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iOS Matchmaker ViewController Info Button
I'm updating an existing distributed game to add turn-based matches. When the Matchmaker ViewController Info Button next to a game is pressed, the results vary: iOS 15.x - Button under avatar says "Accept Invite" or "View Game" (depending on if invite has already been accepted) iOS 18.x - Button always says "App Store" - I assume that means it would lead one to the App store to install the game. Both devices (iPad 15.x and iPhone 18.x) have the same version of the game installed. The results are the same when running in the simulator. When the game is released, I assume this button will work properly, no?
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373
Dec ’25
Place a box on a wall or on the floor
Hi, I wanted to do something quite simple: Put a box on a wall or on the floor. My box: let myBox = ModelEntity( mesh: .generateBox(size: SIMD3<Float>(0.1, 0.1, 0.01)), materials: [SimpleMaterial(color: .systemRed, isMetallic: false)], collisionShape: .generateBox(size: SIMD3<Float>(0.1, 0.1, 0.01)), mass: 0.0) For that I used Plane Detection to identify the walls and floor in the room. Then with SpatialTapGesture I was able to retrieve the position where the user is looking and tap. let position = value.convert(value.location3D, from: .local, to: .scene) And then positioned my box myBox.setPosition(position, relativeTo: nil) When I then tested it I realized that the box was not parallel to the wall but had a slightly inclined angle. I also realized if I tried to put my box on the wall to my left the box was placed perpendicular to this wall and not placed on it. After various searches and several attempts I ended up playing with transform.matrix to identify if the plane is wall or a floor, if it was in front of me or on the side and set up a rotation on the box to "place" it on the wall or a floor. let surfaceTransform = surface.transform.matrix let surfaceNormal = normalize(surfaceTransform.columns.2.xyz) let baseRotation = simd_quatf(angle: .pi, axis: SIMD3<Float>(0, 1, 0)) var finalRotation: simd_quatf if acos(abs(dot(surfaceNormal, SIMD3<Float>(0, 1, 0)))) < 0.3 { logger.info("Surface: ceiling/floor") finalRotation = simd_quatf(angle: surfaceNormal.y > 0 ? 0 : .pi, axis: SIMD3<Float>(1, 0, 0)) } else if abs(surfaceNormal.x) > abs(surfaceNormal.z) { logger.info("Surface: left/right") finalRotation = simd_quatf(angle: surfaceNormal.x > 0 ? .pi/2 : -.pi/2, axis: SIMD3<Float>(0, 1, 0)) } else { logger.info("Surface: front/back") finalRotation = baseRotation } Playing with matrices is not really my thing so I don't know if I'm doing it right. Could you tell me if my tests for the orientation of the walls are correct? During my tests I don't always correctly identify whether the wall is in front or on the side. Is this generally the right way to do it? Is there an easier way to do this? Regards Tof
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482
Feb ’25
VISION : getting real geometry reflections in reality kit ?
as in the environments we have real tiem reflections of movies on a screen or reflections of the surrounding hood in the background... could i get a metallic surface getting accurate reflections of a box on top ? i don't mean getting a rpobe or hdr cubemap, i mean the same accurate reflections as the water of the mt hood with movie i'm wacthing in other app
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123
Mar ’25
Sparse Texture Writes
Hey, I've been struggling with this for some days now. I am trying to write to a sparse texture in a compute shader. I'm performing the following steps: Set up a sparse heap and create a texture from it Map the whole area of the sparse texture using updateTextureMapping(..) Overwrite every value with the value "4" in a compute shader Blit the texture to a shared buffer Assert that the values in the buffer are "4". I have a minimal example (which is still pretty long unfortunately). It works perfectly when removing the line heapDesc.type = .sparse. What am I missing? I could not find any information that writes to sparse textures are unsupported. Any help would