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Testing Gamecenter Accounts
HI all, I'm in the early stages of testing a game that will have real-time device-to-device communication using GameCenter. I've read something about setting up GameCenter "sandbox" accounts to test prior to the game's release, but I can't find anything reliable about how to do so. I've found lots of web pages which purport to describe how to do this task, but what they describe seems to be outdated, as the steps don't appear to be available in modern versions of iOS. I'm testing on iOS 18 and 26. Document search isn't helping--I mostly find information on how to set up StoreKit sandbox accounts, which I assume are different things altogether--so if you could point me towards an article that allows me to test a new, unreleased GameKit app between devices, I'd appreciate it. People are developing GameCenter apps, so I know it's possible... advTHANKSance
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365
Sep ’25
GKLeaderboard.LoadLeaderboards() return empty when testing on Xcode with local gamekit file (Unity)
var allLeaderboards = await GKLeaderboard.LoadLeaderboards(); Log(allLeaderboards.Count); // returns 0 What am I missing?? What doesn’t work: await GKGameActivityDefinition.LoadGameActivityDefinitions() → count = 0 await GKLeaderboard.LoadLeaderboards() (no args) → 0 leaderboards await GKLeaderboard.LoadLeaderboards("MY ID") → returns 0 GkGameActivity.SetScoreOnLeaderboard(Leaderboard, score, context); returns an error since my Leaderboard is null. Activities and leaderboards are defined in GameCenterResources.gamekit in Xcode. Achievements that I add locally in the .gamekit file do not appear at runtime either; only ASC live ones show. ** What works:** xcode- debug- Gamekit- Manage Game progress- I can submit new scores with the plus button and see the notification on my device. await GKLocalPlayer.Authenticate() succeeds. await GKAchievement.LoadAchievements() returns the list of achievements configured in App Store Connect- but not any new local achievements created in Xcode in GameCenterResources.gamekit Environment Device/OS: iPhone on iOS 26.0 beta (Game Center sandbox) Xcode: 26.0 beta 6 Unity: 2022.3.21 Apple GameKit Unity plugin: 2025-beta1 (GameKit package) Signing: Game Center capability enabled; using development provisioning profile GameKit resources: GameCenterResources.gamekit in project (Target: Unity-iPhone), appears under Build Phases → Copy Bundle Resources
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724
Sep ’25
Error this SDK is not supported by the compiler - Xcode version 16.2 (16C5032a) to 16.3(16E140)
In Xcode version 16.2 (16C5032a) I created: One [ScenekitApp] [File/New/Project/iOS/Game/Game Technology: SceneKit]. Three custom Frameworks [File/New/Project/iOS/Framework] [ASCSource.framework, ASCCommon.framework and ASCCoreData.framework]. In the four projects the [Minimum Deployments=iOS 15.0], [Swift version=6.0] and [BUILD_LIBRARY_FOR_DISTRIBUTION=Yes]. I directly installed the [Zip.framework] in [ASCSource.framework] without [pod init/pod install] and in the [General tab] [Frameworks, Libraries and Embeded Content] [Zip.framework Embed&Sign]. I installed the three frameworks [ASCSource.framework, ASCCommon.framework and ASCCoreData.framework] in [ScenekitApp] and everything works perfectly in Xcode version 16.2(16C5032a). I updated Xcode version 16.2(16C5032a) to Xcode version 16.3(16E140) and some errors in the SDKs were indicated. [Failed to build module 'ASCSource'; this SDK is not supported by the compiler (the SDK is built with 'Apple Swift version 6.0.3 effective-5.10 (swiftlang-6.0.3.1.10 clang-1600.0.30.1)', while this compiler is 'Apple Swift version 6.1 effective-5.10 (swiftlang-6.1.0.110.21 clang-1700.0.13.3)'). Please select a toolchain which matches the SDK]. [Failed to build module 'Zip'; this SDK is not supported by the compiler (the SDK is built with 'Apple Swift version 6.0.3 effective-5.10 (swiftlang-6.0.3.1.10 clang-1600.0.30.1)', while this compiler is 'Apple Swift version 6.1 effective-5.10 (swiftlang-6.1.0.110.21 clang-1700.0.13.3)'). Please select a toolchain which matches the SDK]. If I recompile all frameworks in Xcode version 16.3 (16E140) it will work, but I don't think it will be a good solution. I found some discussions in links like the following without success. https://github.com/firebase/firebase-ios-sdk/issues/13727 https://stackoverflow.com/questions/70556401/swift-version-conflict-this-sdk-is-not-supported-by-the-compiler-please-select Any help is welcome. Thanks everyone!!!
