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How to Apple Unity Plugins
When running my game in the Unity Editor on Windows platform I get an error: DllNotFoundException: GameKitWrapper assembly:<unknown assembly> type:<unknown type> member:(null) Apple.GameKit.DefaultNSErrorHandler.Init () (at ./Library/PackageCache/com.apple.unityplugin.gamekit@0abcad546f73/Source/DefaultHandlers.cs:35) This is because GameKitWrapper dynamically linked library is not available under Windows platform. Besides, "Apple Build Settings" are declared under UNITY_EDITOR_OSX and also not available under Windows platform. Does anyone managed to solve this?
1
1
636
Jul ’25
Subject: Handling Z-Up Blender USDZ Models in RealityKit (visionOS) for Transform Updates
Hello everyone, I'm working on a visionOS application using RealityKit and am encountering a common coordinate system challenge when integrating 3D models created in Blender. My goal is to display and dynamically update the Transform (position, rotation, scale) of models created in Blender within RealityKit. The issue arises because Blender's default coordinate system is Z-up, and while exporting to USD/USDZ, I don't have a reliable "Y-up" export option that correctly reorients the model and its transform data for RealityKit's Y-up convention. This means I'm essentially exporting models with their "up" direction along the Z-axis. When I load these Z-up exported models into RealityKit, they are often oriented incorrectly. To then programmatically update their Transform (e.g., move them, rotate them based on game logic, or apply physics), I need to ensure that the Transform values I set align with RealityKit's Y-up system, even though the original model data was authored in a Z-up context. My questions are: What is the recommended transformation process (e.g., using simd_quatf or simd_float4x4) to convert a Transform that was conceptually defined in a Z-up coordinate system to RealityKit's Y-up coordinate system? Specifically, when I have a Transform (or its translation, rotation, scale components) from a Z-up context, how should I apply this to a RealityKit Entity so it appears and behaves correctly in a Y-up world? Are there any existing convenience APIs or helper functions within RealityKit, simd, or other Apple frameworks that simplify this Z-up to Y-up Transform conversion process? Or is a manual application of a transformation quaternion (e.g., simd_quatf(angle: -.pi / 2, axis: [1, 0, 0])) the standard approach? Any guidance, code examples, or best practices from those who have faced similar challenges would be greatly appreciated! Thank you.
1
1
533
Jul ’25
Does VisionOS have the equivalent of ARView.physicsOrigin?
I'm trying to scale the physics of a scene without changing the apparent size to avoid the low-speed zeroing-out of motion that the physics simulation does. I found a technique for using separate simulation and physics roots in the docs, but it relies on ARView, which VisionOS doesn't have. This seems more elegant than scaling absolutely everything with shared root -- any chance I'm just failing in my searches to find the equivalent functionality?
3
1
756
Mar ’26
RealityKit equivalent of ARGeoAnchor?
In ARKit there is ARGeoAnchor, which lets you anchor content using latitude and longitude so objects stay fixed to a real-world location. Is there an equivalent feature in RealityKit? I want to place points in the world and make sure they don't move or drift after placement. If RealityKit doesn't support this directly, what is the recommended approach?