be greatly appreciated. import Metal func sparseTexture64x64Demo() throws { // ── Metal objects guard let device = MTLCreateSystemDefaultDevice() else { throw NSError(domain: "SparseNotSupported", code: -1) } let queue = device.makeCommandQueue()! let lib = device.makeDefaultLibrary()! let pipeline = try device.makeComputePipelineState(function: lib.makeFunction(name: "addOne")!) // ── Texture descriptor let width = 64, height = 64 let format: MTLPixelFormat = .r32Uint // 4 B per texel let desc = MTLTextureDescriptor() desc.textureType = .type2D desc.pixelFormat = format desc.width = width desc.height = height desc.storageMode = .private desc.usage = [.shaderWrite, .shaderRead] // ── Sparse heap let bytesPerTile = device.sparseTileSizeInBytes let meta = device.heapTextureSizeAndAlign(descriptor: desc) let heapBytes = ((bytesPerTile + meta.size + bytesPerTile - 1) / bytesPerTile) * bytesPerTile let heapDesc = MTLHeapDescriptor() heapDesc.type = .sparse heapDesc.storageMode = .private heapDesc.size = heapBytes let heap = device.makeHeap(descriptor: heapDesc)! let tex = heap.makeTexture(descriptor: desc)! // ── CPU buffers let bytesPerPixel = MemoryLayout<UInt32>.stride let rowStride = width * bytesPerPixel let totalBytes = rowStride * height let dstBuf = device.makeBuffer(length: totalBytes, options: .storageModeShared)! let cb = queue.makeCommandBuffer()! let fence = device.makeFence()! // 2. Map the sparse tile, then signal the fence let rse = cb.makeResourceStateCommandEncoder()! rse.updateTextureMapping( tex, mode: .map, region: MTLRegionMake2D(0, 0, width, height), mipLevel: 0, slice: 0) rse.update(fence) // ← capture all work so far rse.endEncoding() let ce = cb.makeComputeCommandEncoder()! ce.waitForFence(fence) ce.setComputePipelineState(pipeline) ce.setTexture(tex, index: 0) let threadsPerTG = MTLSize(width: 8, height: 8, depth: 1) let tgCount = MTLSize(width: (width + 7) / 8, height: (height + 7) / 8, depth: 1) ce.dispatchThreadgroups(tgCount, threadsPerThreadgroup: threadsPerTG) ce.updateFence(fence) ce.endEncoding() // Blit texture into shared buffer let blit = cb.makeBlitCommandEncoder()! blit.waitForFence(fence) blit.copy( from: tex, sourceSlice: 0, sourceLevel: 0, sourceOrigin: MTLOrigin(x: 0, y: 0, z: 0), sourceSize: MTLSize(width: width, height: height, depth: 1), to: dstBuf, destinationOffset: 0, destinationBytesPerRow: rowStride, destinationBytesPerImage: totalBytes) blit.endEncoding() cb.commit() cb.waitUntilCompleted() assert(cb.error == nil, "GPU error: \(String(describing: cb.error))") // ── Verify a few texels let out = dstBuf.contents().bindMemory(to: UInt32.self, capacity: width * height) print("first three texels:", out[0], out[1], out[width]) // 0 1 64 assert(out[0] == 4 && out[1] == 4 && out[width] == 4) } Metal shader: #include <metal_stdlib> using namespace metal; kernel void addOne(texture2d<uint, access::write> tex [[texture(0)]], uint2 gid [[thread_position_in_grid]]) { tex.write(4, gid); }
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130
May ’25
RealityKit, Attachments - not working
The simplest realityView (content, attachments in ... causes Contextual closure expects 1 argument but 2 were used in closure body. I have checked every example and i cannot understand why i get this error regardless of any content. Note: i have added Attachment(id: "test") to the attachment closure and get Attachment not is scope. imported both realityKit and SwiftUI.
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288
Dec ’25
iOS Simulator can only render 1 RealityView
I'm using RealityView in my iOS game mxied with SwiftUI. For the following 2 example usages, the simulator will only render the first RealityView, and the second one is either super laggy or show a black model. Running on the real device is all good, just simualtor has this issue. Have a TabView and each tab has a RealityView. Have a root view and detail view connected via a push navigation, both root and detail have a RealityView. In the Simulator, the second RealityView is going to be very choppy and basically unusable, but on a real iPhone everything looks great. Is this a known simulator issue or I did something bad?
