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RealityKit migration
Hey there, I’m currently planning to use RealityKit in a new multiplatform app I’m building. Unfortunately, I noticed that WatchOS is not supported for RealityKit, while SceneKit is getting deprecated. However, I’d like to maintain the same codebase across platforms. What are my options?
2
0
583
Oct ’25
RealityKit generates an excessive amount of logging
During regular use, RealityKit generates an excessive amount of internal logging that is not actionable by third party developers. When developing an iOS RealityKit/ARKit app, this makes the Xcode console challenging to use for regular work. (FB19173812) See screenshots below. Xcode does have an option for filtering out logging from specific SDKs, but enabling this feature to suppress the logging of RealityKit and related SDKs like PHASE is something developers have to do dozens of times each day. After a year of developing a RealityKit app, this process becomes frustrating. If SDKs like Foundation, UIKit, and SwiftUI generated as much logging as RealityKit and related SDKs, Xcode's console would be unusable. Is there any way to disable the logging of RealityKit and PHASE permanently? Thank you for any help you provide.
1
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617
Jul ’25
'tangents' was deprecated in visionOS 2.0: Use cp_drawable_compute_projection instead
I'm using a class with tangents to render on RealityKit for VisionOS but in Vision26 it cause a crash on App and there not documentation how implement cp_drawable_compute_projection I have tried a few options but without success. Could you help me to implement it ? The part of code is: return drawable.views.map { view in let userViewpointMatrix = (simdDeviceAnchor * view.transform).inverse let projectionMatrix = ProjectiveTransform3D( leftTangent: Double(view.tangents[0]), rightTangent: Double(view.tangents[1]), topTangent: Double(view.tangents[2]), bottomTangent: Double(view.tangents[3]), nearZ: Double(drawable.depthRange.y), farZ: Double(drawable.depthRange.x), reverseZ: true ) let screenSize = SIMD2(x: Int(view.textureMap.viewport.width), y: Int(view.textureMap.viewport.height)) return ModelRendererViewportDescriptor(viewport: view.textureMap.viewport, projectionMatrix: .init(projectionMatrix), viewMatrix: userViewpointMatrix * translationMatrix * rotationMatrix * scalingMatrix * commonUpCalibration, screenSize: screenSize) }
1
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198
Jun ’25
Metal IR reference
Hello! I'm developing a GPU (shader) language, where I aim to target multiple backends with a common frontend. I wanted to avoid having to round trip through Metal, and go straight to IR just like I have with SPIRV, in order to have a fast and efficient compilation process. I've been looking for a reference page where I can read about Metals IR, and as far as I'm aware, it exists, but I can't seem to find it anywhere. Furthermore, if such a reference is available, is there also a toolkit where I can run validation on the output IR, and perhaps even run optimizations, much like spv-tools for SPIRV? Any help would be appreciated! Thanks, Gustav
2
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329
Jul ’25
How to load a USDZ inside of a Reality Composer Pro package as ModelEntity in RealityKit ?
I need a MeshResource from ModelEntity to generate a box collider, but ModelEntity fails to load USDZ files from the Reality Composer Pro (RCP) bundle. This code works for loading an Entity: // Successfully loads as generic Entity previewEntity = try await Entity(named: fileName, in: realityKitContentBundle) But this fails when trying to load as ModelEntity: // Fails to load as ModelEntity modelEntity = try await ModelEntity(named: fileName, in: realityKitContentBundle) I found this thread mentioning: "You'll likely go from USDZ to Entity which contains a MeshResource when you load/init the USDZ file." But it doesn't explain ​how to actually extract the MeshResource. Could anyone advise: How to properly load USDZ files as ModelEntity from RCP bundles? How to extract MeshResource from a successfully loaded Entity? Alternative approaches to generate box colliders if direct extraction isn't possible? Sample code for extraction or workarounds would be greatly appreciated!
1
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330
Jun ’25
Game Center SignIn alert appears on macOS 26 (Tahoe) without capability or entitlement
Hello, On macOS 26 (Tahoe), when building a OSX app that includes GameKit code, calling GKLocalPlayer.local.authenticateHandler shows the "Sign In to Game Center" alert (e.g. didShowFullscreenSignIn) — even if the app does not have the Game Center capability enabled or any related entitlement (com.apple.developer.game-center). This alert only appears when the user is not signed in to Game Center in system settings. However, when testing the same code path on iOS app built with macOS 26 (Tahoe), the alert does not appear unless the proper capability and entitlement are included. This behavior is different from macOS 15 (Sequoia) + Xcode 15.x. Prior to the update, Game Center features did not work at all even with the OSX app without Capability and Entitlements. Steps to Reproduce Create a new OSX app target (App Sandbox enabled, no Game Center capability). Add minimal GameKit code: GKLocalPlayer.local.authenticateHandler = { _, _, _ in } Build OSX app and run on macOS 26 (Tahoe). Ensure Game Center is signed out in System Settings. Observe: “Sign In to Game Center” alert appears automatically. Expected Behavior When Game Center capability and entitlement are not present, authenticateHandler should fail silently, and no signIn alert should appear. Actual Behavior On OSX app, the Game Center signIn UI appears even without any Game Center capability or entitlement. On iOS app, this alert does not appear. *Build Configuration: built with the same condition. (macOS 26 + Xcode 26) Question Could you please confirm whether this behavior is an intentional change in macOS 26 or a bug only for OSX apps in the GameKit authentication flow? Thank you.
