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Bone deformation
I have been tasked with creating content for the Apple Vision Pro. Just the 3D content and animation, not the programming end of things. I can't seem to get any kind of mesh deformation animation to import into Reality Composer Pro. By that I mean bones/skin, or even point cache. I work on PC, and my main software is 3DS Max, but I'm borrowing an iMac for this job, and was instructed to use RCP on it for testing before handing things off to the programmer. My files open and play fine in other USD programs, like Omniverse, or USD View, just not Reality Composer Pro. I've seen the dinosaur demo in AVP, so I know mesh deformation is possible. If there are other essential tools that might make this possible, I have not been made aware of them. I am experimenting with bouncing things off of Blender, in case that exports better, but not really having luck there either -though my results are different. Thanks.
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109
Sep ’25
Unity GameKit Plugin w/ Matchmaking Queue is not working
TLDR; I can't get QueueName to work with matchmaking a turn-based match in Unity using matchmaking rules. Long version: I'm using the apple unity plugin found here: https://github.com/apple/unityplugins/blob/main/plug-ins/Apple.GameKit/Apple.GameKit_Unity/Assets/Apple.GameKit/Documentation~/Apple.GameKit.md I have created a Queue, RuleSet and a simple Rule to match players by following these docs tightly: https://developer.apple.com/documentation/gamekit/finding-players-using-matchmaking-rules. Here is the single rule I have that drives matchmaking: { "data" : { "type" : "gameCenterMatchmakingRules", "id" : "[hiddden-rule-id]", "attributes" : { "referenceName" : "ComplimentaryFactionPreference", "description" : "default desc", "type" : "MATCH", "expression" : "requests[0].properties.preference != requests[1].properties.preference", "weight" : null }, "links" : { "self" : "https://api.appstoreconnect.apple.com/v1/gameCenterMatchmakingRules/[hidden-rule-id]" } }, "links" : { "self" : "https://api.appstoreconnect.apple.com/v1/gameCenterMatchmakingRules" } } which belongs to a rule set which belongs to a queue. I have verified these are setup and linked via the App Store Connect API. Additionally, when I tested queue-based matchmaking without a queue established, I got an error in Unity. Now, with this, I do not. However there is a problem when I attempt to use the queue for matchmaking. I have the basic C# function here: public override void StartSearch(NSMutableDictionary<NSString, NSObject> properties) { if (searching) return; base.StartSearch(properties); //Establish matchmaking requests _matchRequest = GKMatchRequest.Init(); _matchRequest.QueueName = _PreferencesToQueue(GetSerializedPreferences()); _matchRequest.Properties = properties; _matchRequest.MaxPlayers = PLAYERS_COUNT; _matchRequest.MinPlayers = PLAYERS_COUNT; _matchTask = GKTurnBasedMatch.Find(_matchRequest); } The _PreferencesToQueue(GetSerializedPreferences()); returns the exact name of the queue I added my ruleset to. After this function is called, I poll the task generated from the .Find(...) function. Every time I run this function, a new match is created almost instantly. No two players are ever added to the same match. Further, I'm running two built game instances, one on a mac and another on an ipad and when I simultaneously test, I am unable to join games this way. Can someone help me debug why I cannot seem to match make when using a queue based approach?
