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SKScene editor canvas gone
I've recently run into an issue in Xcode where the sks editor's preview canvas just vanishes for every project on my computer. I don't think it is an issue with my sks files because this works as expected on another computer with the same files, and when it happens it happens for ALL sks files in all projects. There used to be menu items to toggle the canvas and its settings, but those are now gone for me in sks files (they show up for swift files that have previews, however). Any idea what is going on here? How do I get the canvas back? I literally cannot get any work done on my primary computer because of this...
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750
Dec ’25
The App Store purchase button disappears when another window approaches
Since macOS 15.3.2, we have observed that when another window is moved near the App Store's install button, the button disappears. We have attached a related video in the Feedback submission here https://feedbackassistant.apple.com/feedback/20444423 Our application overlays a transparent, watermark-window on top of the system window, which causes the install button in the App Store to be hidden when a user attempts to install an application.Could you advise on how to avoid this issue?
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254
Nov ’25
Game Center When Opponent Declines Game
Turn-based games: 2 players When an opponent declines a game in the Game Center MatchMaker VC, that player sees that they quit, but no message is sent to the listener about that fact. For the person who started the match, their MMVC shows it's their turn again. Why doesn't Game Center end the match?
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565
Dec ’25
ARView [.showStatistics] doesn't work on Xcode Canvas
Hi, I can't see RealityKit statistics on Xcode Canvas using: arView.debugOptions = [.showStatistics] The statistics only show on a physical device, not Xcode live canvas with #Preview. Testing in Xcode 26.0.1 (17A400) on Tahoe 26.0.1 (25A362). Use case: I'm using RealityKit as a non-AR 3D engine. Xcode Canvas is useful for live iterations. Is this expected behavior? How can I see FPS on Xcode canvas? SKView for example shows all debug options on both Xcode Canvas and physical devices.
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501
Oct ’25
App Crash in GameController when accessing GCKeyboard.coalesced on iPad
We are developing a hybrid iOS app where Angular content is rendered inside a WKWebView, hosted by a native Swift application. We use the GameController framework to detect whether an external Bluetooth keyboard is connected to an iPad. The following code is executed when the app enters the foreground and also when requested by the web layer: func keyboardStatusHandler(){ let isKeyboardConnected = GCKeyboard.coalesced != nil if(!isKeyboardConnected){ //sent status to Angular } else { //sent status to Angular } } Crash details We are seeing intermittent crashes on iPad with the following stack trace: Crashed: GCDeviceSession.HID 0 libobjc.A.dylib 0x7db8 objc_retain_x8 + 16 1 libsystem_blocks.dylib 0xfb8 void HelperBase<ExtendedInline>::copyCapture<(HelperBase<ExtendedInline>::BlockCaptureKind)3>(unsigned int) + 48 2 libsystem_blocks.dylib 0xbc4 HelperBase<GenericInline>::copyBlock(Block_layout*, Block_layout*) + 108 3 libsystem_blocks.dylib 0xc94 _call_copy_helpers_excp + 60 4 libsystem_blocks.dylib 0xef8 _Block_copy + 412 5 libdispatch.dylib 0x1a70 _dispatch_Block_copy + 32 6 libdispatch.dylib 0x792c dispatch_async + 56 7 libdispatch.dylib 0x792c dispatch_channel_async + 56 8 GameController 0xea6dc -[GCKeyboardInput _handleKeyboardEvent:] + 324 9 GameController 0x22508 __53-[_GCKeyboardEventHIDAdapter initWithSource:service:]_block_invoke + 376 10 GameController 0x11d30 -[_GCHIDEventSubject publishHIDEvent:] + 268 11 GameController 0xb79cc __40-[_GCHIDEventUIKitClient initWithQueue:]_block_invoke_3 + 44 12 libdispatch.dylib 0x1b584 _dispatch_client_callout + 16 13 libdispatch.dylib 0x12088 _dispatch_async_and_wait_invoke_and_complete_recurse + 272 14 libdispatch.dylib 0x8448 _dispatch_async_and_wait_f + 108 15 GameController 0xb7984 __40-[_GCHIDEventUIKitClient initWithQueue:]_block_invoke_2 + 132 16 GameController 0xb746c __48-[__GCHIDEventUIKitClient _initWithApplication:]_block_invoke + 256 17 UIKitCore 0x11fd394 __61-[UIEventFetcher _setHIDGameControllerEventObserver:onQueue:]_block_invoke_3 + 40 18 libdispatch.dylib 0x1aac _dispatch_call_block_and_release + 32 19 libdispatch.dylib 0x1b584 _dispatch_client_callout + 16 20 libdispatch.dylib 0xa2d0 _dispatch_lane_serial_drain + 740 21 libdispatch.dylib 0xadac _dispatch_lane_invoke + 388 22 libdispatch.dylib 0x151dc _dispatch_root_queue_drain_deferred_wlh + 292 23 libdispatch.dylib 0x14a60 _dispatch_workloop_worker_thread + 540 24 libsystem_pthread.dylib 0xa0c _pthread_wqthread + 292 25 libsystem_pthread.dylib 0xaac start_wqthread + 8 Observed scenarios Crash occurs when the app transitions from background to foreground Crash also occurs when the Angular layer requests keyboard status, triggering the same code path Questions Has anyone encountered crashes related to GCKeyboard.coalesced or GCKeyboardInput like this? Are there known issues with the GameController framework when querying keyboard state during app lifecycle transitions? Is there a recommended or safer way to detect external keyboard connection status on iPad (especially when using WKWebView)? Any insights, known platform issues, or suggested workarounds would be greatly appreciated. Thanks!
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Dec ’25
How to use CharacterControllerComponent.
