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Game Mode for games run by game launcher apps
If you have a "launcher-type app" (a regular macOS app bundle) which is used to launch the actual game executable (a non-bundled executable, such as a Java game), Game Mode does not seem to work as desired in this case. If the launcher app has the appropriate LSSupportsGameMode and LSApplicationCategoryType set, the launcher app will activate Game Mode if fullscreened but the actual game will not (FB18026957). Is there a workaround for this? It also seems like the system hardcodes some apps to act as "game launcher apps" which do have the desired behavior - for example, if you have a sample app set to Steam's bundle identifier (or just use Steam to run the program) and have this architecture where it runs another executable which is the real game, then that game can inherit Game Mode, which is also supported by system logs in Console (note the "launcher" labelReason): default 17:11:05.008533-0400 gamepolicyd Found game GameProcess(Optional("java"), pid=33754, euid=501, labelReason=launcher, launchedBy=Steam) Is there a way to opt into or apply for this behavior for our own apps? I previously asked this on the forums but I'm also wondering if any new developments have occurred since then.
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390
Jun ’26
Apple API "CGDisplayCopyAllDisplayModes provides resolution list which does not match with system resolution for the external monitors.
Our application is trying to read all resolutions of an external monitor. We have observed that, for the external monitor there is a mismatch in resolution list in our application and the resolution list in system settings. We are using the apple API "CGDisplayCopyAllDisplayModes" to read the resolutions.
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1.4k
May ’26
Please, implement the new GameSave framework on tvOS
Hi, I have a game which is available on iOS and tvOS and the gameplay is basically the same on both platforms. I'd like to enable my players to seamlessly continue their play sessions on all available platforms. Unfortunately, the new GameSave framework is not available on tvOS and neither is the old GKSavedGame API. I'm asking you to enable the new GameSave framework in a future version of tvOS. Thank you. I've also reported via Feedback Assistant with Feedback Number: FB22791051
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961
May ’26
New GameSave API unexpected behavior
Hi, I'm implementing the new iOS 26 GameSave API in my game and I'm seeing an unexpected behavior when I try to handle custom conflict resolution. Here's what happens: directoryState.conflictedVersions is nil when directoryState.state is GSSyncStateConflicted. According to the API docs, this should never happen because there is no way to resolve the conflict. Here's the setup: I have 2 devices. Device 1 - iPad 10G iOS 26.5, and Device 2 - iPhone SE 3G iOS 26.5 and I run the same code on both devices. I disable the WiFi on device 2 to create a conflict I open the directory using [GSSyncedDirectory openDirectoryForContainerIdentifier: nil] Run [dir finishSyncingWithCompletionHandler:] After the callback returns I check dir.directoryState.state If the state is GSSyncStateReady, GSSyncStateOffline, or GSSyncStateLocal I write some data in a file and close the dir. I re-enable the WiFi on Device 2 and run the same code Now, on Device 2 dir.directoryState.state is GSSyncStateConflicted, as expected, but dir.directoryState.conflictedVersions is NIL and there is no way to continue and resolve the conflict. I'm expecting dir.directoryState.conflictedVersions to contain an array of GSSyncedDirectoryVersion objects as described in the API docs. One interesting bit is that if I replace [dir finishSyncingWithCompletionHandler:] with [dir finishSyncing: window completionHandler:] the UI conflict resolution works as expected. I'm using Objective C to call the API, if that matters. I've also reported via Feedback Assistant with Feedback Number: FB22790831
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782
May ’26
SwiftUI + SpriteKit interop: best practices for HUD overlays in a tile-based puzzle game?
Hey all, I'm building a tile-based puzzle game for iOS and have been experimenting with using SwiftUI for the HUD (score, timer, pause menu, settings sheet) layered on top of a SpriteView that hosts the actual gameplay scene. So far the integration has been smoother than I expected — SpriteView drops cleanly into a ZStack, and I can drive SwiftUI state from the SpriteKit scene via an ObservableObject shared between them. That said, I've run into a few rough edges that I'd love some input on. The biggest one is touch handling: when a SwiftUI overlay (like a semi-transparent pause button) sits over the SpriteView, taps near the edges of the button occasionally get swallowed by the underlying scene, even when the button's hit area looks correct in the view debugger. I've tried .contentShape(Rectangle()) and bumping the frame, which helps but doesn't fully eliminate it. Curious if anyone has landed on a reliable pattern here, especially for transient overlays like toast notifications that need to ignore touches everywhere except on the toast itself. The other thing I'm weighing is animation ownership. Right now, gameplay animations (tile slides, match effects) live in SpriteKit, and HUD animations (score pop, combo counter) live in SwiftUI with withAnimation. It works, but the two animation systems don't share a clock, so when I want a "tile matched → score increment" effect to feel synchronized, I end up dispatching from the SKScene back to the ObservableObject and hoping the frame timing lines up. Has anyone found a cleaner way to coordinate timing across the two, or is this just the cost of mixing the frameworks? Would also love to hear from anyone who has shipped a game with this hybrid setup — any gotchas around Scene Phase transitions, backgrounding, or memory pressure that bit you in production? Thanks!