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136
Jun ’25
Threadgroup configuration for tile shading
Hello! I have a question about how thread groups work with tile shading. When running "traditional" compute, I get to choose both thread group size and the grid size. However, when using tile shading kernel I only have dispatchThreadsPerTile method - this controls how many threads will be ran in each tile. So far so good, but what about thread groups? The examples in video "Tile Shading on A11" seem to suggest that there will be only one thread group per tile. In the video, [[thread_index_in_threadgroup]] is called "local_id" and it is used to access the image block. I assume this is the default configuration. So when one does the following: Creates MTLRenderPassDescriptor with tileWidth set to W and tileHeight set to H Fires up the tile shading kernel using dispatchThreadsPerTile with MTLSize size = { W, H, 1 } I understand that the result is 1-to-1 mapping between the tile "pixels" and kernel threads. Now, what I would like to do is to have more than one thread group there. I want this for performance reasons: I have a certain compute kernel which I know executes very well with small thread group size. In fact, { 32, 1, 1 } seems to be the fastest. My understanding is that even if I set tile size to 16x16, and so I am executing 256 threads there, there will only be one SIMD group active in a thread group. Meaning that this SIMD group has to execute 8 times over the tile. Is it possible somehow? Or perhaps the limitations of the API are pointing at the limitations of hardware itself, and if I want to execute with SIMD group sized thread groups I have to use "traditional" compute encoder? Will be grateful for help. Michał
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76
Mar ’25
Many CGECreateKeyboardEvent in quick succession causing function and dictation buttons to be pressed?
Hi! I hope everyone reading is doing well. I am working on developing a reinforcement learning agent that involves sending scan codes to a window, which I've been doing by sending virtual scan codes with CGEventCreateKeyboardEvent per the docs. There is no event source when I send the keyboard events. However, when many keyboard events are happening (with the keys 'q', 'w', 'e', 'r', 'f', 'd', 's', space, arrow keys) in quick succession (<250ms), the enable dictation popup or the function button emojis popup appear for seemingly no reason. I have verified that I am using the correct scan codes for these keypresses, so I am wondering what else could cause this to happen. It is as if I am choosing to press f5 or fn. It does not happen when 'a' is the only button being pressed in quick succession. One thing that I have not been able to easily find is the scan code inputs for dictation nor the function button. do these scan codes overlap somehow? Thank you all for the help! Hunter
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4d
Loosing display when zooming UIView on Mac (Designed for IPad) while IPad version works fine with same zoom level
I have a UIView that displays lines, and I zoom in (scale by 2 on the scroll view zoomScale variable containing the UIView). As I zoom in, on the Mac version (Designed for IPad) I loose the graphic after a certain number of zooms (the scrollView maximumZoomScale is set at 10). To ensure that lines are correctly represented, I modify the contentScaleFactor variable on the UIView; otherwise, the line's display is pixelated. On the IPad (simulator and real) I do not loose the graphic when zooming. So the Mac port of the UIView drawing is not working as the IPad version. Everything else of the application works fine except this important details. I already submitted a feedback request (#FB16829106) with the images showing the problem. I need a solution to this problem. Thanks.
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105
Mar ’25
macOS SwiftUI app with external 4K camera & sensors for Hospital Avatar: ARKit, MLX, and Thermal feasibility?
We are developing a standalone AI avatar application for hospital reception kiosks using Mac mini (M2/M4). The app runs on SwiftUI + RealityKit, displays on a 75-inch monitor, and utilizes a USB-connected 4K camera and external sensors (LiDAR/mmWave). We have several technical concerns regarding the transition from iPadOS to macOS. Could you please provide insights on the following? ARKit/Vision Framework on macOS with External Camera On iPadOS, ARKit provides robust Face Tracking. On macOS with an external USB 4K camera: Can we achieve real-time face tracking (expression/gaze/depth) with Vision framework or ARKit comparable to iPadOS performance? Are there any specific limitations for accessing the Neural Engine via Vision framework for real-time 4K video analysis on macOS? Accessing External Hardware (LiDAR/Sensors) in Sandbox We plan to connect external LiDAR and mmWave sensors (e.g., Akara) via USB/Bluetooth. Is it feasible to communicate with these custom drivers/devices within the App Sandbox environment? Would DriverKit be required, or can we use standard serial communication APIs? On-Device LLM (MLX) & Thermals We intend to run a local LLM (e.g., Llama 3 using MLX framework) for offline conversation, alongside 3D rendering. With the M2/M4 Mac mini fan design, is there a risk of thermal throttling during 10+ hours of continuous operation (simultaneous CoreML + 3D rendering)? Is the Mac Studio recommended over the Mac mini for this thermal profile? Long-running Speech API Are there any known issues (memory leaks, API limits) when using Spherch framework and AVSpeechSynthesizer continuously for over 10 hours daily? 3D Display Output Are there any macOS constraints for rendering a SwiftUI window in a specific 3D format (e.g., Side-by-Side) and outputting it via HDMI to a 3D digital signage display (fixed refresh rate/resolution)? Thank you for your assistance.