2
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523
Oct ’25
SceneKit - different behavior when debugging
Hello, I'm currently working on my first SceneKit game and have encountered an issue related to moving an SCNNode using a UIPanGestureRecognizer. When I deploy the game to my iPhone via Xcode in debug mode, all interactions are smooth. However, when I stop the debugging session and run the game directly from the device (outside of Xcode), the SCNNode movement behaves inconsistently — it works sometimes smoothly and sometimes not and the interaction becomes choppy. The SCNNode movement is controlled using a UIPanGestureRecognizer. Do you have any ideas what might be causing the issue?
1
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472
May ’25
SCNScene.write To USDZ, Node color fades
I use SCNScene.write To file ".usdz", then open the ".usdz" by SCNScene.url , all Nodes color fades. Export and load only once. The fading is not obvious. Return and repeat 4 or 5 times. It is obvious that the color is inconsistent with the original color and has become much lighter.
3
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360
May ’25
How to obtain frame rate for iOS proMotion devices
Due to the release of ProMotion devices, the system may switch frame rates in certain scenarios, resulting in the loss of reference value for data collected through CADisplayLink callbacks at a fixed 60Hz frame rate. We cannot distinguish whether the slow callback of CADisplayLink is due to a stutter or a system switch in frame rate. I know Hitch Time Ratio, but I can't use this scheme for some reasons. How can I distinguish between stuck and frame rate gear shift in CADisplaylink callback? In iOS 15, CADisplayLink.preferredFrameRateRange.preferred always returns 0, while minimum and maximum do change. Can I use these minimum and maximum range values as criteria to distinguish between frame rate switching and stuttering?
1
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173
May ’25
Low Power Mode on MacOS 26 Tahoe + Vsync fullscreen limits application to 30 fps
I'm experiencing a specific issue where when using any of the MacOS 26 Tahoe betas with Low Power Mode enabled and using Vsync in fullscreen, my application framerate gets limited to a hard 30 fps. I have not experienced this on any older OS. For example Low Power Mode on 13.6 Ventura with Vsync fullscreen lets my application run at full 60 fps without issues. Is this a bug or a change in behavior of Low Power Mode on Tahoe? My application is 3D, runs at 60 fps and is sensitive to tearing, so I need Vsync and it is mostly utilized in fullscreen. And Low Power Mode is a default for many Macs, so default experience on Tahoe currently is a halved 30 fps. However there also seems to be inconsistencies of on which machines this happens, but older OSes are always fine.
1
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450
Aug ’25
vImageConverter_CreateWithCGImageFormat Fails with kvImageInvalidImageFormat When Trying to Convert CMYK to RGB
So I get JPEG data in my app. Previously I was using the higher level NSBitmapImageRep API and just feeding the JPEG data to it. But now I've noticed on Sonoma If I get a JPEG in the CMYK color space the NSBitmapImageRep renders mostly black and is corrupted. So I'm trying to drop down to the lower level APIs. Specifically I grab a CGImageRef and and trying to use the Accelerate API to convert it to another format (to hopefully workaround the issue... CGImageRef sourceCGImage = `CGImageCreateWithJPEGDataProvider(jpegDataProvider,` NULL, shouldInterpolate, kCGRenderingIntentDefault); Now I use vImageConverter_CreateWithCGImageFormat... with the following values for source and destination formats: Source format: (derived from sourceCGImage) bitsPerComponent = 8 bitsPerPixel = 32 colorSpace = (kCGColorSpaceICCBased; kCGColorSpaceModelCMYK; Generic CMYK Profile) bitmapInfo = kCGBitmapByteOrderDefault version = 0 decode = 0x000060000147f780 renderingIntent = kCGRenderingIntentDefault Destination format: bitsPerComponent = 8 bitsPerPixel = 24 colorSpace = (DeviceRBG) bitmapInfo = 8197 version = 0 decode = 0x0000000000000000 renderingIntent = kCGRenderingIntentDefault But vImageConverter_CreateWithCGImageFormat fails with kvImageInvalidImageFormat. Now if I change the destination format to use 32 bitsPerpixel and use alpha in the bitmap info the vImageConverter_CreateWithCGImageFormat does not return an error but I get a black image just like NSBitmapImageRep
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1.6k
Aug ’25
Xcode compile stucks(stops) when add new source files or add functions to previous files
Hello, we are working on a iOS game project, as progress, the project grows larger and larger. Because we are using other game dependencies and libraries, here larger and larger refers to the whole project, and our source files integrated and compiled by Xcode are not many. Now, it seems we hit a bottleneck, when I add new files or functions to the previous files to implement a new feature, Xcode compile stucks(stops), it's Indexing | Initializing datastore forever, cannot produce a final build. macOS 15.1, Xcode 16.2 Can you provide any solutions to solve this problem? Also submitted Feedback ID #FB18432749