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1.2k
May ’26
Possibilities of Overclocking Apple Silicon
I've been testing Apple Silicon devices in their desktop configurations on the Mac Studio and now retired Mac Pro and it seems like they're greatly bottlenecked by their clock speeds. For reference here's my testing results. Testing Results: Mac Studio M2 Max • 32GBs RAM • 30 core GPU • 1TB Storage CPU Utilization • 60% • 20W CPU Temperature • 47ºC GPU Utilization • 100% • 20W GPU Temperature • 55ºC Fan Speed • 50% Workload Duration • 2hrs Another point is that the clock speed on the M2 Max's CPU is 3.5 GHz and on the GPU it is 1.44 GHz at max performance. Which the Mac Studio has no trouble pushing. My question is how do I push those clock speeds higher? Cause 1.44 GHz at 55ºC is evidence for extensive headroom. I'm sure there are tools internally for testing the upper limits of the silicon, but it makes no sense why it would be set so low the Mac Studio is at no worries of melting. Is there any way to push the performance of my Mac Studio? FB22713867 - Possibilities of Overclocking Apple Silicon
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513
May ’26
Metal, Vulkan, OpenGL & Godot
Greetings! I'm preparing to publish an app in Apple Store. It's a 2D Audio app made in Godot, already published in Google Store.. As we know, OpenGL is considered deprecated since iOS 12 / 2018 .. However given the current state of Metal, or Vulkan integration in Godot, and with the idea of bringing the Best possible experience on iOS.. I'm not completely sure what will be the best API to use as primary option.. -As good as Metal, or even Vulkan work in Godot; the fact of the matter is, each API has its strong and weak points.. -Metal: Native on iOS, fully compliant and supported. However it has two weak points: Initial Compilation Freeze - +5 sec. Performance Hit, (although negligible for final user) app uses 25% more CPU (on my iPhone 12). Battery drain? -Vulkan: In godot, Vulkan > MoltenVk > Metal More complex translation layer, but interestingly gives slightly better Performance than Metal.. Initial Compilation doesn't cause Freeze, because is lazy/delayed and performed while the app is starting. Uses 25% less CPU than Metal and gives slightly more stable Framerate. (iPhone 12) However, given the extra complexity it could be more prone to error, or Compatibility Problems, which are known and have been reported with older iOS devices (iPads come to mind..) Right? -OpenGL: No Initial Compilation Needed Max Performance, No CPU munch Universally supported, (in theory?) works Perfectly on my iPhone 12 with iOS 26.3 and 26.4.2 And all in all, gives the best Performance and user experience. -And that's pretty much the situation! Since the graphics API of choice, will have an effect and directly translate to User experience... what's then the best one? -This will be the first app I Publish on Apple Store, so as you can imagine I want to Comply with Apple as much as possible; and bring iOS users the best possible experience. However each one of the APIs seem to have a negative aspect.. Metal: 5sec Compilation Freeze Vulkan: Compatibility Problems? OpenGL: "Deprecated" In practical terms, right now, OpenGL gives the best Performance, and the best User Experience.. So what to do? -The Android version is published in Google Store in OpenGL Compat mode. Works perfectly. Even tho OpenGL has been Deprecated on iOS for 7+ years, it has survived all along, with no announced removal date from Apple. And it seems to work perfectly and be fully operational up to the latest iOS 26 version.. right? Maybe Apple is maintaining it for stability and compatibility reasons, even if they're no longer actively developing it? Butthee "deprecated" label sounds alarming, as if support could drop any day.. So what will be the best choice in this situation? -Will an app built primarily for OpenGL, (with Metal fallback) be Rejected right away in Apple Store? -Otoh Vulkan (via MoltenVK) could be a middle term solution, second best Performance, no Compilation Freeze.. But yeah, the Compatibility aspect is important; and while considerable improvements have been made in Godot's implementation, the current status or possible outcome is harder to assess.. Both Metal and OpenGL seem safer options in that sense..
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1.4k
Apr ’26
ScreenCaptureKit recording output is corrupted when captureMicrophone is true
Hello everyone, I'm working on a screen recording app using ScreenCaptureKit and I've hit a strange issue. My app records the screen to an .mp4 file, and everything works perfectly until the .captureMicrophone is false In this case, I get a valid, playable .mp4 file. However, as soon as I try to enable the microphone by setting streamConfig.captureMicrophone = true, the recording seems to work, but the final .mp4 file is corrupted and cannot be played by QuickTime or any other player. This happens whether capturesAudio (app audio) is on or off. I've already added the "Privacy - Microphone Usage Description" (NSMicrophoneUsageDescription) to my Info.plist, so I don't think it's a permissions problem. I have my logic split into a ScreenRecorder class that manages state and a CaptureEngine that handles the SCStream. Here is how I'm configuring my SCStream: ScreenRecorder.swift // This is my main SCStreamConfiguration private var streamConfiguration: SCStreamConfiguration { var streamConfig = SCStreamConfiguration() // ... other HDR/preset config ... // These are the problem properties streamConfig.capturesAudio = isAudioCaptureEnabled streamConfig.captureMicrophone = isMicCaptureEnabled // breaks it if true streamConfig.excludesCurrentProcessAudio = false streamConfig.showsCursor = false if let region = selectedRegion, let display = currentDisplay { // My region/frame logic (works fine) let regionWidth = Int(region.frame.width) let regionHeight = Int(region.frame.height) streamConfig.width = regionWidth * scaleFactor streamConfig.height = regionHeight * scaleFactor // ... (sourceRect logic) ... } streamConfig.pixelFormat = kCVPixelFormatType_32BGRA streamConfig.colorSpaceName = CGColorSpace.sRGB streamConfig.minimumFrameInterval = CMTime(value: 1, timescale: 60) return streamConfig } And here is how I'm setting up the SCRecordingOutput that writes the file: ScreenRecorder.swift private func initRecordingOutput(for region: ScreenPickerManager.SelectedRegion) throws { let screeRecordingOutputURL = try RecordingWorkspace.createScreenRecordingVideoFile( in: workspaceURL, sessionIndex: sessionIndex ) let