0
1
527
Mar ’26
Apple Unity plugin issue
I use unity 2020.3.48f1 to develop a game; trying to implement Apple Services integration I use Apple unity plugins(https://github.com/apple/unityplugins) Using latest version of unity plugins I getting error in Unity project after plugin import It say "Not allowed platform VisionOS" When I tryed to use older version of the plugins I getting error on runtime when calling "var fetchItemsResponse = await GKLocalPlayer.Local.FetchItems();" in line 42 it drop EXC_BAD_ACCESS(code=257, address=0x0000...) error I tryed to use different commits from official repositorys and even custom branches of apple unity plugins like (https://github.com/muZZkat/unityplugins/tree/muzzkat/fix-fetch-items) but it did not help There is whole my script which trying to use apple unuity plugins using System.Threading.Tasks; using UnityEngine; using System.Collections; using System; using Apple.GameKit; using UnityEngine.UI; public class TheScript : MonoBehaviour { [SerializeField] InputField otp; string Signature; string TeamPlayerID; string Salt; string PublicKeyUrl; string Timestamp; void Start() { StartCoroutine(Call()); } private IEnumerator Call() { yield return new WaitForSeconds(5); Login(); } public async Task Login() { otp.text += $"Loginig... "; if (!Apple.GameKit.GKLocalPlayer.Local.IsAuthenticated) { try { var player = await GKLocalPlayer.Authenticate(); var localPlayer = GKLocalPlayer.Local; TeamPlayerID = localPlayer.TeamPlayerId; var fetchItemsResponse = await GKLocalPlayer.Local.FetchItems(); Signature = Convert.ToBase64String(fetchItemsResponse.GetSignature()); PublicKeyUrl = fetchItemsResponse.PublicKeyUrl; otp.text += $"Team Player ID: {TeamPlayerID} "; otp.text += $"PublicKeyUrl: {PublicKeyUrl} "; } catch(Exception e) { otp.text += $"Error: " + e.Message; } } else { Debug.Log("AppleGameCenter player already logged in."); } } async Task SignInWithAppleGameCenterAsync(string signature, string teamPlayerId, string publicKeyURL, string salt, ulong timestamp) { } }
0
1
219
May ’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!
3
0
774
Feb ’26
Xcode Metal Trace
Code is download from apple official metal4 sample [https://developer.apple.com/documentation/metal/drawing-a-triangle-with-metal-4?language=objc] enable metal gpu trace in macOS schema and trace a frame in Xcode. Xcode may show segment fault on App from some 'GTTrace' function when click trace button. When replay a .gputrace file, Xcode may crash , throw an internal error or a XPC error. The example code using old metal-renderer can trace without any problem and everything works fine. Test Environment: Xcode Version 26.2 (17C52) macOS 26.2 (25C56) M1 Pro 16GB A2442
2
0
529
Jan ’26
The delay issue of 4G TCP connection for iPhone 17 in China's mobile network
Reproduce Same SIM card with 4G, same testing location, connected to the same server, xcode debugging game applications, network/profile retrotransmitted, Avg round trip to view data iPhone17, Turn off 4G and turn on WiFi. All the above indicators are acceptable iPhone17, Turn on 4G, turn off WiFi, retry with retransmission and very high Avg round trip iPhone14-16, Turn on 4G and turn off WiFi. All the above indicators are acceptable App Unity3d project .netframe4.0 C# Socket Other Many developers in Chinese forums have provided feedback on this issue
2
0
814
Oct ’25
CGSetDisplayTransferByTable is broken on macOS Tahoe 26.4 RC (and 26.3.1) with MacBook M5 Pro, Max and Neo
The CGSetDisplayTransferByTable() is not working on the latest round of Mac hardware, namely the MacBook Neo (external display), MacBook M5 Pro (both built-in and external display) and possibly the M5 Max. All tested apps (BetterDisplay, MonitorControl, f.lux, Lunar) exhibit the very issue both in macOS Tahoe 26.3 and macOS Tahoe 26.4 RC. Tested on multiple Macs and installations on the MacBook Neo and MacBook M5 Pro. This issue breaks several display related macOS apps. Way to reproduce the issue using an affected app: Install the app BetterDisplay (https://betterdisplay.pro) Launch the app, open the app menu, choose Image Adjustments and try to adjust colors. Adjustments take no effect Way to reproduce the issue programmatically: Attempt to use the affected macOS API feature: https://developer.apple.com/documentation/coregraphics/cgsetdisplaytransferbytable(::::_:) Here are the FB numbers: FB22273730 (Filed this one as a developer on an unaffected MBP M3 Max) FB22273782 (Filed from an affected MBP M5 Pro running 26.4 RC, with debug info attached)