4
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721
Aug ’25
Compute kernel fails to compile when calling texture.read()
If I compile a compute kernel with a call to texture.read(), it fails with the following error: "Error Domain=AGXMetalG13X Code=3 "Encountered unlowered function call to air.get_read_sampler" UserInfo={NSLocalizedDescription=Encountered unlowered function call to air.get_read_sampler}." This error occurs on both macOS and iOS 26 Beta 5, but not when running on a simulator or in a playground. It does not occur on a macOS Sequoia VM. It occurs whether I use the old metal 3 or new metal 4 compilation method. A workaround would be to use a sampler, but according to the feature tables, all platforms support reading from textures of all formats. Below is a minimal example which produces the error: let device = MTLCreateSystemDefaultDevice()! let library = device.makeDefaultLibrary()! let computeFunction = library.makeFunction(name: "compute_test")! do { let pipeline = try device.makeComputePipelineState(function: computeFunction) debugPrint(pipeline) } catch { debugPrint("Metal 3 failed with error:\n\(error)") } #import <metal_stdlib> using namespace metal; kernel void compute_test(uint2 gid [[thread_position_in_grid]], texture2d<float, access::read> in [[texture(0)]], texture2d<float, access::write> out [[texture(1)]]) { out.write(in.read(gid), gid); } I filed feedback FB19530049.
1
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229
Aug ’25
ShaderGraphMaterial.getParameter(handle:) always return nil, is this expected behavior?
I've loaded a ShaderGraphMaterial from a RealityKit content bundle and I'm attempting to access the initial values of its parameters using getParameter(handle:), but this method appears to always return nil: let shaderGraphMaterial = try await ShaderGraphMaterial(named: "MyMaterial", from: "MyFile") let namedParameterValue = shaderGraphMaterial.getParameter(name: "myParameter") // This prints the value of the `myParameter` parameter, as expected. print("namedParameterValue = \(namedParameterValue)") let handle = ShaderGraphMaterial.parameterHandle(name: "myParameter") let handleParameterValue = shaderGraphMaterial.getParameter(handle: handle) // Expected behavior: prints the value of the `myParameter` parameter, as above. // Observed behavior: prints `nil`. print("handleParameterValue = \(handleParameterValue)") Is this expected behavior? Based on the documentation at https://developer.apple.com/documentation/realitykit/shadergraphmaterial/getparameter(handle:) I'd expect getParameter(handle:) to return the value of the parameter, just as getParameter(name:) does. I've tested this on iOS 18.5 and iOS 26.0 beta 2. Assuming this getParameter(handle:) works as designed, is the following ShaderGraphMaterial extension an appropriate workaround, or can you recommend a better approach? Thank you. public extension ShaderGraphMaterial { /// Reassigns the values of all named material parameters using the handle-based API. /// /// This works around an issue where, at least as of RealityKit 26.0 beta 2 and /// earlier, `getParameter(handle:)` will always return `nil` when used to read the /// initial value of a shader graph material parameter read using /// `ShaderGraphMaterial(named:from:in:)`, whereas `getParameter(name:)` will work /// as expected. private mutating func copyNamedParametersToHandles() { for parameterName in self.parameterNames { if let value = self.getParameter(name: parameterName) { let handle = ShaderGraphMaterial.parameterHandle(name: parameterName) do { try self.setParameter(handle: handle, value: value) } catch { assertionFailure("Cannot set parameter value") } } } } }
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644
Jun ’25
RealityView postProcess effect depth texture
Hello, Question re: iOS RealityView postProcess. I've got a working postProcess kernel and I'd like to add some depth-based effects to it. Theoretically I should be able to just do: encoder.setTexture(context.sourceDepthTexture, index: 1) and then in the kernel: texture2d<float, access::read> depthIn [[texture(1)]] ... outTexture.write(depthIn.read(gid), gid); And I consistently see all black rendered to the view. The postProcess shader works, so that's not the issue. It just seems to not be receiving actual depth information. (If I set a breakpoint at the encoder setTexture step, I can see preview the color texture of the scene, but the context's depthTexture looks like all NaN / blank.) I've looked at all the WWDC samples, but they include ARView for all the depth sample code, which has a different set of configuration options than RealityView. So far I haven't seen anywhere to explicitly tell RealityView "include the depth information". So I'm not sure if I'm missing something there. It appears that there is indeed a depth texture being passed, but it looks blank. Is there a working example somewhere that we can reference?
2
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686
Nov ’25
Will OpenGL API and Drivers be removed after appleOS 26?