recordingConfiguration = SCRecordingOutputConfiguration() recordingConfiguration.outputURL = screeRecordingOutputURL recordingConfiguration.outputFileType = .mp4 recordingConfiguration.videoCodecType = .hevc let recordingOutput = SCRecordingOutput(configuration: recordingConfiguration, delegate: self) self.recordingOutput = recordingOutput } Finally, my CaptureEngine adds these to the SCStream: CaptureEngine.swift class CaptureEngine: NSObject, @unchecked Sendable { private(set) var stream: SCStream? private var streamOutput: CaptureEngineStreamOutput? // ... (dispatch queues) ... func startCapture(configuration: SCStreamConfiguration, filter: SCContentFilter, recordingOutput: SCRecordingOutput) async throws { let streamOutput = CaptureEngineStreamOutput() self.streamOutput = streamOutput do { stream = SCStream(filter: filter, configuration: configuration, delegate: streamOutput) // Add outputs for raw buffers (not used for file recording) try stream?.addStreamOutput(streamOutput, type: .screen, sampleHandlerQueue: videoSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .audio, sampleHandlerQueue: audioSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .microphone, sampleHandlerQueue: micSampleBufferQueue) // Add the file recording output try stream?.addRecordingOutput(recordingOutput) try await stream?.startCapture() } catch { logger.error("Failed to start capture: \(error.localizedDescription)") throw error } } // ... (stopCapture, etc.) ... } When I had the .captureMicrophone value to be false, I get a perfect .mp4 video playable everywhere, however, when its true, I am getting corrupted video which doesn't play at all :-
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1k
Mar ’26
Implementation of Screen Recording permissions for background OCR utility
I am exploring the development of a utility app that provides real-time feedback to users based on their active screen content (e.g., providing text suggestions for various communication apps). To achieve this, I am looking at using ReplayKit and Broadcast Upload Extensions to process screen frames in the background via OCR. I have a few questions regarding the "Screen Recording" permission and App Store Review: Permission Clarity: Is it possible to trigger the Screen Recording permission request in a way that clearly communicates the "utility" nature of the app without the system UI making it look like a standard video recording? Background Persistence: Can a Broadcast Extension reliably stay active in the background while the user switches between other third-party apps (like messaging or social apps) for the purpose of continuous OCR processing? App Store Guidelines: Are there specific "Privacy & Data Use" guidelines I should be aware of when an app requires persistent screen access to provide text-based suggestions? I want to ensure the user experience is transparent and that the permission flow feels like a "helper utility" rather than a security risk. Any insights on the best APIs to use for this specific background processing would be appreciated.
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1.1k
Mar ’26
CGSetDisplayTransferByTable no longer working on macOS Tahoe
For an app of mine I use CGSetDisplayTransferByTable to adjust the gamma table of the device. Since macOS Tahoe, these modifications are silently ignored. The display's actual gamma curve remains unchanged despite the API reporting successful completion. I've filed a FB for it a few weeks ago, and would love to figure out what could be causing this. FB18559786
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1.2k
Mar ’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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694
Mar ’26
vImageBuffer_InitWithCGImage fails with Xcode 26 but succeeds with Xcode 15I am
I am attempting to load a jpeg image into a vImage_Buffer. I am just trying to get the data in an ARGB format. This code works fine in the Xcode 15 build , but fails with kvImageInvalidParameter error from vImageBuffer_InitWithCGImage in the Xcode 26 build. This code is written in ObjectiveC++. Here is a code fragment: int CDib_ARGB::Load(LPCSTR pFilename) { int rc = 0; if (NULL == m_pRaw_vImage_Buffer) { NSString *pNS_filename = [[NSString alloc]initWithUTF8String:pFilename]; NSImage *pNSImage = [[NSImage alloc] initWithContentsOfFile:pNS_filename]; if (nil == pNSImage) rc = -1; else { int width = pNSImage.size.width; int height = pNSImage.size.height; if (pNSImage.representations) { NSImageRep *imageRep; int jj; width = 0; height = 0; for (jj = 0; jj < pNSImage.representations.count; jj++) { imageRep = pNSImage.representations[jj]; if (imageRep.pixelsWide > width) width = imageRep.pixelsWide; if (imageRep.pixelsHigh > height) height = imageRep.pixelsHigh; } } NSSize imageSize = NSMakeSize(width, height); NSRect imageRect = NSMakeRect(0, 0, width, height); pNSImage.size = imageSize; CGImageRef cgImage = [pNSImage CGImageForProposedRect:&imageRect context:NULL hints:nil]; if (nil == cgImage) rc = -1; else { //Alloc and load vImage_Buffer. vImage_Buffer *pvImage_Buffer = new vImage_Buffer; if (NULL == pvImage_Buffer) rc = -1; else { vImage_CGImageFormat format; format.bitsPerComponent = 8; format.bitsPerPixel = 32; format.colorSpace = nil; format.bitmapInfo = kCGImageAlphaFirst | kCGBitmapByteOrderDefault;//ARGB8888 format.version = 0; format.decode = nil; format.renderingIntent = kCGRenderingIntentDefault; memset(pvImage_Buffer, 0, sizeof(vImage_Buffer)); long status = vImageBuffer_InitWithCGImage(pvImage_Buffer, &format, nil, cgImage, kvImagePrintDiagnosticsToConsole); if (kvImageNoError != status) { //This is where Xcode 26 sends me. delete pvImage_Buffer; rc = -1; } =========================
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913
Feb ’26
Display 17 PROseries
Dear colleagues, when will you add the ability to manually adjust the display's color temperature? Everyone is familiar with the color rendering issue on the 17 series. Many complain about the display's yellowish tint. I'm one of those people, with a G9N panel, but I can't get whites right; there's a persistent yellow tint. TrueTone only solves this problem under cool, white lighting conditions. So, the display might work as intended, but how can I make it work consistently? If there were a way to manually adjust TrueTone, many users wouldn't be so upset when buying a new device, fearing the display would be yellow. I'd like users to be able to choose their preferred color, warm or cool, and have a scale to adjust it! This would solve the yellowish tint issue on 17 series displays! Thank you.