4
3
1.7k
Mar ’26
D3DMetal Extreme Over Synchronization Issues
Explanation Currently, D3DMetal’s GPU synchronization approach introduces significant compute overhead on the CPU. This specifically affects D3D12 games that use modern rendering pipelines on Apple Silicon. Specifically, I’ve tested Death Stranding 2 On the Beach for how it handles its rendering. And the results are extreme: frame times are suffering from a 42% decrease from synchronization. Although there are obviously other effects at play, such as the overhead introduced by Rosetta and Wine, both of them don’t introduce as much overhead as D3DMetal. This issue isn’t just specific to Death Stranding 2 On the Beach; most games running through D3DMetal suffer from this. Most games still seem to force synchronization to ~30 ms to reach the 30 fps amount. But it could be better with better synchronization, such as how DXMT handles it. Instead of doubling the work, it allows Metal to single-handedly track resource dependencies internally. This is in part due to the unfortunate bad mapping of D3D12 calls onto shared logic between D3D11 and D3D12. System M2 Max Mac Studio — 32 GBs — 30-core GPU macOS 26.4 Tahoe CrossOver 26.1 RC Death Stranding 2 On the Beach — Steam Assassin’s Creed Valhalla — Steam & Ubisoft Connect Thank you for your commitment. Another game that I recommend testing to really see this swell is Assassin’s Creed Valhalla. Feedback FB22426600 - D3DMetal Extereme Over Syncranization Issues
1
1
336
2w
PSVR2 controllers don't report anything in snapshot
I typically read an extended gamepad capture() and get all state. But PSVR2 controllers seem to report nothing. So the stick and other buttons don't do anything in a built app. They register as left/right controllers. This on vOS 26, Xcode 26, etc. They work correctly in the main icon view, although they don't honor inverted vertical and horiztonal scrolling. Both of the default scrolls just feel wrong. When I move left I'm want to scroll level not right. Same for up/down.
5
1
888
Sep ’25
iPhone limited to 60hz frame rate
Just wondering if anyone knows what it will take to hit greater than 60hz when targeting iPhone. If I set the preferredFramesPerSecond of an MTKView to 120, it works on the iPad, but on iPhone it never goes over 60hz, even with a simple hello triangle sample app... is this a limitation of targeting iPhone?
2
0
235
Sep ’25
Game Center challenges and activities issues for released game
We have a released game in the App Store with Game Center Challenges. The challenges were working well in testing of the final version before the Game Center challenges went live. After release the activity that should take the player to the challenge in game results in this printout and we do not get informed by GKGameActivityListener of the activity happening in our code as we did before the Game Center challenges went live. “Invalid game activity definition. Failed to kick activity notification to GameKit. Error: Error Domain=GKErrorDomain Code=17 "(null)"” Also, Game Center reports that the are no challenges in GKChallengeDefinition.all even though there are ongoing challenges. The leaderboard results do get reported to Game Center though and show up as challenge entries in the Games app. At the moment we are trying to figure out if this is a problem on our end or a Game Center server issue.
4
1
686
Sep ’25
RealityKit game keeps using ~65% CPU even with empty scene
I'm trying to convert my game from SceneKit to RealityKit. I noticed that even when the scene is static (nothing moves), RealityKit keeps using CPU. In SceneKit, CPU goes down to 0% with a static scene. With this simplest of games, RealityKit keeps using about 65% CPU: class ViewController: NSViewController { override func loadView() { view = ARView(frame: NSScreen.main!.frame) } } Is this expected or a bug? I created FB22125047.
0
1
174
Mar ’26
Float64 (Double Precision) Support on MPS with PyTorch on Apple Silicon?