Hi, I am a Multimedia and Graphics researcher and I am wondering if OpenGL API and drivers will be removed after appleOS 26? macOS 26 iOS 26 iPadOS 26 visionOS 26 I am asking this because most of the libraries I use depends on OpenGL. Like CGAL, libigl, immediate mode ui, nanovg, nanogui, bullet physics. Transitioning from Vulkan and metal while using and learning those libraries is just not viable. I would like to ask you that. I am the sole developer and I just want to ask you that. Regards.
1
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251
Aug ’25
ModelEntity(named:in:) fails to load USD file from RealityKitContent bundle with misleading error?
My experience has been that ModelEntity(named:in:) can be used to load a USD file with a simple structure consisting of entities and model entities, and, critically, it will flatten the entity hierarchy down to a single ModelEntity, presumably reducing the number of draw calls. However, can anyone verify that the following is true? If ModelEntity(named:in:) is used to load a USD file from a RealityKit content bundle, it may fail when the USD file contains more complex data, such as shader graph material definitions, or perhaps for some other reason. I am not sure. AND the error that ModelEntity(named:in:) throws in this case is Cannot load RealityKitContent entity: Failed to find resource with name "<name>" in bundle which would literally suggest that the file does not exist, instead of what I assume the error actually is, which is "the file exists but its entity hierarchy could not be flattened to a single ModelEntity" ? Is that an accurate description of the known behavior of ModelEntity:named:in:)? I understand that I could use Entity(named:in:) instead, without the flattening feature. My question is really more about the seemingly misleading error message. Thank you for any clarification you can provide.
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246
May ’25
What good is NSBitmapFormatAlphaNonpremultiplied?
If I create a bitmap image and then try to get ready to draw into it, like so: NSBitmapImageRep* newRep = [[NSBitmapImageRep alloc] initWithBitmapDataPlanes: nullptr pixelsWide: 128 pixelsHigh: 128 bitsPerSample: 8 samplesPerPixel: 4 hasAlpha: YES isPlanar: NO colorSpaceName: NSDeviceRGBColorSpace bitmapFormat: NSBitmapFormatAlphaNonpremultiplied | NSBitmapFormatThirtyTwoBitBigEndian bytesPerRow: 4 * 128 bitsPerPixel: 32]; [NSGraphicsContext setCurrentContext: [NSGraphicsContext graphicsContextWithBitmapImageRep: newRep]]; then the log shows this error: CGBitmapContextCreate: unsupported parameter combination: RGB 8 bits/component, integer 512 bytes/row kCGImageAlphaLast kCGImageByteOrderDefault kCGImagePixelFormatPacked Valid parameters for RGB color space model are: 16 bits per pixel, 5 bits per component, kCGImageAlphaNoneSkipFirst 32 bits per pixel, 8 bits per component, kCGImageAlphaNoneSkipFirst 32 bits per pixel, 8 bits per component, kCGImageAlphaNoneSkipLast 32 bits per pixel, 8 bits per component, kCGImageAlphaPremultipliedFirst 32 bits per pixel, 8 bits per component, kCGImageAlphaPremultipliedLast 32 bits per pixel, 10 bits per component, kCGImageAlphaNone|kCGImagePixelFormatRGBCIF10|kCGImageByteOrder16Little 64 bits per pixel, 16 bits per component, kCGImageAlphaPremultipliedLast 64 bits per pixel, 16 bits per component, kCGImageAlphaNoneSkipLast 64 bits per pixel, 16 bits per component, kCGImageAlphaPremultipliedLast|kCGBitmapFloatComponents|kCGImageByteOrder16Little 64 bits per pixel, 16 bits per component, kCGImageAlphaNoneSkipLast|kCGBitmapFloatComponents|kCGImageByteOrder16Little 128 bits per pixel, 32 bits per component, kCGImageAlphaPremultipliedLast|kCGBitmapFloatComponents 128 bits per pixel, 32 bits per component, kCGImageAlphaNoneSkipLast|kCGBitmapFloatComponents See Quartz 2D Programming Guide (available online) for more information. If I don't use NSBitmapFormatAlphaNonpremultiplied as part of the format, I don't get the error message. My question is, why does the constant NSBitmapFormatAlphaNonpremultiplied exist if you can't use it like this? If you're wondering why I wanted to do this: I want to extract the RGBA pixel data from an image, which might have non-premultiplied alpha. And elsewhere online, I saw advice that if you want to look at the pixels of an image, draw it into a bitmap whose format you know and look at those pixels. And I don't want the process of drawing to premultiply my alpha.
3
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206
Jun ’25
RealityKit migration
Hey there, I’m currently planning to use RealityKit in a new multiplatform app I’m building. Unfortunately, I noticed that WatchOS is not supported for RealityKit, while SceneKit is getting deprecated. However, I’d like to maintain the same codebase across platforms. What are my options?
