Many developers in Chinese forums have provided feedback on this issue
2
0
792
Oct ’25
Can't remove annotations from PdfView
Hi everyone, I faced an issue that on IOS 26 removeAnnotation method doesn't remove annotation. This code worked on previous versions (IOS 18, 17) but suddenly stopped working on IOS 26. Has anyone faced this issue? guard let document = await pdfView.document else { return } for pageIndex in 0..<document.pageCount { guard let page = document.page(at: pageIndex) else { continue } let annotations = page.annotations for annotation in annotations { page.removeAnnotation(annotation) } }
1
1
289
Oct ’25
Value of type 'SCRecordingOutput' has no member 'delegate'
Hello, I am trying to capture screen recording ( output.mp4 ) using ScreenCaptureKit and also the mouse positions during the recording ( mouse.json ). The recording and the mouse positions ( tracked based on mouse movements events only ) needs to be perfectly synced in order to add effects in post editing. I started off by using the await stream?.startCapture() and after that starting my mouse tracking function :- try await captureEngine.startCapture(configuration: config, filter: filter, recordingOutput: recordingOutput) let captureStartTime = Date() mouseTracker?.startTracking(with: captureStartTime) But every time I tested, there is a clear inconsistency in sync between the recorded video and the recorded mouse positions. The only thing I want is to know when exactly does the recording "actually" started so that I can start the mouse capture at that same time, and thus I tried using the Delegates, but being able to set them up perfectly. import Foundation import AVFAudio import ScreenCaptureKit import OSLog import Combine class CaptureEngine: NSObject, @unchecked Sendable { private let logger = Logger() private(set) var stream: SCStream? private var streamOutput: CaptureEngineStreamOutput? private var recordingOutput: SCRecordingOutput? private let videoSampleBufferQueue = DispatchQueue(label: "com.francestudio.phia.VideoSampleBufferQueue") private let audioSampleBufferQueue = DispatchQueue(label: "com.francestudio.phia.AudioSampleBufferQueue") private let micSampleBufferQueue = DispatchQueue(label: "com.francestudio.phia.MicSampleBufferQueue") func startCapture(configuration: SCStreamConfiguration, filter: SCContentFilter, recordingOutput: SCRecordingOutput) async throws { // Create the stream output delegate. let streamOutput = CaptureEngineStreamOutput() self.streamOutput = streamOutput do { stream = SCStream(filter: filter, configuration: configuration, delegate: streamOutput) try stream?.addStreamOutput(streamOutput, type: .screen, sampleHandlerQueue: videoSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .audio, sampleHandlerQueue: audioSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .microphone, sampleHandlerQueue: micSampleBufferQueue) self.recordingOutput = recordingOutput recordingOutput.delegate = self try stream?.addRecordingOutput(recordingOutput) try await stream?.startCapture() } catch { logger.error("Failed to start capture: \(error.localizedDescription)") throw error } } func stopCapture() async throws { do { try await stream?.stopCapture() } catch { logger.error("Failed to stop capture: \(error.localizedDescription)") throw error } } func update(configuration: SCStreamConfiguration, filter: SCContentFilter) async { do { try await stream?.updateConfiguration(configuration) try await stream?.updateContentFilter(filter) } catch { logger.error("Failed to update the stream session: \(String(describing: error))") } } func stopRecordingOutputForStream(_ recordingOutput: SCRecordingOutput) throws { try self.stream?.removeRecordingOutput(recordingOutput) } } // MARK: - SCRecordingOutputDelegate extension CaptureEngine: SCRecordingOutputDelegate { func recordingOutputDidStartRecording(_ recordingOutput: SCRecordingOutput) { let startTime = Date() logger.info("Recording output did start recording \(startTime)") } func recordingOutputDidFinishRecording(_ recordingOutput: SCRecordingOutput) { logger.info("Recording output did finish recording") } func recordingOutput(_ recordingOutput: SCRecordingOutput, didFailWithError error: any Error) { logger.error("Recording output failed with error: \(error.localizedDescription)") } } private class CaptureEngineStreamOutput: NSObject, SCStreamOutput, SCStreamDelegate { private let logger = Logger() override init() { super.init() } func stream(_ stream: SCStream, didOutputSampleBuffer sampleBuffer: CMSampleBuffer, of outputType: SCStreamOutputType) { guard sampleBuffer.isValid else { return } switch outputType { case .screen: break case .audio: break case .microphone: break @unknown default: logger.error("Encountered unknown stream output type:") } } func stream(_ stream: SCStream, didStopWithError error: Error) { logger.error("Stream stopped with error: \(error.localizedDescription)") } } I am getting error Value of type 'SCRecordingOutput' has no member 'delegate' Even though I am targeting macOs 15+ ( macOs 26 actually ) and macOs only. What is the best way to achieving the desired result? Is there any other / better way to do it?
1
0
293
Oct ’25
Request: Allow Game Mode to be enabled locally for non-game App Store categories
Hi Apple team, Game Mode was introduced in iOS 18. To activate Game Mode, an app must include specific key-value pairs in its *.plist and be categorized as a "Game" on the App Store. My app (https://apps.apple.com/us/app/voidlink/id6747717070) works primarily as a self-hosted game streaming (PC->iPhone/iPad) client. Game Mode provides clear benefits in terms of latency and frame rate stability, but it can currently only be activated when running via Xcode or TestFlight. I am an individual iOS developer based in China, where an additional government license is required for apps to be listed under the "Game" category on the App Store. Obtaining such a license is very difficult for independent developers, so my app has been categorized under "Utilities" instead.(If move the app to game category, it will disappear from Chinese App Store immediately) Expectation / Suggestion: Please consider making Game Mode available as a local, user-controllable option on iOS18/26+, such as through a system “App Pool” where users can choose which apps to enable Game Mode for, regardless of App Store category. This would greatly benefit use cases like streaming clients, benchmarking tools, and remote play utilities, without requiring developers to reclassify their apps as “Games” on App Store.
3
1
774
Nov ’25