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903
Sep ’25
MPSMatrixRandom SEGFAULTs when ran in an async context
The following minimal snippet SEGFAULTS with SDK 26.0 and 26.1. Won't crash if I remove async from the enclosing function signature - but it's impractical in a real project. import Metal import MetalPerformanceShaders let SEED = UInt64(0x0) typealias T = Float16 /* Why ran in async context? Because global GPU object, and async makeMTLFunction, and async makeMTLComputePipelineState. Nevertheless, can trigger the bug without using global @MainActor let myGPU = MyGPU() */ @main struct CMDLine { static func main() async { let ptr = UnsafeMutablePointer<T>.allocate(capacity: 0) async let future: Void = randomFillOnGPU(ptr, count: 0) print("Main thread is playing around") await future print("Successfully reached the end.") } static func randomFillOnGPU(_ buf: UnsafeMutablePointer<T>, count destbufcount: Int) async { // let (device, queue) = await (myGPU.device, myGPU.commandqueue) let myGPU = MyGPU() let (device, queue) = (myGPU.device, myGPU.commandqueue) // Init MTLBuffer, async let makeFunction, makeComputePipelineState, etc. let tempDataType = MPSDataType.uInt32 let randfiller = MPSMatrixRandomMTGP32(device: device, destinationDataType: tempDataType, seed: Int(bitPattern:UInt(SEED))) print("randomFillOnGPU: successfully created MPSMatrixRandom.") // try await computePipelineState // ^ Crashes before this could return // Or in this minimal case, after randomFillOnGPU() returns // make encoder, set pso, dispatch, commit... } } actor MyGPU { let device : MTLDevice let commandqueue : MTLCommandQueue init() { guard let dev: MTLDevice = MPSGetPreferredDevice(.skipRemovable), let cq = dev.makeCommandQueue(), dev.supportsFamily(.apple6) || dev.supportsFamily(.mac2) else { print("Unable to get Metal Device! Exiting"); exit(EX_UNAVAILABLE) } print("Selected device: \(String(format: "%llX", dev.registryID))") self.device = dev self.commandqueue = cq print("myGPU: initialization complete.") } } See FB20916929. Apparently objc autorelease pool is releasing the wrong address during context switch (across suspension points). I wonder why such obvious case has not been caught before.
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81
Nov ’25
Unity GameCenter Leaderboard issue
Hey, i have created a game in unity with the apple core and apple gamekit plugins present. I setup 5 leaderboards on the app store connect. I made a unity build and did the whole testflight build loop to test everything. When i open my gamecenter panel via the button i see my leaderboards but they show as MISSING TITLE which is weird because i have for sure set them up correctly they have a leaderboard reference name and leaderboard id as well. When debugging i can see that when i call my submit score function it gets submitted with no error but then i also dont see the score appear anywhere . Keep in mind the leaderboards are not live and are being tested on testflight first
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1.2k
Jan ’25
How to apply the same SystemImage to both mainEmitter and spawnedEmitter without clipping in ParticleEmitterComponent?
Hi everyone, I’m currently learning about ParticleEmitterComponentParticleEmitterComponent and exploring the sample app provided in the Simulating particles in your visionOS app documentation. In the sample app, when I set the EmitterPreset to fireworks from the settings panel on the left side of the window and choose SystemImage, I noticed two issues: The image applied to mainEmitter appears clipped or cropped. The image on spawnedEmitter does not update to the selected SystemImage. What I want to achieve: Apply the same SystemImage to both mainEmittermainEmitter and spawnedEmitterspawnedEmitter so that it displays correctly without clipping. Remove the animation that changes the size of spawnedEmitterspawnedEmitter over time and keep it at a constant size. Could someone explain which properties should be adjusted to achieve this behavior? Any guidance or examples would be greatly appreciated. Thanks in advance!
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454
Sep ’25
MTLCaptureManager.sharedCaptureManager generates corrupted .gputrace files (0KB, invalid internal structure)
Hello, I am experiencing an issue with programmatically capturing a GPU trace using MTLCaptureManager. The .gputrace file that is generated appears to be corrupted, and I'm looking for guidance or a solution. Description of the Problem: I am using MTLCaptureManager.sharedCaptureManager to capture a Metal frame and save it to disk. The generated .gputrace file is consistently reported as 0 bytes in size by the file system. Crucially, when I compress this 0-byte .gputrace file into a .zip archive, the resulting archive contains the full, expected data. After unzipping, the file can be opened and viewed correctly in Xcode. However,When inspecting the file's contents using NSFileManager in Objective-C (treating it as a directory), the internal structure is different from a .gputrace file captured directly from Xcode's Metal Debugger. capture in xcode capture in file Finally,When capturing multiple frames programmatically, the first captured frame contains valid buffer data. However, for subsequent frames (starting from the second frame), the corresponding buffer contents are all zero-filled. Frame 1: All MTLBuffer data is correctly captured and populated. Frame 2 and onward: The same MTLBuffer objects are present in the trace, but their contents are entirely 0 (i.e., the data is not captured or is corrupted). In this case, the on-screen display is normal, but the captured frame is incorrect. The frame captured directly in Xcode is also correct. Only the frame captured to a file is abnormal.