Replies
2
Boosts
0
Views
583
Activity
Oct ’25
RealityKit generates an excessive amount of logging
During regular use, RealityKit generates an excessive amount of internal logging that is not actionable by third party developers. When developing an iOS RealityKit/ARKit app, this makes the Xcode console challenging to use for regular work. (FB19173812) See screenshots below. Xcode does have an option for filtering out logging from specific SDKs, but enabling this feature to suppress the logging of RealityKit and related SDKs like PHASE is something developers have to do dozens of times each day. After a year of developing a RealityKit app, this process becomes frustrating. If SDKs like Foundation, UIKit, and SwiftUI generated as much logging as RealityKit and related SDKs, Xcode's console would be unusable. Is there any way to disable the logging of RealityKit and PHASE permanently? Thank you for any help you provide.
Replies
1
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0
Views
617
Activity
Jul ’25
'tangents' was deprecated in visionOS 2.0: Use cp_drawable_compute_projection instead
I'm using a class with tangents to render on RealityKit for VisionOS but in Vision26 it cause a crash on App and there not documentation how implement cp_drawable_compute_projection I have tried a few options but without success. Could you help me to implement it ? The part of code is: return drawable.views.map { view in let userViewpointMatrix = (simdDeviceAnchor * view.transform).inverse let projectionMatrix = ProjectiveTransform3D( leftTangent: Double(view.tangents[0]), rightTangent: Double(view.tangents[1]), topTangent: Double(view.tangents[2]), bottomTangent: Double(view.tangents[3]), nearZ: Double(drawable.depthRange.y), farZ: Double(drawable.depthRange.x), reverseZ: true ) let screenSize = SIMD2(x: Int(view.textureMap.viewport.width), y: Int(view.textureMap.viewport.height)) return ModelRendererViewportDescriptor(viewport: view.textureMap.viewport, projectionMatrix: .init(projectionMatrix), viewMatrix: userViewpointMatrix * translationMatrix * rotationMatrix * scalingMatrix * commonUpCalibration, screenSize: screenSize) }
Replies
1
Boosts
0
Views
198
Activity
Jun ’25
Metal IR reference
Hello! I'm developing a GPU (shader) language, where I aim to target multiple backends with a common frontend. I wanted to avoid having to round trip through Metal, and go straight to IR just like I have with SPIRV, in order to have a fast and efficient compilation process. I've been looking for a reference page where I can read about Metals IR, and as far as I'm aware, it exists, but I can't seem to find it anywhere. Furthermore, if such a reference is available, is there also a toolkit where I can run validation on the output IR, and perhaps even run optimizations, much like spv-tools for SPIRV? Any help would be appreciated! Thanks, Gustav
Replies
2
Boosts
0
Views
329
Activity
Jul ’25
How to load a USDZ inside of a Reality Composer Pro package as ModelEntity in RealityKit ?
I need a MeshResource from ModelEntity to generate a box collider, but ModelEntity fails to load USDZ files from the Reality Composer Pro (RCP) bundle. This code works for loading an Entity: // Successfully loads as generic Entity previewEntity = try await Entity(named: fileName, in: realityKitContentBundle) But this fails when trying to load as ModelEntity: // Fails to load as ModelEntity modelEntity = try await ModelEntity(named: fileName, in: realityKitContentBundle) I found this thread mentioning: "You'll likely go from USDZ to Entity which contains a MeshResource when you load/init the USDZ file." But it doesn't explain ​how to actually extract the MeshResource. Could anyone advise: How to properly load USDZ files as ModelEntity from RCP bundles? How to extract MeshResource from a successfully loaded Entity? Alternative approaches to generate box colliders if direct extraction isn't possible? Sample code for extraction or workarounds would be greatly appreciated!
Replies
1
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0
Views
330
Activity
Jun ’25
Game Center SignIn alert appears on macOS 26 (Tahoe) without capability or entitlement
Hello, On macOS 26 (Tahoe), when building a OSX app that includes GameKit code, calling GKLocalPlayer.local.authenticateHandler shows the "Sign In to Game Center" alert (e.g. didShowFullscreenSignIn) — even if the app does not have the Game Center capability enabled or any related entitlement (com.apple.developer.game-center). This alert only appears when the user is not signed in to Game Center in system settings. However, when testing the same code path on iOS app built with macOS 26 (Tahoe), the alert does not appear unless the proper capability and entitlement are included. This behavior is different from macOS 15 (Sequoia) + Xcode 15.x. Prior to the update, Game Center features did not work at all even with the OSX app without Capability and Entitlements. Steps to Reproduce Create a new OSX app target (App Sandbox enabled, no Game Center capability). Add minimal GameKit code: GKLocalPlayer.local.authenticateHandler = { _, _, _ in } Build OSX app and run on macOS 26 (Tahoe). Ensure Game Center is signed out in System Settings. Observe: “Sign In to Game Center” alert appears automatically. Expected Behavior When Game Center capability and entitlement are not present, authenticateHandler should fail silently, and no signIn alert should appear. Actual Behavior On OSX app, the Game Center signIn UI appears even without any Game Center capability or entitlement. On iOS app, this alert does not appear. *Build Configuration: built with the same condition. (macOS 26 + Xcode 26) Question Could you please confirm whether this behavior is an intentional change in macOS 26 or a bug only for OSX apps in the GameKit authentication flow? Thank you.