I am trying to implement a ChacterControllerComponent using the following URL. https://developer.apple.com/documentation/realitykit/charactercontrollercomponent I have written sample code, but PhysicsSimulationEvents.WillSimulate is not executed and nothing happens. import SwiftUI import RealityKit import RealityKitContent struct ImmersiveView: View { let gravity: SIMD3<Float> = [0, -50, 0] let jumpSpeed: Float = 10 enum PlayerInput { case none, jump } @State private var testCharacter: Entity = Entity() @State private var myPlayerInput = PlayerInput.none var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) testCharacter = immersiveContentEntity.findEntity(named: "Capsule")! testCharacter.components.set(CharacterControllerComponent()) let _ = content.subscribe(to: PhysicsSimulationEvents.WillSimulate.self, on: testCharacter) { event in print("subscribe run") let deltaTime: Float = Float(event.deltaTime) var velocity: SIMD3<Float> = .zero var isOnGround: Bool = false // RealityKit automatically adds `CharacterControllerStateComponent` after moving the character for the first time. if let ccState = testCharacter.components[CharacterControllerStateComponent.self] { velocity = ccState.velocity isOnGround = ccState.isOnGround } if !isOnGround { // Gravity is a force, so you need to accumulate it for each frame. velocity += gravity * deltaTime } else if myPlayerInput == .jump { // Set the character's velocity directly to launch it in the air when the player jumps. velocity.y = jumpSpeed } testCharacter.moveCharacter(by: velocity * deltaTime, deltaTime: deltaTime, relativeTo: nil) { event in print("playerEntity collided with \(event.hitEntity.name)") } } } } } } The scene is loaded from RCP. It is simple, just a capsule on a pedestal. Do I need a separate code to run testCharacter from this state?
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May ’25
GKAccessPoint triggerAccessPointWithState handler not invoked on iOS 26.0 and iOS 15.8.4
GKAccessPoint triggerAccessPointWithState handler not invoked on iOS 26.0 and iOS 15.8.4 Incorrect/Unexpected Behaviour: When calling [GKAccessPoint.shared triggerAccessPointWithState:GKGameCenterViewControllerStateAchievements handler:^{}] on a real device running iOS 26 beta (iOS 26), the overlay appears as expected, but the handler block is never called. This behavior also not working correctly on previous iOS versions(tested on iOS 15.8.4) Steps to Reproduce: Authenticate GKLocalPlayer Call triggerAccessPointWithState:handler: with a block that logs or performs logic Observe that overlay appears, but block is not executed Behavior: UI appears correctly Handler is not invoked at all Expected Result: The handler should fire immediately after the dashboard is shown. Actual Result: The handler is never called. Usecase: As GKGameCenterViewController is deprecated we are moving to GKAccesspoint but due to above functionality issue we are unable to. Environment: Device: iPhone 16, iPhone 7 iOS: 26.0 and iOS 15.8.4 Xcode: 26.0 beta and Xcode 16.4
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Oct ’25
Regression: RealityKit spatial audio crackles and pops on iOS 26.0 beta 5 (FB19423059)
RealityKit spatial audio crackles and pops on iOS 26.0 beta 5. It works correctly on iOS 18.6 and visionOS 26.0 beta 5. The APIs used are AudioPlaybackController, Entity.prepareAudio, Entity.play Videos of the expected and observed behavior are attached to the feedback FB19423059. The audio should be a consistent, repeating sound, but it seems oddly abbreviated and the volume varies unexpectedly. Thank you for investigating this issue.
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351
Aug ’25
Cannot submit Game Center leaderboard – asks for app version although app is already live
Hi, I’m stuck with submitting a Game Center leaderboard and wanted to ask if others are seeing the same issue. My setup: App is already live on the App Store Game Center capability is enabled Leaderboard works perfectly in TestFlight (scores are submitted and visible) Problem: When I try to submit the leaderboard for review, I get: “A Game Center enabled app version must be added for review.” This is confusing because: The app already includes Game Center The app is already approved and published Apple documentation says Game Center components can be submitted without a new app version I also tried recreating the leaderboard and checking all settings, but the issue persists. Is this a known App Store Connect issue? Or is there something I’m missing? Thanks!
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ParticleEmitterComponent Position Offset Issue After iOS 26.1 Update – Seeking Solutions & Workarounds
Problem Summary After upgrading to iOS 26.1 and 26.2, I'm experiencing a particle positioning bug in RealityKit where ParticleEmitterComponent particles render at an incorrect offset relative to their parent entity. This behavior does not occur on iOS 18.6.2 or earlier versions, suggesting a regression introduced in the newer OS builds. Environment Details Operating System: iOS 26.1 & iOS 26.2 Framework: RealityKit Xcode Version: 16.2 (16C5032a) Expected vs. Actual Behavior Expected: Particles should render at the position of the entity to which the ParticleEmitterComponent is attached, matching the behavior on iOS 18.6.2 and earlier. Actual: Particles appear away from their parent entity, creating a visual misalignment that breaks the intended AR experience. Steps to Reproduce Create or open an AR application with RealityKit that uses particle components Attach a ParticleEmitterComponent to an entity via a custom system Run the application on iOS 26.1 or iOS 26.2 Observe that particles render at an offset position away from the entity Minimal Code Example Here's the setup from my test case: Custom Component & System: struct SparkleComponent4: Component {} class SparkleSystem4: System { static let query = EntityQuery(where: .has(SparkleComponent4.self)) required init(scene: Scene) {} func update(context: SceneUpdateContext) { for entity in context.scene.performQuery(Self.query) { // Only add once if entity.components.has(ParticleEmitterComponent.self) { continue } var newEmitter = ParticleEmitterComponent() newEmitter.mainEmitter.color = .constant(.single(.red)) entity.components.set(newEmitter) } } } AR Setup: let material = SimpleMaterial(color: .gray, roughness: 0.15, isMetallic: true) let model = Entity() model.components.set(ModelComponent(mesh: boxMesh, materials: [material])) model.components.set(SparkleComponent4()) model.position = [0, 0.05, 0] model.name = "MyCube" let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: [0.2, 0.2])) anchor.addChild(model) arView.scene.addAnchor(anchor) Questions for the Community Has anyone else encountered this particle positioning issue after updating to iOS 26.1/26.2? Are there known workarounds or configuration changes to ParticleEmitterComponent that restore correct positioning? Is this a confirmed bug, or could there be a change in coordinate system handling or transform inheritance that I'm missing? Additional Information I've already submitted this issue via Feedback Assistant(FB21346746)