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440
Feb ’26
How to get accurate Mouse/Trackpad deltas on macOS when using CGWarpMouseCursorPosition?
I am working on a remote control application for macOS where I need to maintain two "virtual" cursors: Remote Cursor: Follows the remote user's movements. Local Cursor: Follows the local user's physical mouse/trackpad movements. To move the system cursor (for the remote side), I use CGWarpMouseCursorPosition as follows: void DualCursorMac::UpdateSystemCursorPosition(int x, int y) { CGPoint point = CGPointMake(static_cast<CGFloat>(x), static_cast<CGFloat>(y)); // Warp the cursor to match remote coordinates CGWarpMouseCursorPosition(point); } Meanwhile, I use a CGEventTap to monitor local physical movements to update my local virtual cursor's UI: CGEventRef Mouse::MouseTapCallback(CGEventTapProxy proxy, CGEventType type, CGEventRef event, void *refcon) { if (remoteControlMode) { // We want to suppress system cursor movement but still read the delta const int deltaX = static_cast<int>(CGEventGetIntegerValueField(event, kCGMouseEventDeltaX)); const int deltaY = static_cast<int>(CGEventGetIntegerValueField(event, kCGMouseEventDeltaY)); NSLog(@"MouseTapCallback: delta:(%d, %d)", deltaX, deltaY); // Update local virtual cursor UI based on deltas... return nullptr; // Consume the event } return event; } The Problem: When CGWarpMouseCursorPosition is called frequently to update the system cursor, it interferes with the kCGMouseEventDeltaX/Y values in the Event Tap. Specifically, if the local user moves the trackpad slowly (expecting deltas of 1 or 2), but a "Warp" occurs simultaneously (e.g., jumping the cursor from (100, 100) to (300, 300)), the deltaX and deltaY in the callback suddenly spike to very large values. It seems the system calculates the delta based on the new warped position rather than the pure physical displacement of the trackpad. This makes the local virtual cursor "jump" erratically and makes it impossible to track smooth local movement during remote control. My Question: Is there a way to get the "raw" or "pure" physical relative movement (delta) from the trackpad/mouse that is independent of the system cursor's absolute position or warping? Are there alternative APIs (perhaps IOKit or different CGEvent fields) that would allow me to get consistent deltas even when the cursor is being warped programmatically?
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877
Feb ’26
Unity iOS Game Name Display Issue
When building a Unity iOS game, the app name displays incorrectly as "BigBall" on the iPhone home screen, despite setting the project name and bundle identifier to "Big Ball" in Unity and Apple Developer account. The correct name, "Big Ball," appears in TestFlight. I tried solutions from ChatGPT and DeepSeek, but none were satisfactory. Please help me.
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442
Feb ’26
How do I control a SwiftUI TextField with a game controller?
I've coded a text-adventure game in SwiftUI. (My game has no graphics or sound effects.) My app already supports keyboard navigation; I would like to add support for game controllers on iPhone. I can't figure out how to do it. I especially can't see any way to allow controller users to enter text in a TextField. I've read https://developer.apple.com/documentation/gamecontroller/supporting-game-controllers and it's all about button events. There's no reference to SwiftUI at all in that documentation, or any input-method editing at all. The only mention of "keyboard" is about treating the keyboard itself as if it were a game controller providing button events. How do I implement this?
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366
Feb ’26
Game Mode for games run by game launcher apps
If you have a "launcher-type app" (a regular macOS app bundle) which is used to launch the actual game executable (a non-bundled executable, such as a Java game), Game Mode does not seem to work as desired in this case. If the launcher app has the appropriate LSSupportsGameMode and LSApplicationCategoryType set, the launcher app will activate Game Mode if fullscreened but the actual game will not (FB18026957). Is there a workaround for this? It also seems like the system hardcodes some apps to act as "game launcher apps" which do have the desired behavior - for example, if you have a sample app set to Steam's bundle identifier (or just use Steam to run the program) and have this architecture where it runs another executable which is the real game, then that game can inherit Game Mode, which is also supported by system logs in Console (note the "launcher" labelReason): default 17:11:05.008533-0400 gamepolicyd Found game GameProcess(Optional("java"), pid=33754, euid=501, labelReason=launcher, launchedBy=Steam) Is there a way to opt into or apply for this behavior for our own apps? I previously asked this on the forums but I'm also wondering if any new developments have occurred since then.