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501
Aug ’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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264
Aug ’25
Game Center Challenges and Activities are not appearing
Hi, I'm trying to add game center challenges and activities to an already live game, but they are not appearing in game for testing, GameCenter, or the Games app. I know the game is setup with GameKit entitlements since this is a live game and it has working leaderboards and achievements. I've updated to Tahoe beta 8, added a challenge and activity on app store connect, added that to a new distribution and added that distribution to 'Add for Review' I'm using Unity and the Apple Unity plugin Not sure what other steps I'm missing Thanks
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1.1k
Sep ’25
Metal triangle strips uniform opacity.
I have this drawing app that I have been working on for the past few years when I have free time. I recently rebuilt the app in Metal to build out other brushes and improve performance, need to render 10000s of lines in realtime. I’m running into this issue trying to create a uniform opacity per path. I have a solution but do not love it - as this is a realtime app and the solution could have some bottlenecks. If I just generate a triangle strip from touch points and do my best to smooth, resample, and handle miters I will always get some overlaps. See: To create a uniform opacity I render to an offscreen texture with blending disabled. I then pre-multiply the color and draw that texture to a composite texture with blending on (I do this per path). This works but gets tricky when you introduce a textured brush, the edges of the texture in the frag shader cut out the line. Pasted Graphic 1.png Solution: I discard below a threshold fragment float4 fragment_line(VertexOut in [[stage_in]], texture2d<float> texture [[ texture(0) ]]) { constexpr sampler s(coord::normalized, address::mirrored_repeat, filter::linear); float2 texCoord = in.texCoord; float4 texColor = texture.sample(s, texCoord); if (texColor.a < 0.01) discard_fragment(); // may be slow (from what I read) return in.color * texColor; } Better but still not perfect. Question: I'm looking for better ways to create a uniform opacity per path. I tried .max blending but that will cause no blending of other paths. Any tips, ideas, much appreciated. If this is too detailed of a question just achieve.
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96
Mar ’25
CGEvent Not Working
I am trying to simulate a paste command and it seems to not want to paste. It worked at one point with the same code and now is causing issues. My code looks like this: ` func simulatePaste() { guard let source = CGEventSource(stateID: .hidSystemState) else { print("Failed to create event source") return } let keyDown = CGEvent(keyboardEventSource: source, virtualKey: CGKeyCode(9), keyDown: true) let keyUp = CGEvent(keyboardEventSource: source, virtualKey: CGKeyCode(9), keyDown: false) keyDown?.flags = .maskCommand keyUp?.flags = .maskCommand keyDown?.post(tap: .cgAnnotatedSessionEventTap) keyUp?.post(tap: .cgAnnotatedSessionEventTap) print("Simulated Cmd + V") } I know that there is some issues around permissions and so in my Info.plist I have this: &lt;string&gt;NSApplication&lt;/string&gt; &lt;key&gt;NSAppleEventsUsageDescription&lt;/key&gt; &lt;string&gt;This app requires permission to send keyboard input for pasting from the clipboard.&lt;/string&gt; I have also disabled sandbox. It does ask me if I want to give the app permissions but after approving it, it still doesn't paste.