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574
Dec ’25
Issue with Apple Search Ads Attribution Callback (SKAdNetwork / AdAttributionKit)
Dear Apple Developer Technical Support Team, We are currently integrating Apple Search Ads attribution (SKAdNetwork / AdAttributionKit) for our application, but we have been unable to receive any attribution callbacks from Apple. We would appreciate your assistance in diagnosing this issue. App Information: App ID: 1531290216 Bundle ID: com.volvapps.tk2.cn Callback Endpoint: Our server endpoint for receiving attribution postbacks is: https://volvgames.com/.well-known/skadnetwork/report-attribution Issue Description: We have conducted multiple tests under different scenarios, but in all cases, our server has not received any callback from Apple. Test Scenarios: ① Xcode Installation Test Built and launched the app directly via Xcode. Called the following APIs within the app: SKAdNetwork registerAppForAdNetworkAttribution SKAdNetwork updateConversionValue:value Result: No callback received on our server. ②On-Device Developer Mode Test (AdAttributionKit) Enabled AdAttributionKit Developer Mode on a physical iPhone. Configured a development postback using the app’s Bundle ID. Used either the provided developer postback URL or manually entered our endpoint. Created and triggered the postback via “Send Development Postback”. Result: No callback received. ③Additional Attempts Modified the callback URL from: https://volvgames.com/.well-known/skadnetwork/report-attribution to: https://volvgames.com/ Repeated tests under both Xcode and Developer Mode environments. Also attempted triggering postbacks after calling the attribution APIs within the app. Result: Still no callback received in all cases. Additional Question: We understand that certain files may be required for review or troubleshooting. However, we were unable to find where to upload attachments when submitting this request. We would like to provide the following files for your reference: info.plist AdAttribution.mm Could you please advise how we can submit these files to assist with the investigation? We would greatly appreciate any guidance or suggestions you may have regarding this issue. Please let us know if further information is required. Thank you for your support.
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3w
Leaderboard not available to edit points
When I go to the leadership section, I have 8 currently active leaderboards. When I select "manage scores and players" I see 9 leaderboards, from which 5 are legacy and my 4 new ones are not listed (also it comes in a very old design). New players will score in the 4 new leaderboards but I need to remove the top score which was the developer score, to give them a chance, but the new leaderboards are not accessible.
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244
Mar ’26
ScreenCaptureKit recording output is corrupted when captureMicrophone is true
Hello everyone, I'm working on a screen recording app using ScreenCaptureKit and I've hit a strange issue. My app records the screen to an .mp4 file, and everything works perfectly until the .captureMicrophone is false In this case, I get a valid, playable .mp4 file. However, as soon as I try to enable the microphone by setting streamConfig.captureMicrophone = true, the recording seems to work, but the final .mp4 file is corrupted and cannot be played by QuickTime or any other player. This happens whether capturesAudio (app audio) is on or off. I've already added the "Privacy - Microphone Usage Description" (NSMicrophoneUsageDescription) to my Info.plist, so I don't think it's a permissions problem. I have my logic split into a ScreenRecorder class that manages state and a CaptureEngine that handles the SCStream. Here is how I'm configuring my SCStream: ScreenRecorder.swift // This is my main SCStreamConfiguration private var streamConfiguration: SCStreamConfiguration { var streamConfig = SCStreamConfiguration() // ... other HDR/preset config ... // These are the problem properties streamConfig.capturesAudio = isAudioCaptureEnabled streamConfig.captureMicrophone = isMicCaptureEnabled // breaks it if true streamConfig.excludesCurrentProcessAudio = false streamConfig.showsCursor = false if let region = selectedRegion, let display = currentDisplay { // My region/frame logic (works fine) let regionWidth = Int(region.frame.width) let regionHeight = Int(region.frame.height) streamConfig.width = regionWidth * scaleFactor streamConfig.height = regionHeight * scaleFactor // ... (sourceRect logic) ... } streamConfig.pixelFormat = kCVPixelFormatType_32BGRA streamConfig.colorSpaceName = CGColorSpace.sRGB streamConfig.minimumFrameInterval = CMTime(value: 1, timescale: 60) return streamConfig } And here is how I'm setting up the SCRecordingOutput that writes the file: ScreenRecorder.swift private func initRecordingOutput(for region: ScreenPickerManager.SelectedRegion) throws { let screeRecordingOutputURL = try RecordingWorkspace.createScreenRecordingVideoFile( in: workspaceURL, sessionIndex: sessionIndex ) let recordingConfiguration = SCRecordingOutputConfiguration() recordingConfiguration.outputURL = screeRecordingOutputURL recordingConfiguration.outputFileType = .mp4 recordingConfiguration.videoCodecType = .hevc let recordingOutput = SCRecordingOutput(configuration: recordingConfiguration, delegate: self) self.recordingOutput = recordingOutput } Finally, my CaptureEngine adds these to the SCStream: CaptureEngine.swift class CaptureEngine: NSObject, @unchecked Sendable { private(set) var stream: SCStream? private var streamOutput: CaptureEngineStreamOutput? // ... (dispatch queues) ... func startCapture(configuration: SCStreamConfiguration, filter: SCContentFilter, recordingOutput: SCRecordingOutput) async throws { let streamOutput = CaptureEngineStreamOutput() self.streamOutput = streamOutput do { stream = SCStream(filter: filter, configuration: configuration, delegate: streamOutput) // Add outputs for raw buffers (not used for file recording) try stream?.addStreamOutput(streamOutput, type: .screen, sampleHandlerQueue: videoSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .audio, sampleHandlerQueue: audioSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .microphone, sampleHandlerQueue: micSampleBufferQueue) // Add the file recording output try stream?.addRecordingOutput(recordingOutput) try await stream?.startCapture() } catch { logger.error("Failed to start capture: \(error.localizedDescription)") throw error } } // ... (stopCapture, etc.) ... } When I had the .captureMicrophone value to be false, I get a perfect .mp4 video playable everywhere, however, when its true, I am getting corrupted video which doesn't play at all :-
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Mar ’26
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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May ’25
Using setVertexBytes for index primitives
When using index primitives is there a method to provide the indices using a temp buffer like setVertexBytes? Right now I have to create a temp metal buffer even for a small number of vertices and toss it after rendering using drawIndexedPrimitives.