Hi everyone, This project uses PyTorch on an Apple Silicon Mac (M1/M2/etc.), and the goal is to use the MPS backend for GPU acceleration, notes Apple Developer. However, the workflow depends on Float64 (double-precision) floating-point numbers for certain computations, notes PyTorch Forums. The error "Cannot convert a MPS Tensor to float64 dtype as the MPS framework doesn't support float64. Please use float32 instead" has been encountered, notes GitHub. It seems that the MPS backend doesn't currently support Float64 for direct GPU computation. Questions for the community: Are there any known workarounds or best practices for handling Float64-dependent operations when using the MPS backend with PyTorch? For those working with high-precision tasks on Apple Silicon, what strategies are being used to balance performance with the need for Float64? Offloading to the CPU is an option, and it's of interest to know if there are any specific techniques or libraries within the Apple ecosystem that could streamline this process while aiming for optimal performance. Any insights, tips, or experiences would be appreciated. Thanks in advance, Jonaid MacBook Pro M3 Max
2
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501
Oct ’25
visionOS + Unity PolySpatial: Is 15,970 MeshFilters the True Upper Limit for Industrial Scenes?
Breaking Through PolySpatial's ~8k Object Limit – Seeking Alternative Approaches for Large-Scale Digital Twins Confirmed: PolySpatial make Doubles MeshFilter Count – Hard Limit at ~8k Active Objects (15.9k Total) Project Context & Research Goals I’m developing an industrial digital twin application for Apple Vision Pro using Unity’s PolySpatial framework (RealityKit rendering in Unbounded_Volume mode). The scene contains complex factory environments with: Production line equipment Many fragmented grid objects need to be merged.) Dynamic product racks (state-switchable assets) Animated worker avatars To optimize performance, I’m systematically testing visionOS’s rendering capacity limits. Through controlled stress tests, I’ve identified a critical threshold: Key Finding When the total MeshFilter count reaches 15,970 (system baseline + 7,985 user-created objects × 2 due to PolySpatial cloning), the application crashes consistently. This suggests: PolySpatial’s mirroring mechanism effectively doubles GameObject overhead An apparent hard limit exists around ~8k active mesh objects in practice Objectives for This Discussion Verify if others have encountered similar limits with PolySpatial/RealityKit Understand whether this is a: Memory constraint (per-app allocation) Render pipeline limit (Metal draw calls) Unity-specific PolySpatial behavior Explore optimization strategies beyond brute-force object reduction Why This Matters Industrial metaverse applications require rendering thousands of interactive objects . Confirming these limits will help our team: Design safer content guidelines Prioritize GPU instancing/LOD investments Potentially contribute back to PolySpatial’s optimization I’d appreciate insights from engineers who’ve: Pushed similar large-scale scenes in visionOS Worked around PolySpatial’s cloning overhead Discovered alternative capacity limits (vertices/draw calls)
4
0
857
Oct ’25
How to use MetalPeformancePrimitives
I am trying to learn the new Metal Peformance Primitives APIs. I have added the MetalPeformancePrimitives framework and included the header in my shader code as per documentation #include <MetalPeformancePrimitives/MetalPeformancePrimitives.h> Unfortunately, Xcode complains that the header cannot be found. How do I include it properly? I am using Xcode 26 on Tahoe. The MetalPeformancePrimitives framework is present on my machine and I can inspect the headers in the filesystem.
3
1
799
Oct ’25
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
4
1
752
Mar ’26
How to Apple Unity Plugins
When running my game in the Unity Editor on Windows platform I get an error: DllNotFoundException: GameKitWrapper assembly:<unknown assembly> type:<unknown type> member:(null) Apple.GameKit.DefaultNSErrorHandler.Init () (at ./Library/PackageCache/com.apple.unityplugin.gamekit@0abcad546f73/Source/DefaultHandlers.cs:35) This is because GameKitWrapper dynamically linked library is not available under Windows platform. Besides, "Apple Build Settings" are declared under UNITY_EDITOR_OSX and also not available under Windows platform. Does anyone managed to solve this?