Replies
2
Boosts
0
Views
523
Activity
Oct ’25
SceneKit - different behavior when debugging
Hello, I'm currently working on my first SceneKit game and have encountered an issue related to moving an SCNNode using a UIPanGestureRecognizer. When I deploy the game to my iPhone via Xcode in debug mode, all interactions are smooth. However, when I stop the debugging session and run the game directly from the device (outside of Xcode), the SCNNode movement behaves inconsistently — it works sometimes smoothly and sometimes not and the interaction becomes choppy. The SCNNode movement is controlled using a UIPanGestureRecognizer. Do you have any ideas what might be causing the issue?
Replies
1
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0
Views
472
Activity
May ’25
SCNScene.write To USDZ, Node color fades
I use SCNScene.write To file ".usdz", then open the ".usdz" by SCNScene.url , all Nodes color fades. Export and load only once. The fading is not obvious. Return and repeat 4 or 5 times. It is obvious that the color is inconsistent with the original color and has become much lighter.
Replies
3
Boosts
0
Views
360
Activity
May ’25
How to obtain frame rate for iOS proMotion devices
Due to the release of ProMotion devices, the system may switch frame rates in certain scenarios, resulting in the loss of reference value for data collected through CADisplayLink callbacks at a fixed 60Hz frame rate. We cannot distinguish whether the slow callback of CADisplayLink is due to a stutter or a system switch in frame rate. I know Hitch Time Ratio, but I can't use this scheme for some reasons. How can I distinguish between stuck and frame rate gear shift in CADisplaylink callback? In iOS 15, CADisplayLink.preferredFrameRateRange.preferred always returns 0, while minimum and maximum do change. Can I use these minimum and maximum range values as criteria to distinguish between frame rate switching and stuttering?
Replies
1
Boosts
0
Views
173
Activity
May ’25
Low Power Mode on MacOS 26 Tahoe + Vsync fullscreen limits application to 30 fps
I'm experiencing a specific issue where when using any of the MacOS 26 Tahoe betas with Low Power Mode enabled and using Vsync in fullscreen, my application framerate gets limited to a hard 30 fps. I have not experienced this on any older OS. For example Low Power Mode on 13.6 Ventura with Vsync fullscreen lets my application run at full 60 fps without issues. Is this a bug or a change in behavior of Low Power Mode on Tahoe? My application is 3D, runs at 60 fps and is sensitive to tearing, so I need Vsync and it is mostly utilized in fullscreen. And Low Power Mode is a default for many Macs, so default experience on Tahoe currently is a halved 30 fps. However there also seems to be inconsistencies of on which machines this happens, but older OSes are always fine.
Replies
1
Boosts
0
Views
450
Activity
Aug ’25
vImageConverter_CreateWithCGImageFormat Fails with kvImageInvalidImageFormat When Trying to Convert CMYK to RGB
So I get JPEG data in my app. Previously I was using the higher level NSBitmapImageRep API and just feeding the JPEG data to it. But now I've noticed on Sonoma If I get a JPEG in the CMYK color space the NSBitmapImageRep renders mostly black and is corrupted. So I'm trying to drop down to the lower level APIs. Specifically I grab a CGImageRef and and trying to use the Accelerate API to convert it to another format (to hopefully workaround the issue... CGImageRef sourceCGImage = `CGImageCreateWithJPEGDataProvider(jpegDataProvider,` NULL, shouldInterpolate, kCGRenderingIntentDefault); Now I use vImageConverter_CreateWithCGImageFormat... with the following values for source and destination formats: Source format: (derived from sourceCGImage) bitsPerComponent = 8 bitsPerPixel = 32 colorSpace = (kCGColorSpaceICCBased; kCGColorSpaceModelCMYK; Generic CMYK Profile) bitmapInfo = kCGBitmapByteOrderDefault version = 0 decode = 0x000060000147f780 renderingIntent = kCGRenderingIntentDefault Destination format: bitsPerComponent = 8 bitsPerPixel = 24 colorSpace = (DeviceRBG) bitmapInfo = 8197 version = 0 decode = 0x0000000000000000 renderingIntent = kCGRenderingIntentDefault But vImageConverter_CreateWithCGImageFormat fails with kvImageInvalidImageFormat. Now if I change the destination format to use 32 bitsPerpixel and use alpha in the bitmap info the vImageConverter_CreateWithCGImageFormat does not return an error but I get a black image just like NSBitmapImageRep
Replies
14
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0
Views
1.6k
Activity
Aug ’25
Xcode compile stucks(stops) when add new source files or add functions to previous files
Hello, we are working on a iOS game project, as progress, the project grows larger and larger. Because we are using other game dependencies and libraries, here larger and larger refers to the whole project, and our source files integrated and compiled by Xcode are not many. Now, it seems we hit a bottleneck, when I add new files or functions to the previous files to implement a new feature, Xcode compile stucks(stops), it's Indexing | Initializing datastore forever, cannot produce a final build. macOS 15.1, Xcode 16.2 Can you provide any solutions to solve this problem? Also submitted Feedback ID #FB18432749
Replies
4
Boosts
0
Views
721
Activity
Aug ’25
Compute kernel fails to compile when calling texture.read()