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1w
Metal Shader inside Swift Package not found?
Hello everyone! I am trying to wrap a ViewModifier inside a Swift Package that bundles a metal shader file to be used in the modifier. Everything works as expected in the Preview, in the Simulator and on a real device for iOS. It also works in Preview and in the Simulator for tvOS but not on a real AppleTV. I have tried this on a 4th generation Apple TV running tvOS 26.3 using Xcode 26.2.0. Xcode logs the following: The metallib is processed and exists in the bundle. Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Contents of Package.swift: import PackageDescription let package = Package( name: "Test", platforms: [ .iOS(.v17), .tvOS(.v17) ], products: [ .library( name: "Test", targets: [ "Test" ] ) ], targets: [ .target( name: "Test", resources: [ .process("Shaders") ] ), .testTarget( name: "TestTests", dependencies: [ "Test" ] ) ] ) Content of my metal file: #include <metal_stdlib> using namespace metal; [[ stitchable ]] float2 complexWave(float2 position, float time, float2 size, float speed, float strength, float frequency) { float2 normalizedPosition = position / size; float moveAmount = time * speed; position.x += sin((normalizedPosition.x + moveAmount) * frequency) * strength; position.y += cos((normalizedPosition.y + moveAmount) * frequency) * strength; return position; } And my ViewModifier: import MetalKit import SwiftUI extension ShaderFunction { static let complexWave: ShaderFunction = { ShaderFunction( library: .bundle(.module), name: "complexWave" ) }() } extension Shader { static func complexWave(arguments: [Shader.Argument]) -> Shader { Shader(function: .complexWave, arguments: arguments) } } struct WaveModifier: ViewModifier { let start: Date = .now func body(content: Content) -> some View { TimelineView(.animation) { context in let delta = context.date.timeIntervalSince(start) content .visualEffect { view, proxy in view.distortionEffect( .complexWave( arguments: [ .float(delta), .float2(proxy.size), .float(0.5), .float(8), .float(10) ] ), maxSampleOffset: .zero ) } } .onAppear { let paths = Bundle.module.paths(forResourcesOfType: "metallib", inDirectory: nil) print(paths) } } } extension View { public func wave() -> some View { modifier(WaveModifier()) } } #Preview { Image(systemName: "cart") .wave() } Any help is appreciated.
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433
Mar ’26
Game Porting Toolkit, missing GetThreadDpiHostingBehavior in USER32.DLL
I have been trying to run an open source Windows executable that I would like to help porting to macOS using the Game Porting Toolkit but I stumbled on an issue quite early in the application lifecycle. It looks like the funtion GetThreadDpiHostingBehavior is missing in USER32.dll Has anyone any idea how to solve that? During the startup, it fails with the following error: TiXL crashed. We're really sorry. The last backup was saved Unknown time to... C:\users\crossover\AppData\Roaming\TiXL\Backup Please refer to Help > Using Backups on what to do next. System.EntryPointNotFoundException: Unable to find an entry point named 'GetThreadDpiHostingBehavior' in DLL 'USER32.dll'. at System.Windows.Forms.ScaleHelper.DpiAwarenessScope..ctor(DPI_AWARENESS_CONTEXT context, DPI_HOSTING_BEHAVIOR behavior) at System.Windows.Forms.ScaleHelper.EnterDpiAwarenessScope(DPI_AWARENESS_CONTEXT awareness, DPI_HOSTING_BEHAVIOR dpiHosting) at System.Windows.Forms.NativeWindow.CreateHandle(CreateParams cp) at System.Windows.Forms.Control.CreateHandle() at System.Windows.Forms.Application.ThreadContext.get_MarshallingControl() at System.Windows.Forms.WindowsFormsSynchronizationContext..ctor() at System.Windows.Forms.WindowsFormsSynchronizationContext.InstallIfNeeded() at System.Windows.Forms.Control..ctor(Boolean autoInstallSyncContext) at System.Windows.Forms.ScrollableControl..ctor() at System.Windows.Forms.ContainerControl..ctor() at System.Windows.Forms.Form..ctor() at T3.Editor.SplashScreen.SplashScreen.SplashForm..ctor() at T3.Editor.SplashScreen.SplashScreen.Show(String imagePath) in C:\Users\pixtur\dev\tooll\tixl\Editor\SplashScreen\SplashScreen.cs:line 25 at T3.Editor.Program.Main(String[] args) in C:\Users\pixtur\dev\tooll\tixl\Editor\Program.cs:line 111
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Nov ’25
Has anyone been able to create a window/portal using metal.
I am trying to create a simple portal like that in RealityKit, but using metal instead of RealityKit. Has anyone been able to create a window or portal like thing to show a skybox outside in mixed Reality?
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230
Activity
Jan ’26
Unity game stutters/lags during rendering on newer iPhone models.
In a Unity game, if the assetBundle.Unloadinterface is called very frequently during normal gameplay, it can cause the game application's screen to freeze, although the background music continues to play normally. This issue only occurs on iPhone 16 and iPhone 17 models, with no problems on lower-version phones. How can this problem be resolved?