Replies
1
Boosts
1
Views
636
Activity
Jul ’25
Subject: Handling Z-Up Blender USDZ Models in RealityKit (visionOS) for Transform Updates
Hello everyone, I'm working on a visionOS application using RealityKit and am encountering a common coordinate system challenge when integrating 3D models created in Blender. My goal is to display and dynamically update the Transform (position, rotation, scale) of models created in Blender within RealityKit. The issue arises because Blender's default coordinate system is Z-up, and while exporting to USD/USDZ, I don't have a reliable "Y-up" export option that correctly reorients the model and its transform data for RealityKit's Y-up convention. This means I'm essentially exporting models with their "up" direction along the Z-axis. When I load these Z-up exported models into RealityKit, they are often oriented incorrectly. To then programmatically update their Transform (e.g., move them, rotate them based on game logic, or apply physics), I need to ensure that the Transform values I set align with RealityKit's Y-up system, even though the original model data was authored in a Z-up context. My questions are: What is the recommended transformation process (e.g., using simd_quatf or simd_float4x4) to convert a Transform that was conceptually defined in a Z-up coordinate system to RealityKit's Y-up coordinate system? Specifically, when I have a Transform (or its translation, rotation, scale components) from a Z-up context, how should I apply this to a RealityKit Entity so it appears and behaves correctly in a Y-up world? Are there any existing convenience APIs or helper functions within RealityKit, simd, or other Apple frameworks that simplify this Z-up to Y-up Transform conversion process? Or is a manual application of a transformation quaternion (e.g., simd_quatf(angle: -.pi / 2, axis: [1, 0, 0])) the standard approach? Any guidance, code examples, or best practices from those who have faced similar challenges would be greatly appreciated! Thank you.
Replies
1
Boosts
1
Views
533
Activity
Jul ’25
Does VisionOS have the equivalent of ARView.physicsOrigin?
I'm trying to scale the physics of a scene without changing the apparent size to avoid the low-speed zeroing-out of motion that the physics simulation does. I found a technique for using separate simulation and physics roots in the docs, but it relies on ARView, which VisionOS doesn't have. This seems more elegant than scaling absolutely everything with shared root -- any chance I'm just failing in my searches to find the equivalent functionality?
Replies
3
Boosts
1
Views
756
Activity
Mar ’26
RealityKit equivalent of ARGeoAnchor?
In ARKit there is ARGeoAnchor, which lets you anchor content using latitude and longitude so objects stay fixed to a real-world location. Is there an equivalent feature in RealityKit? I want to place points in the world and make sure they don't move or drift after placement. If RealityKit doesn't support this directly, what is the recommended approach?
Replies
0
Boosts
1
Views
527
Activity
Mar ’26
Apple Unity plugin issue
I use unity 2020.3.48f1 to develop a game; trying to implement Apple Services integration I use Apple unity plugins(https://github.com/apple/unityplugins) Using latest version of unity plugins I getting error in Unity project after plugin import It say "Not allowed platform VisionOS" When I tryed to use older version of the plugins I getting error on runtime when calling "var fetchItemsResponse = await GKLocalPlayer.Local.FetchItems();" in line 42 it drop EXC_BAD_ACCESS(code=257, address=0x0000...) error I tryed to use different commits from official repositorys and even custom branches of apple unity plugins like (https://github.com/muZZkat/unityplugins/tree/muzzkat/fix-fetch-items) but it did not help There is whole my script which trying to use apple unuity plugins using System.Threading.Tasks; using UnityEngine; using System.Collections; using System; using Apple.GameKit; using UnityEngine.UI; public class TheScript : MonoBehaviour { [SerializeField] InputField otp; string Signature; string TeamPlayerID; string Salt; string PublicKeyUrl; string Timestamp; void Start() { StartCoroutine(Call()); } private IEnumerator Call() { yield return new WaitForSeconds(5); Login(); } public async Task Login() { otp.text += $"Loginig... "; if (!Apple.GameKit.GKLocalPlayer.Local.IsAuthenticated) { try { var player = await GKLocalPlayer.Authenticate(); var localPlayer = GKLocalPlayer.Local; TeamPlayerID = localPlayer.TeamPlayerId; var fetchItemsResponse = await GKLocalPlayer.Local.FetchItems(); Signature = Convert.ToBase64String(fetchItemsResponse.GetSignature()); PublicKeyUrl = fetchItemsResponse.PublicKeyUrl; otp.text += $"Team Player ID: {TeamPlayerID} "; otp.text += $"PublicKeyUrl: {PublicKeyUrl} "; } catch(Exception e) { otp.text += $"Error: " + e.Message; } } else { Debug.Log("AppleGameCenter player already logged in."); } } async Task SignInWithAppleGameCenterAsync(string signature, string teamPlayerId, string publicKeyURL, string salt, ulong timestamp) { } }
Replies
0
Boosts
1
Views
219
Activity
May ’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!