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326
Apr ’25
CIBumpDistortion filter not working on my view
I'm trying to apply a CIBumpDistortion Core Image filter to a view that contains a UILabel (my storyLabel). The goal is to create a visual bump/magnifying glass effect over the text. However, despite my attempts, the filter doesn't seem to render at all. The view and the label appear as normal, with no distortion effect. I've tried adjusting the filter parameters and reviewing the view hierarchy, but without success. I also haven't been able to find clear documentation or examples for applying this filter to a UIView's layer. // // TVView.swift // Mistery // // Created by Joje on 31/07/25. // import CoreImage import CoreImage.CIFilterBuiltins import UIKit import AVFoundation final class TVView: UIView { // propriedades animacao texto private var textAnimationTimer: Timer? private var fullTextToAnimate: String = "" private var currentCharIndex: Int = 0 // propriedades video estatica private var player: AVQueuePlayer? private var playerLayer: AVPlayerLayer? private var playerLooper: AVPlayerLooper? var onNextButtonTap: () -> Void = {} // MARK: - Subviews // imagem da TV private(set) lazy var tvImageView: UIImageView = { let imageView = UIImageView() imageView.translatesAutoresizingMaskIntoConstraints = false imageView.image = UIImage(named: "tvFinal") imageView.contentMode = .scaleAspectFit return imageView }() // texto que passa dentro da TV private(set) lazy var storyLabel: UILabel = { let label = UILabel() label.translatesAutoresizingMaskIntoConstraints = false //label.backgroundColor = .gray label.textColor = .red label.font = UIFont(name: "MeltedMonster", size: 30) label.textAlignment = .left label.numberOfLines = 0 label.text = "" return label }() private(set) lazy var nextButton: UIButton = { let button = UIButton(type: .system) button.translatesAutoresizingMaskIntoConstraints = false //button.backgroundColor = .darkGray button.addTarget(self, action: #selector(didPressNextButton), for: .touchUpInside) return button }() // MARK: - Lifecycle override init(frame: CGRect) { super.init(frame: frame) backgroundColor = .black setupVideoPlayer() addSubviews() setupConstraints() } override func layoutSubviews() { super.layoutSubviews() playerLayer?.frame = tvImageView.frame.insetBy(dx: tvImageView.frame.width * 0.05, dy: tvImageView.frame.height * 0.18) setupFisheyeEffect() } private func setupFisheyeEffect() { // cria o filtro guard let filter = CIFilter(name: "CIBumpDistortion") else {return print("erro")} storyLabel.layer.shouldRasterize = true storyLabel.layer.rasterizationScale = UIScreen.main.scale // define os parametros filter.setDefaults() // centro do efeito let center = CIVector(x: storyLabel.bounds.midX, y: storyLabel.bounds.midY) filter.setValue(center, forKey: kCIInputCenterKey) // raio de distorção filter.setValue(storyLabel.bounds.width, forKey: kCIInputRadiusKey) // intensidade de distorção filter.setValue(7, forKey: kCIInputScaleKey) storyLabel.layer.filters = [filter] } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } // MARK: - Button actions @objc private func didPressNextButton() { onNextButtonTap() } @objc private func animateNextCharacter() { guard currentCharIndex < fullTextToAnimate.count else { textAnimationTimer?.invalidate() return } let currentTextIndex = fullTextToAnimate.index(fullTextToAnimate.startIndex, offsetBy: currentCharIndex) let partialText = String(fullTextToAnimate[...currentTextIndex]) storyLabel.text = partialText currentCharIndex += 1 } public func updateStoryText(with text: String) { textAnimationTimer?.invalidate() storyLabel.text = "" fullTextToAnimate = text currentCharIndex = 0 textAnimationTimer = Timer.scheduledTimer(timeInterval: 0.12, target: self, selector: #selector(animateNextCharacter), userInfo: nil, repeats: true) } // MARK: - Setup methods private func setupVideoPlayer() { guard let videoURL = Bundle.main.url(forResource: "static-video", withExtension: "mov") else { print("Erro: Não foi possível encontrar o arquivo de vídeo static-video.mov") return } let playerItem = AVPlayerItem(url: videoURL) player = AVQueuePlayer(playerItem: playerItem) // LINHA COM POSSIVEL ERRO playerLooper = AVPlayerLooper(player: player!, templateItem: playerItem) playerLayer = AVPlayerLayer(player: player) playerLayer?.videoGravity = .resizeAspectFill if let layer = playerLayer { self.layer.addSublayer(layer) } player?.play() } private func addSubviews() { self.addSubview(storyLabel) self.addSubview(tvImageView) self.addSubview(nextButton) } private func setupConstraints() { NSLayoutConstraint.activate([ // TV Image tvImageView.centerXAnchor.constraint(equalTo: centerXAnchor), tvImageView.centerYAnchor.constraint(equalTo: centerYAnchor), tvImageView.widthAnchor.constraint(equalTo: widthAnchor), // TV Text storyLabel.centerXAnchor.constraint(equalTo: tvImageView.centerXAnchor, constant: -50), storyLabel.centerYAnchor.constraint(equalTo: tvImageView.centerYAnchor, constant: -25), storyLabel.widthAnchor.constraint(equalTo: tvImageView.widthAnchor, multiplier: 0.35), storyLabel.heightAnchor.constraint(equalTo: tvImageView.heightAnchor, multiplier: 0.42), //TV Button nextButton.topAnchor.constraint(equalTo: tvImageView.centerYAnchor, constant: -25), nextButton.centerXAnchor.constraint(equalTo: self.centerXAnchor, constant: 190), nextButton.widthAnchor.constraint(equalToConstant: 100), nextButton.heightAnchor.constraint(equalToConstant: 160) ]) } } #Preview{ ViewController() }
3
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143
Sep ’25
Comparing colors of two ModelEntities
I want to compare the colors of two model entities (spheres). How can i do it? The method i'm currently trying to apply is as follows case let .color(controlColor) = controlMaterial.baseColor, controlColor == .green { // Flip target sphere colour if let targetMaterial = targetsphere.model?.materials.first as? SimpleMaterial, case let .color(targetColor) = targetMaterial.baseColor, targetColor == .blue { targetsphere.model?.materials = [SimpleMaterial(color: .green, isMetallic: false)] // Change to |1⟩ } else { targetsphere.model?.materials = [SimpleMaterial(color: .blue, isMetallic: false)] // Change to |0⟩ } } This method (baseColor) was deprecated in swift 15.0 changes to 'color' but i cannot compare the value color to each other.👾
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645
Jan ’25
Metal calls hanging/stuck if app is started quickly after login
Our app uses Metal for image processing. We have found that if our app (and its possible intensive image processing) is started quickly after user is logged in, then calls to Metal may be hanging/stuck for a good while. Example: it can take 1-2 minutes for something that usually takes 3-5 seconds! Metal threads are just hanging in a memmove... In Activity Monitor we see a lot of things are happening right after log-in. But why Metal calls are blocking for so long is unknown to us... The workaround is to wait a minute before we start our app and start intensive image processing using Metal. But hard to explain this workaround to end-users... It doesn't happen on all computers but fairly easy to reproduce on some computers. We are using macOS 15.3.1. M1/M3 Max. Any good ideas for how to proceed with this problem and possible reach out to Apple engineers? Thanks! :)
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439
Feb ’25
my game is very big when I upload my game in the app store
i have a game that i upload it in the app store that my game size is 3 gigaByte but when I download it, it show that the really size is about 100 megaByte, i upload the game in google app is given me the real size, so the problem i think is when it get out the xcode, maybe some one can give me i clue for what is going on. my game was made by unity2020. if that helps.
1
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124
Apr ’25
Black Screen in GPTK – DX 12.1 / Shader Model 6.5 Issue?
Hey everyone, I’m trying to run Kingdom Come: Deliverance 2 using the Game Porting Toolkit, but I’m encountering a black screen when launching the game. From what I know about the game’s requirements, it might be using Shader Model 6.5, which supports advanced features like DirectX Raytracing (DXR) Tier 1.1. This leads me to suspect that the issue could be related to missing support for DirectX 12.1 Features or Shader Model 6.5 in GPTK. Does anyone know if these features are currently supported by GPTK? If not, are there any plans to implement them in future updates? Alternatively, is there any workaround for games that rely on Shader Model 6.5 and ray tracing? Thanks a lot for your help!