If I compile a compute kernel with a call to texture.read(), it fails with the following error: "Error Domain=AGXMetalG13X Code=3 "Encountered unlowered function call to air.get_read_sampler" UserInfo={NSLocalizedDescription=Encountered unlowered function call to air.get_read_sampler}." This error occurs on both macOS and iOS 26 Beta 5, but not when running on a simulator or in a playground. It does not occur on a macOS Sequoia VM. It occurs whether I use the old metal 3 or new metal 4 compilation method. A workaround would be to use a sampler, but according to the feature tables, all platforms support reading from textures of all formats. Below is a minimal example which produces the error: let device = MTLCreateSystemDefaultDevice()! let library = device.makeDefaultLibrary()! let computeFunction = library.makeFunction(name: "compute_test")! do { let pipeline = try device.makeComputePipelineState(function: computeFunction) debugPrint(pipeline) } catch { debugPrint("Metal 3 failed with error:\n\(error)") } #import <metal_stdlib> using namespace metal; kernel void compute_test(uint2 gid [[thread_position_in_grid]], texture2d<float, access::read> in [[texture(0)]], texture2d<float, access::write> out [[texture(1)]]) { out.write(in.read(gid), gid); } I filed feedback FB19530049.
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229
Activity
Aug ’25
The problem of suspending the device in game mode
https://developer.apple.com/forums/profile/mozheralqahtani
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372
Activity
Nov ’25
ShaderGraphMaterial.getParameter(handle:) always return nil, is this expected behavior?
I've loaded a ShaderGraphMaterial from a RealityKit content bundle and I'm attempting to access the initial values of its parameters using getParameter(handle:), but this method appears to always return nil: let shaderGraphMaterial = try await ShaderGraphMaterial(named: "MyMaterial", from: "MyFile") let namedParameterValue = shaderGraphMaterial.getParameter(name: "myParameter") // This prints the value of the `myParameter` parameter, as expected. print("namedParameterValue = \(namedParameterValue)") let handle = ShaderGraphMaterial.parameterHandle(name: "myParameter") let handleParameterValue = shaderGraphMaterial.getParameter(handle: handle) // Expected behavior: prints the value of the `myParameter` parameter, as above. // Observed behavior: prints `nil`. print("handleParameterValue = \(handleParameterValue)") Is this expected behavior? Based on the documentation at https://developer.apple.com/documentation/realitykit/shadergraphmaterial/getparameter(handle:) I'd expect getParameter(handle:) to return the value of the parameter, just as getParameter(name:) does. I've tested this on iOS 18.5 and iOS 26.0 beta 2. Assuming this getParameter(handle:) works as designed, is the following ShaderGraphMaterial extension an appropriate workaround, or can you recommend a better approach? Thank you. public extension ShaderGraphMaterial { /// Reassigns the values of all named material parameters using the handle-based API. /// /// This works around an issue where, at least as of RealityKit 26.0 beta 2 and /// earlier, `getParameter(handle:)` will always return `nil` when used to read the /// initial value of a shader graph material parameter read using /// `ShaderGraphMaterial(named:from:in:)`, whereas `getParameter(name:)` will work /// as expected. private mutating func copyNamedParametersToHandles() { for parameterName in self.parameterNames { if let value = self.getParameter(name: parameterName) { let handle = ShaderGraphMaterial.parameterHandle(name: parameterName) do { try self.setParameter(handle: handle, value: value) } catch { assertionFailure("Cannot set parameter value") } } } } }
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644
Activity
Jun ’25
Customize the Metal Performance HUD on Apple TV
Hi there, Is it possible to customize the Metal Performance HUD on Apple TV, similar to how it can be done on iPhone & iPad? Would like to see things like Compiled Shaders for my Apps on tvOS .
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381
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Aug ’25
RealityView postProcess effect depth texture
Hello, Question re: iOS RealityView postProcess. I've got a working postProcess kernel and I'd like to add some depth-based effects to it. Theoretically I should be able to just do: encoder.setTexture(context.sourceDepthTexture, index: 1) and then in the kernel: texture2d<float, access::read> depthIn [[texture(1)]] ... outTexture.write(depthIn.read(gid), gid); And I consistently see all black rendered to the view. The postProcess shader works, so that's not the issue. It just seems to not be receiving actual depth information. (If I set a breakpoint at the encoder setTexture step, I can see preview the color texture of the scene, but the context's depthTexture looks like all NaN / blank.) I've looked at all the WWDC samples, but they include ARView for all the depth sample code, which has a different set of configuration options than RealityView. So far I haven't seen anywhere to explicitly tell RealityView "include the depth information". So I'm not sure if I'm missing something there. It appears that there is indeed a depth texture being passed, but it looks blank. Is there a working example somewhere that we can reference?