Replies
3
Boosts
0
Views
774
Activity
Feb ’26
Xcode Metal Trace
Code is download from apple official metal4 sample [https://developer.apple.com/documentation/metal/drawing-a-triangle-with-metal-4?language=objc] enable metal gpu trace in macOS schema and trace a frame in Xcode. Xcode may show segment fault on App from some 'GTTrace' function when click trace button. When replay a .gputrace file, Xcode may crash , throw an internal error or a XPC error. The example code using old metal-renderer can trace without any problem and everything works fine. Test Environment: Xcode Version 26.2 (17C52) macOS 26.2 (25C56) M1 Pro 16GB A2442
Replies
2
Boosts
0
Views
529
Activity
Jan ’26
The delay issue of 4G TCP connection for iPhone 17 in China's mobile network
Reproduce Same SIM card with 4G, same testing location, connected to the same server, xcode debugging game applications, network/profile retrotransmitted, Avg round trip to view data iPhone17, Turn off 4G and turn on WiFi. All the above indicators are acceptable iPhone17, Turn on 4G, turn off WiFi, retry with retransmission and very high Avg round trip iPhone14-16, Turn on 4G and turn off WiFi. All the above indicators are acceptable App Unity3d project .netframe4.0 C# Socket Other Many developers in Chinese forums have provided feedback on this issue
Replies
2
Boosts
0
Views
814
Activity
Oct ’25
CGSetDisplayTransferByTable is broken on macOS Tahoe 26.4 RC (and 26.3.1) with MacBook M5 Pro, Max and Neo
The CGSetDisplayTransferByTable() is not working on the latest round of Mac hardware, namely the MacBook Neo (external display), MacBook M5 Pro (both built-in and external display) and possibly the M5 Max. All tested apps (BetterDisplay, MonitorControl, f.lux, Lunar) exhibit the very issue both in macOS Tahoe 26.3 and macOS Tahoe 26.4 RC. Tested on multiple Macs and installations on the MacBook Neo and MacBook M5 Pro. This issue breaks several display related macOS apps. Way to reproduce the issue using an affected app: Install the app BetterDisplay (https://betterdisplay.pro) Launch the app, open the app menu, choose Image Adjustments and try to adjust colors. Adjustments take no effect Way to reproduce the issue programmatically: Attempt to use the affected macOS API feature: https://developer.apple.com/documentation/coregraphics/cgsetdisplaytransferbytable(::::_:) Here are the FB numbers: FB22273730 (Filed this one as a developer on an unaffected MBP M3 Max) FB22273782 (Filed from an affected MBP M5 Pro running 26.4 RC, with debug info attached)
Replies
4
Boosts
3
Views
1.7k
Activity
Mar ’26
D3DMetal Extreme Over Synchronization Issues
Explanation Currently, D3DMetal’s GPU synchronization approach introduces significant compute overhead on the CPU. This specifically affects D3D12 games that use modern rendering pipelines on Apple Silicon. Specifically, I’ve tested Death Stranding 2 On the Beach for how it handles its rendering. And the results are extreme: frame times are suffering from a 42% decrease from synchronization. Although there are obviously other effects at play, such as the overhead introduced by Rosetta and Wine, both of them don’t introduce as much overhead as D3DMetal. This issue isn’t just specific to Death Stranding 2 On the Beach; most games running through D3DMetal suffer from this. Most games still seem to force synchronization to ~30 ms to reach the 30 fps amount. But it could be better with better synchronization, such as how DXMT handles it. Instead of doubling the work, it allows Metal