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390
Activity
Jun ’26
iPhone Failed to pair Xbox One gamepad after updating to iOS 26.5
One of my users updated his iPhone 16 Pro to iOS 26.5, and Apple TV to tvOS 26.5, both of them unable to pair a Microsoft Xbox One (Model 1708) gamepad, before updating (updated from iOS 18.x) it works normally. He also got an old iPhone on iOS 16.7 which was working fine with that gamepad. Any one met the same issue? feedback no. FB22809309
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1
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2.2k
Activity
May ’26
Apple API "CGDisplayCopyAllDisplayModes provides resolution list which does not match with system resolution for the external monitors.
Our application is trying to read all resolutions of an external monitor. We have observed that, for the external monitor there is a mismatch in resolution list in our application and the resolution list in system settings. We are using the apple API "CGDisplayCopyAllDisplayModes" to read the resolutions.
Replies
2
Boosts
0
Views
1.4k
Activity
May ’26
Please, implement the new GameSave framework on tvOS
Hi, I have a game which is available on iOS and tvOS and the gameplay is basically the same on both platforms. I'd like to enable my players to seamlessly continue their play sessions on all available platforms. Unfortunately, the new GameSave framework is not available on tvOS and neither is the old GKSavedGame API. I'm asking you to enable the new GameSave framework in a future version of tvOS. Thank you. I've also reported via Feedback Assistant with Feedback Number: FB22791051
Replies
1
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0
Views
961
Activity
May ’26
New GameSave API unexpected behavior
Hi, I'm implementing the new iOS 26 GameSave API in my game and I'm seeing an unexpected behavior when I try to handle custom conflict resolution. Here's what happens: directoryState.conflictedVersions is nil when directoryState.state is GSSyncStateConflicted. According to the API docs, this should never happen because there is no way to resolve the conflict. Here's the setup: I have 2 devices. Device 1 - iPad 10G iOS 26.5, and Device 2 - iPhone SE 3G iOS 26.5 and I run the same code on both devices. I disable the WiFi on device 2 to create a conflict I open the directory using [GSSyncedDirectory openDirectoryForContainerIdentifier: nil] Run [dir finishSyncingWithCompletionHandler:] After the callback returns I check dir.directoryState.state If the state is GSSyncStateReady, GSSyncStateOffline, or GSSyncStateLocal I write some data in a file and close the dir. I re-enable the WiFi on Device 2 and run the same code Now, on Device 2 dir.directoryState.state is GSSyncStateConflicted, as expected, but dir.directoryState.conflictedVersions is NIL and there is no way to continue and resolve the conflict. I'm expecting dir.directoryState.conflictedVersions to contain an array of GSSyncedDirectoryVersion objects as described in the API docs. One interesting bit is that if I replace [dir finishSyncingWithCompletionHandler:] with [dir finishSyncing: window completionHandler:] the UI conflict resolution works as expected. I'm using Objective C to call the API, if that matters. I've also reported via Feedback Assistant with Feedback Number: FB22790831
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0
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0
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782
Activity
May ’26
SwiftUI + SpriteKit interop: best practices for HUD overlays in a tile-based puzzle game?
Hey all, I'm building a tile-based puzzle game for iOS and have been experimenting with using SwiftUI for the HUD (score, timer, pause menu, settings sheet) layered on top of a SpriteView that hosts the actual gameplay scene. So far the integration has been smoother than I expected — SpriteView drops cleanly into a ZStack, and I can drive SwiftUI state from the SpriteKit scene via an ObservableObject shared between them. That said, I've run into a few rough edges that I'd love some input on. The biggest one is touch handling: when a SwiftUI overlay (like a semi-transparent pause button) sits over the SpriteView, taps near the edges of the button occasionally get swallowed by the underlying scene, even when the button's hit area looks correct in the view debugger. I've tried .contentShape(Rectangle()) and bumping the frame, which helps but doesn't fully eliminate it. Curious if anyone has landed on a reliable pattern here, especially for transient overlays like toast notifications that need to ignore touches everywhere except on the toast itself. The other thing I'm weighing is animation ownership. Right now, gameplay animations (tile slides, match effects) live in SpriteKit, and HUD animations (score pop, combo counter) live in SwiftUI with withAnimation. It works, but the two animation systems don't share a clock, so when I want a "tile matched → score increment" effect to feel synchronized, I end up dispatching from the SKScene back to the ObservableObject and hoping the frame timing lines up. Has anyone found a cleaner way to coordinate timing across the two, or is this just the cost of mixing the frameworks? Would also love to hear from anyone who has shipped a game with this hybrid setup — any gotchas around Scene Phase transitions, backgrounding, or memory pressure that bit you in production? Thanks!