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658
Feb ’25
Can't link metal-cpp to Modern Rendering With Metal sample
There is a sample project from Apple here. It has a scene of a city at night and you can move in it. It basically has 2 parts: application code written in what looks like Objective-C (I am more familiar with C++), which inherits from things like NSObject, MTKView, NSViewController and so on - it processes input and all app-related and window-related stuff. rendering code that also looks like Objective-C. Btw both parts are mostly in .mm files (Obj-C++ AFAIK). The application part directly uses only one class from the rendering part - AAPLRenderer. I want to move the rendering part to C++ using metal-cpp. For that I need to link metal-cpp to the project. I did it successfully with blank projects several times before using this tutorial. But with this sample project Xcode can't find Foundation/Foundation.hpp (and other metal-cpp headers). The error says this: Did not find header 'Foundation.hpp' in framework 'Foundation' (loaded from '/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX15.0.sdk/System/Library/Frameworks') Pls help
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849
Feb ’25
Monthly recurring leaderboard and placement achievement?
I would like a monthly recurring leaderboard, but the most days one can set for the recurring leaderboard is 30, and some months have 31 days (or 28/29). This is dumb. I guess I have to manually reset a classic leaderboard each month to get this result? Additionally once it closes and is about to reset (I also have daily recurring leaderboards), I'd like to grant the top placers on the leaderboard a corresponding achievement, but I don't see any way of doing this. I believe I can do all these things on PlayFab, but it'll take a bit more work, and eventually cost. Any one have advise?
1
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165
Sep ’25
Why doesn't mac opengl support alpha textures?
I have used the Mac M1 and M4. Developing OpenGL projects on machines running macOS 15.2 and 13.6. Call the OpenGL library functions of Mac. glTexImage2D If you use GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_ALPHA these three textures, you will get an error gl 500. It makes me unable to draw normally on Mac. What's the reason for this? Don't they support it?
2
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701
Jan ’25
SceneKit minimumPointScreenSpaceRadius not work
In the SceneKit framework, I want to render a point cloud and need to set the minimumPointScreenSpaceRadius property of the SCNGeometryElement class, but it doesn't work. I searched for related issues on the Internet, but didn't get a final solution. Here is my code: - (SCNGeometry *)createGeometryWithVector3Data:(NSData *)vData colorData: (NSData * _Nullable)cData{ int stride = sizeof(SCNVector3); long count = vData.length / stride; SCNGeometrySource *dataSource = [SCNGeometrySource geometrySourceWithData:vData semantic:SCNGeometrySourceSemanticVertex vectorCount:count floatComponents:YES componentsPerVector:3 bytesPerComponent:sizeof(float) dataOffset:0 dataStride:stride]; SCNGeometryElement *element = [SCNGeometryElement geometryElementWithData:nil primitiveType:SCNGeometryPrimitiveTypePoint primitiveCount:count bytesPerIndex:sizeof(int)]; element.minimumPointScreenSpaceRadius = 1.0; // not work element.maximumPointScreenSpaceRadius = 20.0; SCNGeometry *pointCloudGeometry; SCNGeometrySource *colorSource; if (cData && cData.length != 0) { colorSource = [SCNGeometrySource geometrySourceWithData:cData semantic:SCNGeometrySourceSemanticColor vectorCount:count floatComponents:YES componentsPerVector:3 bytesPerComponent:sizeof(float) dataOffset:0 dataStride:stride]; pointCloudGeometry = [SCNGeometry geometryWithSources:@[dataSource, colorSource] elements:@[element]]; } else { pointCloudGeometry = [SCNGeometry geometryWithSources:@[dataSource] elements:@[element]]; } return pointCloudGeometry; }
2
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123
Apr ’25
Metal runtime shader library compilation and linking issue