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686
Activity
Nov ’25
Will OpenGL API and Drivers be removed after appleOS 26?
Hi, I am a Multimedia and Graphics researcher and I am wondering if OpenGL API and drivers will be removed after appleOS 26? macOS 26 iOS 26 iPadOS 26 visionOS 26 I am asking this because most of the libraries I use depends on OpenGL. Like CGAL, libigl, immediate mode ui, nanovg, nanogui, bullet physics. Transitioning from Vulkan and metal while using and learning those libraries is just not viable. I would like to ask you that. I am the sole developer and I just want to ask you that. Regards.
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251
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Aug ’25
ModelEntity(named:in:) fails to load USD file from RealityKitContent bundle with misleading error?
My experience has been that ModelEntity(named:in:) can be used to load a USD file with a simple structure consisting of entities and model entities, and, critically, it will flatten the entity hierarchy down to a single ModelEntity, presumably reducing the number of draw calls. However, can anyone verify that the following is true? If ModelEntity(named:in:) is used to load a USD file from a RealityKit content bundle, it may fail when the USD file contains more complex data, such as shader graph material definitions, or perhaps for some other reason. I am not sure. AND the error that ModelEntity(named:in:) throws in this case is Cannot load RealityKitContent entity: Failed to find resource with name "<name>" in bundle which would literally suggest that the file does not exist, instead of what I assume the error actually is, which is "the file exists but its entity hierarchy could not be flattened to a single ModelEntity" ? Is that an accurate description of the known behavior of ModelEntity:named:in:)? I understand that I could use Entity(named:in:) instead, without the flattening feature. My question is really more about the seemingly misleading error message. Thank you for any clarification you can provide.
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246
Activity
May ’25
What good is NSBitmapFormatAlphaNonpremultiplied?
If I create a bitmap image and then try to get ready to draw into it, like so: NSBitmapImageRep* newRep = [[NSBitmapImageRep alloc] initWithBitmapDataPlanes: nullptr pixelsWide: 128 pixelsHigh: 128 bitsPerSample: 8 samplesPerPixel: 4 hasAlpha: YES isPlanar: NO colorSpaceName: NSDeviceRGBColorSpace bitmapFormat: NSBitmapFormatAlphaNonpremultiplied | NSBitmapFormatThirtyTwoBitBigEndian bytesPerRow: 4 * 128 bitsPerPixel: 32]; [NSGraphicsContext setCurrentContext: [NSGraphicsContext graphicsContextWithBitmapImageRep: newRep]]; then the log shows this error: CGBitmapContextCreate: unsupported parameter combination: RGB 8 bits/component, integer 512 bytes/row kCGImageAlphaLast kCGImageByteOrderDefault kCGImagePixelFormatPacked Valid parameters for RGB color space model are: 16 bits per pixel, 5 bits per component, kCGImageAlphaNoneSkipFirst 32 bits per pixel, 8 bits per component, kCGImageAlphaNoneSkipFirst 32 bits per pixel, 8 bits per component, kCGImageAlphaNoneSkipLast 32 bits per pixel, 8 bits per component, kCGImageAlphaPremultipliedFirst 32 bits per pixel, 8 bits per component, kCGImageAlphaPremultipliedLast 32 bits per pixel, 10 bits per component, kCGImageAlphaNone|kCGImagePixelFormatRGBCIF10|kCGImageByteOrder16Little 64 bits per pixel, 16 bits per component, kCGImageAlphaPremultipliedLast 64 bits per pixel, 16 bits per component, kCGImageAlphaNoneSkipLast 64 bits per pixel, 16 bits per component, kCGImageAlphaPremultipliedLast|kCGBitmapFloatComponents|kCGImageByteOrder16Little 64 bits per pixel, 16 bits per component, kCGImageAlphaNoneSkipLast|kCGBitmapFloatComponents|kCGImageByteOrder16Little 128 bits per pixel, 32 bits per component, kCGImageAlphaPremultipliedLast|kCGBitmapFloatComponents 128 bits per pixel, 32 bits per component, kCGImageAlphaNoneSkipLast|kCGBitmapFloatComponents See Quartz 2D Programming Guide (available online) for more information. If I don't use NSBitmapFormatAlphaNonpremultiplied as part of the format, I don't get the error message. My question is, why does the constant NSBitmapFormatAlphaNonpremultiplied exist if you can't use it like this? If you're wondering why I wanted to do this: I want to extract the RGBA pixel data from an image, which might have non-premultiplied alpha. And elsewhere online, I saw advice that if you want to look at the pixels of an image, draw it into a bitmap whose format you know and look at those pixels. And I don't want the process of drawing to premultiply my alpha.
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Jun ’25