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0
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1.2k
Activity
May ’26
Possibilities of Overclocking Apple Silicon
I've been testing Apple Silicon devices in their desktop configurations on the Mac Studio and now retired Mac Pro and it seems like they're greatly bottlenecked by their clock speeds. For reference here's my testing results. Testing Results: Mac Studio M2 Max • 32GBs RAM • 30 core GPU • 1TB Storage CPU Utilization • 60% • 20W CPU Temperature • 47ºC GPU Utilization • 100% • 20W GPU Temperature • 55ºC Fan Speed • 50% Workload Duration • 2hrs Another point is that the clock speed on the M2 Max's CPU is 3.5 GHz and on the GPU it is 1.44 GHz at max performance. Which the Mac Studio has no trouble pushing. My question is how do I push those clock speeds higher? Cause 1.44 GHz at 55ºC is evidence for extensive headroom. I'm sure there are tools internally for testing the upper limits of the silicon, but it makes no sense why it would be set so low the Mac Studio is at no worries of melting. Is there any way to push the performance of my Mac Studio? FB22713867 - Possibilities of Overclocking Apple Silicon
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1
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513
Activity
May ’26
Metal, Vulkan, OpenGL & Godot
Greetings! I'm preparing to publish an app in Apple Store. It's a 2D Audio app made in Godot, already published in Google Store.. As we know, OpenGL is considered deprecated since iOS 12 / 2018 .. However given the current state of Metal, or Vulkan integration in Godot, and with the idea of bringing the Best possible experience on iOS.. I'm not completely sure what will be the best API to use as primary option.. -As good as Metal, or even Vulkan work in Godot; the fact of the matter is, each API has its strong and weak points.. -Metal: Native on iOS, fully compliant and supported. However it has two weak points: Initial Compilation Freeze - +5 sec. Performance Hit, (although negligible for final user) app uses 25% more CPU (on my iPhone 12). Battery drain? -Vulkan: In godot, Vulkan > MoltenVk > Metal More complex translation layer, but interestingly gives slightly better Performance than Metal.. Initial Compilation doesn't cause Freeze, because is lazy/delayed and performed while the app is starting. Uses 25% less CPU than Metal and gives slightly more stable Framerate. (iPhone 12) However, given the extra complexity it could be more prone to error, or Compatibility Problems, which are known and have been reported with older iOS devices (iPads come to mind..) Right? -OpenGL: No Initial Compilation Needed Max Performance, No CPU munch Universally supported, (in theory?) works Perfectly on my iPhone 12 with iOS 26.3 and 26.4.2 And all in all, gives the best Performance and user experience. -And that's pretty much the situation! Since the graphics API of choice, will have an effect and directly translate to User experience... what's then the best one? -This will be the first app I Publish on Apple Store, so as you can imagine I want to Comply with Apple as much as possible; and bring iOS users the best possible experience. However each one of the APIs seem to have a negative aspect.. Metal: 5sec Compilation Freeze Vulkan: Compatibility Problems? OpenGL: "Deprecated" In practical terms, right now, OpenGL gives the best Performance, and the best User Experience.. So what to do? -The Android version is published in Google Store in OpenGL Compat mode. Works perfectly. Even tho OpenGL has been Deprecated on iOS for 7+ years, it has survived all along, with no announced removal date from Apple. And it seems to work perfectly and be fully operational up to the latest iOS 26 version.. right? Maybe Apple is maintaining it for stability and compatibility reasons, even if they're no longer actively developing it? Butthee "deprecated" label sounds alarming, as if support could drop any day.. So what will be the best choice in this situation? -Will an app built primarily for OpenGL, (with Metal fallback) be Rejected right away in Apple Store? -Otoh Vulkan (via MoltenVK) could be a middle term solution, second best Performance, no Compilation Freeze.. But yeah, the Compatibility aspect is important; and while considerable improvements have been made in Godot's implementation, the current status or possible outcome is harder to assess.. Both Metal and OpenGL seem safer options in that sense..
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5
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1.4k
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Apr ’26
Can Apple please add Nintendo Switch 2 Pro Controller support? This is a very popular controller.
Hi Apple, Can you please add support for the Nintendo Switch 2 Pro Controller? The first one is supported but the Switch 2 has been out nearly a year now and a lot of people want to use these controllers with macOS and iOS. Can you please consider adding support? Thank you.
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1
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0
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821
Activity
Apr ’26
Noob ios 26 for game mobile legend só lag 🤮🤮
Why you don’t fix that ?