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329
Activity
Nov ’25
SKScene editor canvas gone
I've recently run into an issue in Xcode where the sks editor's preview canvas just vanishes for every project on my computer. I don't think it is an issue with my sks files because this works as expected on another computer with the same files, and when it happens it happens for ALL sks files in all projects. There used to be menu items to toggle the canvas and its settings, but those are now gone for me in sks files (they show up for swift files that have previews, however). Any idea what is going on here? How do I get the canvas back? I literally cannot get any work done on my primary computer because of this...
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1
Boosts
0
Views
750
Activity
Dec ’25
The App Store purchase button disappears when another window approaches
Since macOS 15.3.2, we have observed that when another window is moved near the App Store's install button, the button disappears. We have attached a related video in the Feedback submission here https://feedbackassistant.apple.com/feedback/20444423 Our application overlays a transparent, watermark-window on top of the system window, which causes the install button in the App Store to be hidden when a user attempts to install an application.Could you advise on how to avoid this issue?
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0
Boosts
0
Views
254
Activity
Nov ’25
Game Center When Opponent Declines Game
Turn-based games: 2 players When an opponent declines a game in the Game Center MatchMaker VC, that player sees that they quit, but no message is sent to the listener about that fact. For the person who started the match, their MMVC shows it's their turn again. Why doesn't Game Center end the match?
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0
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0
Views
565
Activity
Dec ’25
ARView [.showStatistics] doesn't work on Xcode Canvas
Hi, I can't see RealityKit statistics on Xcode Canvas using: arView.debugOptions = [.showStatistics] The statistics only show on a physical device, not Xcode live canvas with #Preview. Testing in Xcode 26.0.1 (17A400) on Tahoe 26.0.1 (25A362). Use case: I'm using RealityKit as a non-AR 3D engine. Xcode Canvas is useful for live iterations. Is this expected behavior? How can I see FPS on Xcode canvas? SKView for example shows all debug options on both Xcode Canvas and physical devices.
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501
Activity
Oct ’25
App Crash in GameController when accessing GCKeyboard.coalesced on iPad
We are developing a hybrid iOS app where Angular content is rendered inside a WKWebView, hosted by a native Swift application. We use the GameController framework to detect whether an external Bluetooth keyboard is connected to an iPad. The following code is executed when the app enters the foreground and also when requested by the web layer: func keyboardStatusHandler(){ let isKeyboardConnected = GCKeyboard.coalesced != nil if(!isKeyboardConnected){ //sent status to Angular } else { //sent status to Angular } } Crash details We are seeing intermittent crashes on iPad with the following stack trace: Crashed: GCDeviceSession.HID 0 libobjc.A.dylib 0x7db8 objc_retain_x8 + 16 1 libsystem_blocks.dylib 0xfb8 void HelperBase<ExtendedInline>::copyCapture<(HelperBase<ExtendedInline>::BlockCaptureKind)3>(unsigned int) + 48 2 libsystem_blocks.dylib 0xbc4 HelperBase<GenericInline>::copyBlock(Block_layout*, Block_layout*) + 108 3 libsystem_blocks.dylib 0xc94 _call_copy_helpers_excp + 60 4 libsystem_blocks.dylib 0xef8 _Block_copy + 412 5 libdispatch.dylib 0x1a70 _dispatch_Block_copy + 32 6 libdispatch.dylib 0x792c dispatch_async + 56 7 libdispatch.dylib 0x792c dispatch_channel_async + 56 8 GameController 0xea6dc -[GCKeyboardInput _handleKeyboardEvent:] + 324 9 GameController 0x22508 __53-[_GCKeyboardEventHIDAdapter initWithSource:service:]_block_invoke + 376 10 GameController 0x11d30 -[_GCHIDEventSubject publishHIDEvent:] + 268 11 GameController 0xb79cc __40-[_GCHIDEventUIKitClient initWithQueue:]_block_invoke_3 + 44 12 libdispatch.dylib 0x1b584 _dispatch_client_callout + 16 13 libdispatch.dylib 0x12088 _dispatch_async_and_wait_invoke_and_complete_recurse + 272 14 libdispatch.dylib 0x8448 _dispatch_async_and_wait_f + 108 15 GameController 0xb7984 __40-[_GCHIDEventUIKitClient initWithQueue:]_block_invoke_2 + 132 16 GameController 0xb746c __48-[__GCHIDEventUIKitClient _initWithApplication:]_block_invoke + 256 17 UIKitCore 0x11fd394 __61-[UIEventFetcher _setHIDGameControllerEventObserver:onQueue:]_block_invoke_3 + 40 18 libdispatch.dylib 0x1aac _dispatch_call_block_and_release + 32 19 libdispatch.dylib 0x1b584 _dispatch_client_callout + 16 20 libdispatch.dylib 0xa2d0 _dispatch_lane_serial_drain + 740 21 libdispatch.dylib 0xadac _dispatch_lane_invoke + 388 22 libdispatch.dylib 0x151dc _dispatch_root_queue_drain_deferred_wlh + 292 23 libdispatch.dylib 0x14a60 _dispatch_workloop_worker_thread + 540 24 libsystem_pthread.dylib 0xa0c _pthread_wqthread + 292 25 libsystem_pthread.dylib 0xaac start_wqthread + 8 Observed scenarios Crash occurs when the app transitions from background to foreground Crash also occurs when the Angular layer requests keyboard status, triggering the same code path Questions Has anyone encountered crashes related to GCKeyboard.coalesced or GCKeyboardInput like this? Are there known issues with the GameController framework when querying keyboard state during app lifecycle transitions? Is there a recommended or safer way to detect external keyboard connection status on iPad (especially when using WKWebView)? Any insights, known platform issues, or suggested workarounds would be greatly appreciated. Thanks!
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Activity
Dec ’25
How to use CharacterControllerComponent.