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Swift game sometimes runs on efficiency cores then snaps back to performance cores
I've been working on Swift game which is not yet launched or available for preview. The game works in such a way that it has idle CPU while the user is thinking and sustained max CPU and GPU on as many cores as possible when he makes a move. Rarely, due to OS activity or something else outside of my control (for example when dropping the OS curtain even if for just a bit then remove it), the game or some of its threads are moved to efficiency cores which results in major stuttering which persists precisely until the game is idle again at which point the game is moved back on performance cores - but if the player keeps making moves the stuttering simply won't go away and so I guess compuptation is locked onto efficiency cores. The issue does not reproduce on MacCatalyst on Intel. How do I tell Swift to avoid efficiency cores? BTW Swift and SceneKIT have AMAZING performance especially when compared to others.
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186
Mar ’25
Clarifying when Game Center activity events fire relative to authentication
Hello, In our game we enforce an age gate before showing Game Center sign‑in. Only after the user passes the age gate do we call GKLocalPlayer.localPlayer.authenticateHandler. The reason I’m asking is that we want to reliably detect if the game was launched from a Game Center activity in the Games app (iOS 26+). If the user prefers to enter via activities, we don’t want to miss that event during cold start. Our current proposal is: Register a GKLocalPlayerListener early in didFinishLaunchingWithOptions: so the app is ready to catch events. Queue any incoming events in our dispatcher. Only process those events after the user passes the age gate and authentication succeeds. My questions are: Does player:wantsToPlayGameActivity:completionHandler: ever fire before authentication, or only after the local player is authenticated? If it only fires after authentication, is our “register early but gate processing” approach the correct way to ensure we don’t miss activity launches? Is there any recommended pattern to distinguish “activity launch” vs. “normal launch” in this age‑gate scenario? We want to respect Apple’s age gate requirements, but also ensure activity launches are not lost if the user prefers that entry point. Sorry if this is a stupid question — I just want to be sure we’re following the right pattern. Thanks for any clarification or best‑practice guidance!
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1w
Reality Composer Pro Transparent Textures
Hey everyone, I am currently developing an app in visionOS and using RealityComposerPro create scenes in put in my app. I have a humanoid model with hair strands, and each strand of hair has an opacity map. However, some reflections are still visible even though the opacity is zero. There are also some weird culling among hair strands (in the left circle) and weird reflections in hair cards (in the right circle). Here's my settings for the materials. Since all the hair strands are interconnected with each other, it is hard to decide the drawing order in Xcode, so I am wondering if there's an easier way to handle transparency objects. Please let me know if you know anything helpful, much appreciated!
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147
Apr ’25
'__abort_with_payload' from CompositorNonUI on visionOS 26.2 (device + simulator, Omniverse streaming)
I am developing a custom app for Apple Vision Pro using Compositor Services to stream content from NVIDIA Omniverse. The app is based on: https://github.com/NVIDIA-Omniverse/apple-configurator-sample Environment: Device: Apple Vision Pro OS Version: visionOS 26.2 Xcode Version: 26.2 The Issue: The application crashes hard (__abort_with_payload) in "libsystem_kernel.dylib" on Task 6 immediately after initialization. This appears to be a deliberate abort triggered by the compositor, not a typical crash. The issue occurs on both physical device and simulator. Important detail: The console output shows a specific CLIENT BUG assertion. By checking the metadata of the warning, I found that it is related to "Library: CompositorNonUI". Relevant console output before abort: Missed 'FrameLimiter' target of 90.0 Hz running compositor services to get IPD, FOV, etc fence tx observer 14f27 timed out after 0.600000 fence tx observer bc1b timed out after 0.600000 BUG IN CLIENT: For mixed reality experiences please use cp_drawable_compute_projection API
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2w
Hover effects w/ Compositor Services w/ PSVR2 controllers
Hi, I would like clarification on whether the new hover effects feature introduced in vision os 26 supported pinch gestures through the psvr 2 controllers. In your sample application, I was not able to confirm that this was working. Only pinch clicking with my hands worked. Pulling the trigger on the controller whilst looking at a 3d object did not activate the hover effect spatial event in the sample application. (The object is showing the highlight though) This is inconsistent with hover effect behavior with psvr2 controllers on swift ui views, where the trigger press does count as a button click. The sample I used was this one: https://developer.apple.com/documentation/compositorservices/rendering_hover_effects_in_metal_immersive_apps
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414
Jan ’26