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1
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0
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635
Activity
Apr ’26
Deaf friend
I just wonder what to do futures iPhone will change update
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1
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484
Activity
Apr ’26
ScreenCaptureKit recording output is corrupted when captureMicrophone is true
Hello everyone, I'm working on a screen recording app using ScreenCaptureKit and I've hit a strange issue. My app records the screen to an .mp4 file, and everything works perfectly until the .captureMicrophone is false In this case, I get a valid, playable .mp4 file. However, as soon as I try to enable the microphone by setting streamConfig.captureMicrophone = true, the recording seems to work, but the final .mp4 file is corrupted and cannot be played by QuickTime or any other player. This happens whether capturesAudio (app audio) is on or off. I've already added the "Privacy - Microphone Usage Description" (NSMicrophoneUsageDescription) to my Info.plist, so I don't think it's a permissions problem. I have my logic split into a ScreenRecorder class that manages state and a CaptureEngine that handles the SCStream. Here is how I'm configuring my SCStream: ScreenRecorder.swift // This is my main SCStreamConfiguration private var streamConfiguration: SCStreamConfiguration { var streamConfig = SCStreamConfiguration() // ... other HDR/preset config ... // These are the problem properties streamConfig.capturesAudio = isAudioCaptureEnabled streamConfig.captureMicrophone = isMicCaptureEnabled // breaks it if true streamConfig.excludesCurrentProcessAudio = false streamConfig.showsCursor = false if let region = selectedRegion, let display = currentDisplay { // My region/frame logic (works fine) let regionWidth = Int(region.frame.width) let regionHeight = Int(region.frame.height) streamConfig.width = regionWidth * scaleFactor streamConfig.height = regionHeight * scaleFactor // ... (sourceRect logic) ... } streamConfig.pixelFormat = kCVPixelFormatType_32BGRA streamConfig.colorSpaceName = CGColorSpace.sRGB streamConfig.minimumFrameInterval = CMTime(value: 1, timescale: 60) return streamConfig } And here is how I'm setting up the SCRecordingOutput that writes the file: ScreenRecorder.swift private func initRecordingOutput(for region: ScreenPickerManager.SelectedRegion) throws { let screeRecordingOutputURL = try RecordingWorkspace.createScreenRecordingVideoFile( in: workspaceURL, sessionIndex: sessionIndex ) let recordingConfiguration = SCRecordingOutputConfiguration() recordingConfiguration.outputURL = screeRecordingOutputURL recordingConfiguration.outputFileType = .mp4 recordingConfiguration.videoCodecType = .hevc let recordingOutput = SCRecordingOutput(configuration: recordingConfiguration, delegate: self) self.recordingOutput = recordingOutput } Finally, my CaptureEngine adds these to the SCStream: CaptureEngine.swift class CaptureEngine: NSObject, @unchecked Sendable { private(set) var stream: SCStream? private var streamOutput: CaptureEngineStreamOutput? // ... (dispatch queues) ... func startCapture(configuration: SCStreamConfiguration, filter: SCContentFilter, recordingOutput: SCRecordingOutput) async throws { let streamOutput = CaptureEngineStreamOutput() self.streamOutput = streamOutput do { stream = SCStream(filter: filter, configuration: configuration, delegate: streamOutput) // Add outputs for raw buffers (not used for file recording) try stream?.addStreamOutput(streamOutput, type: .screen, sampleHandlerQueue: videoSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .audio, sampleHandlerQueue: audioSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .microphone, sampleHandlerQueue: micSampleBufferQueue) // Add the file recording output try stream?.addRecordingOutput(recordingOutput) try await stream?.startCapture() } catch { logger.error("Failed to start capture: \(error.localizedDescription)") throw error } } // ... (stopCapture, etc.) ... } When I had the .captureMicrophone value to be false, I get a perfect .mp4 video playable everywhere, however, when its true, I am getting corrupted video which doesn't play at all :-
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2
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1k
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Mar ’26
Implementation of Screen Recording permissions for background OCR utility
I am exploring the development of a utility app that provides real-time feedback to users based on their active screen content (e.g., providing text suggestions for various communication apps). To achieve this, I am looking at using ReplayKit and Broadcast Upload Extensions to process screen frames in the background via OCR. I have a few questions regarding the "Screen Recording" permission and App Store Review: Permission Clarity: Is it possible to trigger the Screen Recording permission request in a way that clearly communicates the "utility" nature of the app without the system UI making it look like a standard video recording? Background Persistence: Can a Broadcast Extension reliably stay active in the background while the user switches between other third-party apps (like messaging or social apps) for the purpose of continuous OCR processing? App Store Guidelines: Are there specific "Privacy & Data Use" guidelines I should be aware of when an app requires persistent screen access to provide text-based suggestions? I want to ensure the user experience is transparent and that the permission flow feels like a "helper utility" rather than a security risk. Any insights on the best APIs to use for this specific background processing would be appreciated.
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4
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1.1k
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Mar ’26
CGSetDisplayTransferByTable no longer working on macOS Tahoe
For an app of mine I use CGSetDisplayTransferByTable to adjust the gamma table of the device. Since macOS Tahoe, these modifications are silently ignored. The display's actual gamma curve remains unchanged despite the API reporting successful completion. I've filed a FB for it a few weeks ago, and would love to figure out what could be causing this. FB18559786
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4
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1
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1.2k
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Mar ’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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3
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694
Activity
Mar ’26
vImageBuffer_InitWithCGImage fails with Xcode 26 but succeeds with Xcode 15I am