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438
Feb ’25
Threadgroup configuration for tile shading
Hello! I have a question about how thread groups work with tile shading. When running "traditional" compute, I get to choose both thread group size and the grid size. However, when using tile shading kernel I only have dispatchThreadsPerTile method - this controls how many threads will be ran in each tile. So far so good, but what about thread groups? The examples in video "Tile Shading on A11" seem to suggest that there will be only one thread group per tile. In the video, [[thread_index_in_threadgroup]] is called "local_id" and it is used to access the image block. I assume this is the default configuration. So when one does the following: Creates MTLRenderPassDescriptor with tileWidth set to W and tileHeight set to H Fires up the tile shading kernel using dispatchThreadsPerTile with MTLSize size = { W, H, 1 } I understand that the result is 1-to-1 mapping between the tile "pixels" and kernel threads. Now, what I would like to do is to have more than one thread group there. I want this for performance reasons: I have a certain compute kernel which I know executes very well with small thread group size. In fact, { 32, 1, 1 } seems to be the fastest. My understanding is that even if I set tile size to 16x16, and so I am executing 256 threads there, there will only be one SIMD group active in a thread group. Meaning that this SIMD group has to execute 8 times over the tile. Is it possible somehow? Or perhaps the limitations of the API are pointing at the limitations of hardware itself, and if I want to execute with SIMD group sized thread groups I have to use "traditional" compute encoder? Will be grateful for help. Michał
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71
Mar ’25
Entity cross multiple portals at once?
If I have one portal on the ceiling and one on the floor, can a tall Entity cross multiple portals at once? Will the opposing portal directions cause it to fail? No matter what I try for the crossingMode and clippingMode of the PortalComponent I can only get it to fully work for one portal at a time. I have tried flipping the normals for the crossingMode and clippingMode planes. I have also tried creating a ceiling portal plane with inverted normals. It seems like whatever Entity is passing through a portal has one portal it wants to deal with at a time and that's it. My other option is to create portals using occlusion but I prefer the simplest way.
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490
Jan ’25
Loosing display when zooming UIView on Mac (Designed for IPad) while IPad version works fine with same zoom level
I have a UIView that displays lines, and I zoom in (scale by 2 on the scroll view zoomScale variable containing the UIView). As I zoom in, on the Mac version (Designed for IPad) I loose the graphic after a certain number of zooms (the scrollView maximumZoomScale is set at 10). To ensure that lines are correctly represented, I modify the contentScaleFactor variable on the UIView; otherwise, the line's display is pixelated. On the IPad (simulator and real) I do not loose the graphic when zooming. So the Mac port of the UIView drawing is not working as the IPad version. Everything else of the application works fine except this important details. I already submitted a feedback request (#FB16829106) with the images showing the problem. I need a solution to this problem. Thanks.
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89
Mar ’25
ProjectiveTransformCameraComponent with custom matrix
I'm looking to create an effect on iOS that tracks the user's face position with ARKit and shifts nearer/more prominent geometry in the scene around while more "distant" geometry stays fixed to the XY plane - making it look like the geometry on screen "sticks out" I've managed to implement most of this successfully, but it's not perfect when using PerspectiveCameraComponent in RealityKit because as I shift the camera (and change its field of view based on the user's distance) the backplane changes its orientation (it's always orthogonal to camera's direction). I've tried adopting ProjectiveTransformCameraComponent instead. The idea is that the camera shifts around the scene, mirroring the user's head's position, looking at (0,0,0) and the back plane is adjusted to be parallel with the X,Y plane (animation replicated in Blender below). However, I can't manage to set up ProjectiveTransformCameraComponent with an appropriate matrix or update its transform property in a RealityKit System correctly. I also tried setting many simpler projection matrices as described in a number of guides on camera projection matrices on the internet and all I get is a blank view. Does anyone have some guidance on what the projection matrix that ProjectiveTransformCameraComponent expects is meant to look like or how I would go about accomplishing my goal?
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131
Jun ’25
Swift game sometimes runs on efficiency cores then snaps back to performance cores
I've been working on Swift game which is not yet launched or available for preview. The game works in such a way that it has idle CPU while the user is thinking and sustained max CPU and GPU on as many cores as possible when he makes a move. Rarely, due to OS activity or something else outside of my control (for example when dropping the OS curtain even if for just a bit then remove it), the game or some of its threads are moved to efficiency cores which results in major stuttering which persists precisely until the game is idle again at which point the game is moved back on performance cores - but if the player keeps making moves the stuttering simply won't go away and so I guess compuptation is locked onto efficiency cores. The issue does not reproduce on MacCatalyst on Intel. How do I tell Swift to avoid efficiency cores? BTW Swift and SceneKIT have AMAZING performance especially when compared to others.
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120
Mar ’25