to single-handedly track resource dependencies internally. This is in part due to the unfortunate bad mapping of D3D12 calls onto shared logic between D3D11 and D3D12. System M2 Max Mac Studio — 32 GBs — 30-core GPU macOS 26.4 Tahoe CrossOver 26.1 RC Death Stranding 2 On the Beach — Steam Assassin’s Creed Valhalla — Steam & Ubisoft Connect Thank you for your commitment. Another game that I recommend testing to really see this swell is Assassin’s Creed Valhalla. Feedback FB22426600 - D3DMetal Extereme Over Syncranization Issues
Replies
1
Boosts
1
Views
336
Activity
2w
PSVR2 controllers don't report anything in snapshot
I typically read an extended gamepad capture() and get all state. But PSVR2 controllers seem to report nothing. So the stick and other buttons don't do anything in a built app. They register as left/right controllers. This on vOS 26, Xcode 26, etc. They work correctly in the main icon view, although they don't honor inverted vertical and horiztonal scrolling. Both of the default scrolls just feel wrong. When I move left I'm want to scroll level not right. Same for up/down.
Replies
5
Boosts
1
Views
888
Activity
Sep ’25
iPhone limited to 60hz frame rate
Just wondering if anyone knows what it will take to hit greater than 60hz when targeting iPhone. If I set the preferredFramesPerSecond of an MTKView to 120, it works on the iPad, but on iPhone it never goes over 60hz, even with a simple hello triangle sample app... is this a limitation of targeting iPhone?
Replies
2
Boosts
0
Views
235
Activity
Sep ’25
Game Center challenges and activities issues for released game
We have a released game in the App Store with Game Center Challenges. The challenges were working well in testing of the final version before the Game Center challenges went live. After release the activity that should take the player to the challenge in game results in this printout and we do not get informed by GKGameActivityListener of the activity happening in our code as we did before the Game Center challenges went live. “Invalid game activity definition. Failed to kick activity notification to GameKit. Error: Error Domain=GKErrorDomain Code=17 "(null)"” Also, Game Center reports that the are no challenges in GKChallengeDefinition.all even though there are ongoing challenges. The leaderboard results do get reported to Game Center though and show up as challenge entries in the Games app. At the moment we are trying to figure out if this is a problem on our end or a Game Center server issue.
Replies
4
Boosts
1
Views
686
Activity
Sep ’25
RealityKit game keeps using ~65% CPU even with empty scene
I'm trying to convert my game from SceneKit to RealityKit. I noticed that even when the scene is static (nothing moves), RealityKit keeps using CPU. In SceneKit, CPU goes down to 0% with a static scene. With this simplest of games, RealityKit keeps using about 65% CPU: class ViewController: NSViewController { override func loadView() { view = ARView(frame: NSScreen.main!.frame) } } Is this expected or a bug? I created FB22125047.
Replies
0
Boosts
1
Views
174
Activity
Mar ’26
iOS Swift: run screen recording programmatically
Is it possible to start screen recording (through Control Center) without user prompt? I mean to ask user permission for the first time and after that to start and stop recording programmatically only? I need to record screen only for specific events.
Replies
5
Boosts
1
Views
6.0k
Activity
Oct ’25
Float64 (Double Precision) Support on MPS with PyTorch on Apple Silicon?