I am attempting to load a jpeg image into a vImage_Buffer. I am just trying to get the data in an ARGB format. This code works fine in the Xcode 15 build , but fails with kvImageInvalidParameter error from vImageBuffer_InitWithCGImage in the Xcode 26 build. This code is written in ObjectiveC++. Here is a code fragment: int CDib_ARGB::Load(LPCSTR pFilename) { int rc = 0; if (NULL == m_pRaw_vImage_Buffer) { NSString *pNS_filename = [[NSString alloc]initWithUTF8String:pFilename]; NSImage *pNSImage = [[NSImage alloc] initWithContentsOfFile:pNS_filename]; if (nil == pNSImage) rc = -1; else { int width = pNSImage.size.width; int height = pNSImage.size.height; if (pNSImage.representations) { NSImageRep *imageRep; int jj; width = 0; height = 0; for (jj = 0; jj < pNSImage.representations.count; jj++) { imageRep = pNSImage.representations[jj]; if (imageRep.pixelsWide > width) width = imageRep.pixelsWide; if (imageRep.pixelsHigh > height) height = imageRep.pixelsHigh; } } NSSize imageSize = NSMakeSize(width, height); NSRect imageRect = NSMakeRect(0, 0, width, height); pNSImage.size = imageSize; CGImageRef cgImage = [pNSImage CGImageForProposedRect:&imageRect context:NULL hints:nil]; if (nil == cgImage) rc = -1; else { //Alloc and load vImage_Buffer. vImage_Buffer *pvImage_Buffer = new vImage_Buffer; if (NULL == pvImage_Buffer) rc = -1; else { vImage_CGImageFormat format; format.bitsPerComponent = 8; format.bitsPerPixel = 32; format.colorSpace = nil; format.bitmapInfo = kCGImageAlphaFirst | kCGBitmapByteOrderDefault;//ARGB8888 format.version = 0; format.decode = nil; format.renderingIntent = kCGRenderingIntentDefault; memset(pvImage_Buffer, 0, sizeof(vImage_Buffer)); long status = vImageBuffer_InitWithCGImage(pvImage_Buffer, &format, nil, cgImage, kvImagePrintDiagnosticsToConsole); if (kvImageNoError != status) { //This is where Xcode 26 sends me. delete pvImage_Buffer; rc = -1; } =========================
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13
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913
Activity
Feb ’26
Display 17 PROseries
Dear colleagues, when will you add the ability to manually adjust the display's color temperature? Everyone is familiar with the color rendering issue on the 17 series. Many complain about the display's yellowish tint. I'm one of those people, with a G9N panel, but I can't get whites right; there's a persistent yellow tint. TrueTone only solves this problem under cool, white lighting conditions. So, the display might work as intended, but how can I make it work consistently? If there were a way to manually adjust TrueTone, many users wouldn't be so upset when buying a new device, fearing the display would be yellow. I'd like users to be able to choose their preferred color, warm or cool, and have a scale to adjust it! This would solve the yellowish tint issue on 17 series displays! Thank you.
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440
Activity
Feb ’26
How to get accurate Mouse/Trackpad deltas on macOS when using CGWarpMouseCursorPosition?
I am working on a remote control application for macOS where I need to maintain two "virtual" cursors: Remote Cursor: Follows the remote user's movements. Local Cursor: Follows the local user's physical mouse/trackpad movements. To move the system cursor (for the remote side), I use CGWarpMouseCursorPosition as follows: void DualCursorMac::UpdateSystemCursorPosition(int x, int y) { CGPoint point = CGPointMake(static_cast<CGFloat>(x), static_cast<CGFloat>(y)); // Warp the cursor to match remote coordinates CGWarpMouseCursorPosition(point); } Meanwhile, I use a CGEventTap to monitor local physical movements to update my local virtual cursor's UI: CGEventRef Mouse::MouseTapCallback(CGEventTapProxy proxy, CGEventType type, CGEventRef event, void *refcon) { if (remoteControlMode) { // We want to suppress system cursor movement but still read the delta const int deltaX = static_cast<int>(CGEventGetIntegerValueField(event, kCGMouseEventDeltaX)); const int deltaY = static_cast<int>(CGEventGetIntegerValueField(event, kCGMouseEventDeltaY)); NSLog(@"MouseTapCallback: delta:(%d, %d)", deltaX, deltaY); // Update local virtual cursor UI based on deltas... return nullptr; // Consume the event } return event; } The Problem: When CGWarpMouseCursorPosition is called frequently to update the system cursor, it interferes with the kCGMouseEventDeltaX/Y values in the Event Tap. Specifically, if the local user moves the trackpad slowly (expecting deltas of 1 or 2), but a "Warp" occurs simultaneously (e.g., jumping the cursor from (100, 100) to (300, 300)), the deltaX and deltaY in the callback suddenly spike to very large values. It seems the system calculates the delta based on the new warped position rather than the pure physical displacement of the trackpad. This makes the local virtual cursor "jump" erratically and makes it impossible to track smooth local movement during remote control. My Question: Is there a way to get the "raw" or "pure" physical relative movement (delta) from the trackpad/mouse that is independent of the system cursor's absolute position or warping? Are there alternative APIs (perhaps IOKit or different CGEvent fields) that would allow me to get consistent deltas even when the cursor is being warped programmatically?
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0
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877
Activity
Feb ’26
Unity iOS Game Name Display Issue
When building a Unity iOS game, the app name displays incorrectly as "BigBall" on the iPhone home screen, despite setting the project name and bundle identifier to "Big Ball" in Unity and Apple Developer account. The correct name, "Big Ball," appears in TestFlight. I tried solutions from ChatGPT and DeepSeek, but none were satisfactory. Please help me.
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0
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442
Activity
Feb ’26
How do I control a SwiftUI TextField with a game controller?
I've coded a text-adventure game in SwiftUI. (My game has no graphics or sound effects.) My app already supports keyboard navigation; I would like to add support for game controllers on iPhone. I can't figure out how to do it. I especially can't see any way to allow controller users to enter text in a TextField. I've read https://developer.apple.com/documentation/gamecontroller/supporting-game-controllers and it's all about button events. There's no reference to SwiftUI at all in that documentation, or any input-method editing at all. The only mention of "keyboard" is about treating the keyboard itself as if it were a game controller providing button events. How do I implement this?
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366
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Feb ’26