I am trying to implement a ChacterControllerComponent using the following URL. https://developer.apple.com/documentation/realitykit/charactercontrollercomponent I have written sample code, but PhysicsSimulationEvents.WillSimulate is not executed and nothing happens. import SwiftUI import RealityKit import RealityKitContent struct ImmersiveView: View { let gravity: SIMD3<Float> = [0, -50, 0] let jumpSpeed: Float = 10 enum PlayerInput { case none, jump } @State private var testCharacter: Entity = Entity() @State private var myPlayerInput = PlayerInput.none var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) testCharacter = immersiveContentEntity.findEntity(named: "Capsule")! testCharacter.components.set(CharacterControllerComponent()) let _ = content.subscribe(to: PhysicsSimulationEvents.WillSimulate.self, on: testCharacter) { event in print("subscribe run") let deltaTime: Float = Float(event.deltaTime) var velocity: SIMD3<Float> = .zero var isOnGround: Bool = false // RealityKit automatically adds `CharacterControllerStateComponent` after moving the character for the first time. if let ccState = testCharacter.components[CharacterControllerStateComponent.self] { velocity = ccState.velocity isOnGround = ccState.isOnGround } if !isOnGround { // Gravity is a force, so you need to accumulate it for each frame. velocity += gravity * deltaTime } else if myPlayerInput == .jump { // Set the character's velocity directly to launch it in the air when the player jumps. velocity.y = jumpSpeed } testCharacter.moveCharacter(by: velocity * deltaTime, deltaTime: deltaTime, relativeTo: nil) { event in print("playerEntity collided with \(event.hitEntity.name)") } } } } } } The scene is loaded from RCP. It is simple, just a capsule on a pedestal. Do I need a separate code to run testCharacter from this state?
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209
Activity
May ’25
GKAccessPoint triggerAccessPointWithState handler not invoked on iOS 26.0 and iOS 15.8.4
GKAccessPoint triggerAccessPointWithState handler not invoked on iOS 26.0 and iOS 15.8.4 Incorrect/Unexpected Behaviour: When calling [GKAccessPoint.shared triggerAccessPointWithState:GKGameCenterViewControllerStateAchievements handler:^{}] on a real device running iOS 26 beta (iOS 26), the overlay appears as expected, but the handler block is never called. This behavior also not working correctly on previous iOS versions(tested on iOS 15.8.4) Steps to Reproduce: Authenticate GKLocalPlayer Call triggerAccessPointWithState:handler: with a block that logs or performs logic Observe that overlay appears, but block is not executed Behavior: UI appears correctly Handler is not invoked at all Expected Result: The handler should fire immediately after the dashboard is shown. Actual Result: The handler is never called. Usecase: As GKGameCenterViewController is deprecated we are moving to GKAccesspoint but due to above functionality issue we are unable to. Environment: Device: iPhone 16, iPhone 7 iOS: 26.0 and iOS 15.8.4 Xcode: 26.0 beta and Xcode 16.4
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603
Activity
Oct ’25
Regression: RealityKit spatial audio crackles and pops on iOS 26.0 beta 5 (FB19423059)
RealityKit spatial audio crackles and pops on iOS 26.0 beta 5. It works correctly on iOS 18.6 and visionOS 26.0 beta 5. The APIs used are AudioPlaybackController, Entity.prepareAudio, Entity.play Videos of the expected and observed behavior are attached to the feedback FB19423059. The audio should be a consistent, repeating sound, but it seems oddly abbreviated and the volume varies unexpectedly. Thank you for investigating this issue.
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351
Activity
Aug ’25
Cannot submit Game Center leaderboard – asks for app version although app is already live
Hi, I’m stuck with submitting a Game Center leaderboard and wanted to ask if others are seeing the same issue. My setup: App is already live on the App Store Game Center capability is enabled Leaderboard works perfectly in TestFlight (scores are submitted and visible) Problem: When I try to submit the leaderboard for review, I get: “A Game Center enabled app version must be added for review.” This is confusing because: The app already includes Game Center The app is already approved and published Apple documentation says Game Center components can be submitted without a new app version I also tried recreating the leaderboard and checking all settings, but the issue persists. Is this a known App Store Connect issue? Or is there something I’m missing? Thanks!
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212
Activity
3w
ParticleEmitterComponent Position Offset Issue After iOS 26.1 Update – Seeking Solutions & Workarounds
Problem Summary After upgrading to iOS 26.1 and 26.2, I'm experiencing a particle positioning bug in RealityKit where ParticleEmitterComponent particles render at an incorrect offset relative to their parent entity. This behavior does not occur on iOS 18.6.2 or earlier versions, suggesting a regression introduced in the newer OS builds. Environment Details Operating System: iOS 26.1 & iOS 26.2 Framework: RealityKit Xcode Version: 16.2 (16C5032a) Expected vs. Actual Behavior Expected: Particles should render at the position of the entity to which the ParticleEmitterComponent is attached, matching the behavior on iOS 18.6.2 and earlier. Actual: Particles appear away from their parent entity, creating a visual misalignment that breaks the intended AR experience. Steps to Reproduce Create or open an AR application with RealityKit that uses particle components Attach a ParticleEmitterComponent to an entity via a custom system Run the application on iOS 26.1 or iOS 26.2 Observe that particles render at an offset position away from the entity Minimal Code Example Here's the setup from my test case: Custom Component & System: struct SparkleComponent4: Component {} class SparkleSystem4: System { static let query = EntityQuery(where: .has(SparkleComponent4.self)) required init(scene: Scene) {} func update(context: SceneUpdateContext) { for entity in context.scene.performQuery(Self.query) { // Only add once if entity.components.has(ParticleEmitterComponent.self) { continue } var newEmitter = ParticleEmitterComponent() newEmitter.mainEmitter.color = .constant(.single(.red)) entity.components.set(newEmitter) } } } AR Setup: let material = SimpleMaterial(color: .gray, roughness: 0.15, isMetallic: true) let model = Entity() model.components.set(ModelComponent(mesh: boxMesh, materials: [material])) model.components.set(SparkleComponent4()) model.position = [0, 0.05, 0] model.name = "MyCube" let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: [0.2, 0.2])) anchor.addChild(model) arView.scene.addAnchor(anchor) Questions for the Community Has anyone else encountered this particle positioning issue after updating to iOS 26.1/26.2? Are there known workarounds or configuration changes to ParticleEmitterComponent that restore correct positioning? Is this a confirmed bug, or could there be a change in coordinate system handling or transform inheritance that I'm missing? Additional Information I've already submitted this issue via Feedback Assistant(FB21346746)