Hi everyone, This project uses PyTorch on an Apple Silicon Mac (M1/M2/etc.), and the goal is to use the MPS backend for GPU acceleration, notes Apple Developer. However, the workflow depends on Float64 (double-precision) floating-point numbers for certain computations, notes PyTorch Forums. The error "Cannot convert a MPS Tensor to float64 dtype as the MPS framework doesn't support float64. Please use float32 instead" has been encountered, notes GitHub. It seems that the MPS backend doesn't currently support Float64 for direct GPU computation. Questions for the community: Are there any known workarounds or best practices for handling Float64-dependent operations when using the MPS backend with PyTorch? For those working with high-precision tasks on Apple Silicon, what strategies are being used to balance performance with the need for Float64? Offloading to the CPU is an option, and it's of interest to know if there are any specific techniques or libraries within the Apple ecosystem that could streamline this process while aiming for optimal performance. Any insights, tips, or experiences would be appreciated. Thanks in advance, Jonaid MacBook Pro M3 Max
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2
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501
Activity
Oct ’25
visionOS + Unity PolySpatial: Is 15,970 MeshFilters the True Upper Limit for Industrial Scenes?
Breaking Through PolySpatial's ~8k Object Limit – Seeking Alternative Approaches for Large-Scale Digital Twins Confirmed: PolySpatial make Doubles MeshFilter Count – Hard Limit at ~8k Active Objects (15.9k Total) Project Context & Research Goals I’m developing an industrial digital twin application for Apple Vision Pro using Unity’s PolySpatial framework (RealityKit rendering in Unbounded_Volume mode). The scene contains complex factory environments with: Production line equipment Many fragmented grid objects need to be merged.) Dynamic product racks (state-switchable assets) Animated worker avatars To optimize performance, I’m systematically testing visionOS’s rendering capacity limits. Through controlled stress tests, I’ve identified a critical threshold: Key Finding When the total MeshFilter count reaches 15,970 (system baseline + 7,985 user-created objects × 2 due to PolySpatial cloning), the application crashes consistently. This suggests: PolySpatial’s mirroring mechanism effectively doubles GameObject overhead An apparent hard limit exists around ~8k active mesh objects in practice Objectives for This Discussion Verify if others have encountered similar limits with PolySpatial/RealityKit Understand whether this is a: Memory constraint (per-app allocation) Render pipeline limit (Metal draw calls) Unity-specific PolySpatial behavior Explore optimization strategies beyond brute-force object reduction Why This Matters Industrial metaverse applications require rendering thousands of interactive objects . Confirming these limits will help our team: Design safer content guidelines Prioritize GPU instancing/LOD investments Potentially contribute back to PolySpatial’s optimization I’d appreciate insights from engineers who’ve: Pushed similar large-scale scenes in visionOS Worked around PolySpatial’s cloning overhead Discovered alternative capacity limits (vertices/draw calls)
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4
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857
Activity
Oct ’25
How to use MetalPeformancePrimitives
I am trying to learn the new Metal Peformance Primitives APIs. I have added the MetalPeformancePrimitives framework and included the header in my shader code as per documentation #include <MetalPeformancePrimitives/MetalPeformancePrimitives.h> Unfortunately, Xcode complains that the header cannot be found. How do I include it properly? I am using Xcode 26 on Tahoe. The MetalPeformancePrimitives framework is present on my machine and I can inspect the headers in the filesystem.
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3
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799
Activity
Oct ’25
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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752
Activity
Mar ’26
Manage Game Progress Device List Not Populating
Hello - Upon enabling debug mode for GameKit configuration for my iOS app, I do not see any devices (my iPhone or simulators) in the device list within the "Manage Game Progress" debug tool. I only see my Mac as a device. Is there any trick to this or a way to add devices to this list? Thank you
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2
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355
Activity
Sep ’25