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574
Activity
Dec ’25
Issue with Apple Search Ads Attribution Callback (SKAdNetwork / AdAttributionKit)
Dear Apple Developer Technical Support Team, We are currently integrating Apple Search Ads attribution (SKAdNetwork / AdAttributionKit) for our application, but we have been unable to receive any attribution callbacks from Apple. We would appreciate your assistance in diagnosing this issue. App Information: App ID: 1531290216 Bundle ID: com.volvapps.tk2.cn Callback Endpoint: Our server endpoint for receiving attribution postbacks is: https://volvgames.com/.well-known/skadnetwork/report-attribution Issue Description: We have conducted multiple tests under different scenarios, but in all cases, our server has not received any callback from Apple. Test Scenarios: ① Xcode Installation Test Built and launched the app directly via Xcode. Called the following APIs within the app: SKAdNetwork registerAppForAdNetworkAttribution SKAdNetwork updateConversionValue:value Result: No callback received on our server. ②On-Device Developer Mode Test (AdAttributionKit) Enabled AdAttributionKit Developer Mode on a physical iPhone. Configured a development postback using the app’s Bundle ID. Used either the provided developer postback URL or manually entered our endpoint. Created and triggered the postback via “Send Development Postback”. Result: No callback received. ③Additional Attempts Modified the callback URL from: https://volvgames.com/.well-known/skadnetwork/report-attribution to: https://volvgames.com/ Repeated tests under both Xcode and Developer Mode environments. Also attempted triggering postbacks after calling the attribution APIs within the app. Result: Still no callback received in all cases. Additional Question: We understand that certain files may be required for review or troubleshooting. However, we were unable to find where to upload attachments when submitting this request. We would like to provide the following files for your reference: info.plist AdAttribution.mm Could you please advise how we can submit these files to assist with the investigation? We would greatly appreciate any guidance or suggestions you may have regarding this issue. Please let us know if further information is required. Thank you for your support.
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358
Activity
3w
Leaderboard not available to edit points
When I go to the leadership section, I have 8 currently active leaderboards. When I select "manage scores and players" I see 9 leaderboards, from which 5 are legacy and my 4 new ones are not listed (also it comes in a very old design). New players will score in the 4 new leaderboards but I need to remove the top score which was the developer score, to give them a chance, but the new leaderboards are not accessible.
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244
Activity
Mar ’26
ScreenCaptureKit recording output is corrupted when captureMicrophone is true
Hello everyone, I'm working on a screen recording app using ScreenCaptureKit and I've hit a strange issue. My app records the screen to an .mp4 file, and everything works perfectly until the .captureMicrophone is false In this case, I get a valid, playable .mp4 file. However, as soon as I try to enable the microphone by setting streamConfig.captureMicrophone = true, the recording seems to work, but the final .mp4 file is corrupted and cannot be played by QuickTime or any other player. This happens whether capturesAudio (app audio) is on or off. I've already added the "Privacy - Microphone Usage Description" (NSMicrophoneUsageDescription) to my Info.plist, so I don't think it's a permissions problem. I have my logic split into a ScreenRecorder class that manages state and a CaptureEngine that handles the SCStream. Here is how I'm configuring my SCStream: ScreenRecorder.swift // This is my main SCStreamConfiguration private var streamConfiguration: SCStreamConfiguration { var streamConfig = SCStreamConfiguration() // ... other HDR/preset config ... // These are the problem properties streamConfig.capturesAudio = isAudioCaptureEnabled streamConfig.captureMicrophone = isMicCaptureEnabled // breaks it if true streamConfig.excludesCurrentProcessAudio = false streamConfig.showsCursor = false if let region = selectedRegion, let display = currentDisplay { // My region/frame logic (works fine) let regionWidth = Int(region.frame.width) let regionHeight = Int(region.frame.height) streamConfig.width = regionWidth * scaleFactor streamConfig.height = regionHeight * scaleFactor // ... (sourceRect logic) ... } streamConfig.pixelFormat = kCVPixelFormatType_32BGRA streamConfig.colorSpaceName = CGColorSpace.sRGB streamConfig.minimumFrameInterval = CMTime(value: 1, timescale: 60) return streamConfig } And here is how I'm setting up the SCRecordingOutput that writes the file: ScreenRecorder.swift private func initRecordingOutput(for region: ScreenPickerManager.SelectedRegion) throws { let screeRecordingOutputURL = try RecordingWorkspace.createScreenRecordingVideoFile( in: workspaceURL, sessionIndex: sessionIndex ) let recordingConfiguration = SCRecordingOutputConfiguration() recordingConfiguration.outputURL = screeRecordingOutputURL recordingConfiguration.outputFileType = .mp4 recordingConfiguration.videoCodecType = .hevc let recordingOutput = SCRecordingOutput(configuration: recordingConfiguration, delegate: self) self.recordingOutput = recordingOutput } Finally, my CaptureEngine adds these to the SCStream: CaptureEngine.swift class CaptureEngine: NSObject, @unchecked Sendable { private(set) var stream: SCStream? private var streamOutput: CaptureEngineStreamOutput? // ... (dispatch queues) ... func startCapture(configuration: SCStreamConfiguration, filter: SCContentFilter, recordingOutput: SCRecordingOutput) async throws { let streamOutput = CaptureEngineStreamOutput() self.streamOutput = streamOutput do { stream = SCStream(filter: filter, configuration: configuration, delegate: streamOutput) // Add outputs for raw buffers (not used for file recording) try stream?.addStreamOutput(streamOutput, type: .screen, sampleHandlerQueue: videoSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .audio, sampleHandlerQueue: audioSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .microphone, sampleHandlerQueue: micSampleBufferQueue) // Add the file recording output try stream?.addRecordingOutput(recordingOutput) try await stream?.startCapture() } catch { logger.error("Failed to start capture: \(error.localizedDescription)") throw error } } // ... (stopCapture, etc.) ... } When I had the .captureMicrophone value to be false, I get a perfect .mp4 video playable everywhere, however, when its true, I am getting corrupted video which doesn't play at all :-
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767
Activity
Mar ’26
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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Activity
May ’25
Using setVertexBytes for index primitives
When using index primitives is there a method to provide the indices using a temp buffer like setVertexBytes? Right now I have to create a temp metal buffer even for a small number of vertices and toss it after rendering using drawIndexedPrimitives.
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220
Activity
1w
Equivalent in RealityKit of SceneKit's SCNAction.customAction to run custom animation
I'm currently converting my game from SceneKit to RealityKit. What's the easiest way to run an animation in which every frame I want to run custom code, similar to SCNAction.customAction which accepts a callback that is called repeatedly until the action completes?
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385
Activity
Feb ’26
Metal Shader inside Swift Package not found?
Hello everyone! I am trying to wrap a ViewModifier inside a Swift Package that bundles a metal shader file to be used in the modifier. Everything works as expected in the Preview, in the Simulator and on a real device for iOS. It also works in Preview and in the Simulator for tvOS but not on a real AppleTV. I have tried this on a 4th generation Apple TV running tvOS 26.3 using Xcode 26.2.0. Xcode logs the following: The metallib is processed and exists in the bundle. Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Contents of Package.swift: import PackageDescription let package = Package( name: "Test", platforms: [ .iOS(.v17), .tvOS(.v17) ], products: [ .library( name: "Test", targets: [ "Test" ] ) ], targets: [ .target( name: "Test", resources: [ .process("Shaders") ] ), .testTarget( name: "TestTests", dependencies: [ "Test" ] ) ] ) Content of my metal file: #include <metal_stdlib> using namespace metal; [[ stitchable ]] float2 complexWave(float2 position, float time, float2 size, float speed, float strength, float frequency) { float2 normalizedPosition = position / size; float moveAmount = time * speed; position.x += sin((normalizedPosition.x + moveAmount) * frequency) * strength; position.y += cos((normalizedPosition.y + moveAmount) * frequency) * strength; return position; } And my ViewModifier: import MetalKit import SwiftUI extension ShaderFunction { static let complexWave: ShaderFunction = { ShaderFunction( library: .bundle(.module), name: "complexWave" ) }() } extension Shader { static func complexWave(arguments: [Shader.Argument]) -> Shader { Shader(function: .complexWave, arguments: arguments) } } struct WaveModifier: ViewModifier { let start: Date = .now func body(content: Content) -> some View { TimelineView(.animation) { context in let delta = context.date.timeIntervalSince(start) content .visualEffect { view, proxy in view.distortionEffect( .complexWave( arguments: [ .float(delta), .float2(proxy.size), .float(0.5), .float(8), .float(10) ] ), maxSampleOffset: .zero ) } } .onAppear { let paths = Bundle.module.paths(forResourcesOfType: "metallib", inDirectory: nil) print(paths) } } } extension View { public func wave() -> some View { modifier(WaveModifier()) } } #Preview { Image(systemName: "cart") .wave() } Any help is appreciated.
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433
Activity
Mar ’26
Game Porting Toolkit, missing GetThreadDpiHostingBehavior in USER32.DLL
I have been trying to run an open source Windows executable that I would like to help porting to macOS using the Game Porting Toolkit but I stumbled on an issue quite early in the application lifecycle. It looks like the funtion GetThreadDpiHostingBehavior is missing in USER32.dll Has anyone any idea how to solve that? During the startup, it fails with the following error: TiXL crashed. We're really sorry. The last backup was saved Unknown time to... C:\users\crossover\AppData\Roaming\TiXL\Backup Please refer to Help > Using Backups on what to do next. System.EntryPointNotFoundException: Unable to find an entry point named 'GetThreadDpiHostingBehavior' in DLL 'USER32.dll'. at System.Windows.Forms.ScaleHelper.DpiAwarenessScope..ctor(DPI_AWARENESS_CONTEXT context, DPI_HOSTING_BEHAVIOR behavior) at System.Windows.Forms.ScaleHelper.EnterDpiAwarenessScope(DPI_AWARENESS_CONTEXT awareness, DPI_HOSTING_BEHAVIOR dpiHosting) at System.Windows.Forms.NativeWindow.CreateHandle(CreateParams cp) at System.Windows.Forms.Control.CreateHandle() at System.Windows.Forms.Application.ThreadContext.get_MarshallingControl() at System.Windows.Forms.WindowsFormsSynchronizationContext..ctor() at System.Windows.Forms.WindowsFormsSynchronizationContext.InstallIfNeeded() at System.Windows.Forms.Control..ctor(Boolean autoInstallSyncContext) at System.Windows.Forms.ScrollableControl..ctor() at System.Windows.Forms.ContainerControl..ctor() at System.Windows.Forms.Form..ctor() at T3.Editor.SplashScreen.SplashScreen.SplashForm..ctor() at T3.Editor.SplashScreen.SplashScreen.Show(String imagePath) in C:\Users\pixtur\dev\tooll\tixl\Editor\SplashScreen\SplashScreen.cs:line 25 at T3.Editor.Program.Main(String[] args) in C:\Users\pixtur\dev\tooll\tixl\Editor\Program.cs:line 111
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165
Activity
Nov ’25