In my project I need to do the following: In runtime create metal Dynamic library from source. In runtime create metal Executable library from source and Link it with my previous created Dynamic library. Create compute pipeline using those two libraries created above. But I get the following error at the third step: Error Domain=AGXMetalG15X_M1 Code=2 "Undefined symbols: _Z5noisev, referenced from: OnTheFlyKernel " UserInfo={NSLocalizedDescription=Undefined symbols: _Z5noisev, referenced from: OnTheFlyKernel } import Foundation import Metal class MetalShaderCompiler { let device = MTLCreateSystemDefaultDevice()! var pipeline: MTLComputePipelineState! func compileDylib() -> MTLDynamicLibrary { let source = """ #include <metal_stdlib> using namespace metal; half3 noise() { return half3(1, 0, 1); } """ let option = MTLCompileOptions() option.libraryType = .dynamic option.installName = "@executable_path/libFoundation.metallib" let library = try! device.makeLibrary(source: source, options: option) let dylib = try! device.makeDynamicLibrary(library: library) return dylib } func compileExlib(dylib: MTLDynamicLibrary) -> MTLLibrary { let source = """ #include <metal_stdlib> using namespace metal; extern half3 noise(); kernel void OnTheFlyKernel(texture2d<half, access::read> src [[texture(0)]], texture2d<half, access::write> dst [[texture(1)]], ushort2 gid [[thread_position_in_grid]]) { half4 rgba = src.read(gid); rgba.rgb += noise(); dst.write(rgba, gid); } """ let option = MTLCompileOptions() option.libraryType = .executable option.libraries = [dylib] let library = try! self.device.makeLibrary(source: source, options: option) return library } func runtime() { let dylib = self.compileDylib() let exlib = self.compileExlib(dylib: dylib) let pipelineDescriptor = MTLComputePipelineDescriptor() pipelineDescriptor.computeFunction = exlib.makeFunction(name: "OnTheFlyKernel") pipelineDescriptor.preloadedLibraries = [dylib] pipeline = try! device.makeComputePipelineState(descriptor: pipelineDescriptor, options: .bindingInfo, reflection: nil) } }
4
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891
Feb ’25
Scenekit view and scenekit editor color difference
Hello there, I'm having trouble matching what I see in the scenekit editor and the output of the resulting scene in a scnview. For a glitter effect I have set a high value on the diffuse intensity which looks fine in the editor but when running the game the colors are much darker. To see if the intensity value is merely capped I have set the same multiplier on the hat below - but it is blown out which looks to me like there is some grading going on I have tried to switch on hdr rendering but that didn't make a difference. I tried disabling linear rendering and that simply made everything darker still - which I expect. Does someone have an idea what else this could be? What rendering is the scenekit editor using and how can I match it? Interestingly when I take a screenshot of the editor window for this post, the image is also blown out... what is going on? :) Thanks so much for any pointers, Seb
3
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127
Apr ’25
Game Rejected as Spam
My app is being rejected and all I'm being told is that it is spam. I've tried improving various aspects of the game, but I just receive the same copy and paste rejection message each time. I have no idea if I'm moving in the right direction or what part of my game needs to be changed or improved. Is there a game quality benchmark document or some kind of resource I can use to better understand why my game is being rejected and how to bring it to a level that meets apple's standards.
1
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99
Apr ’25
Matchmaking issue on tvOS with GKMatchmakerViewController.Request
Hello ! We are working on a real-time 2-player online game targeting multiple Apple devices. The following issue only occurs on tvOS: When selecting matchmaking to connect with another random player, the native Game Center interface opens and begins the matchmaking process. Almost immediately after clicking "start", the following log appears in the console, and the matchmaking screen remains indefinitely without completing: Timeout while starting matching with request: <GKMatchRequestInternal 0x30d62f690> { defaultNumberOfPlayers : 0 isLateJoin : 0 localPlayerID : U:bea182d69b85f0839e3958742fbc4609 matchType : 0 maxPlayers : 2 minPlayers : 2 playerAttributes : 4294967295 playerGroup : 1 preloadedMatch : 0 recipientPlayerIDs : <__NSArrayM 0x3034ed5c0> {} recipients : <__NSArrayM 0x3034ee280> {} restrictToAutomatch : 0 version : 1 archivedSharePlayInviteeTokensFromProgrammaticInvite, inviteMessage, localizableInviteMessage, messagesBasedRecipients, properties, queueName, recipientProperties, rid, sessionToken : (null) } . Error: (null) However, as shown in the code snippet below, the task does not complete when the log appears. But when we manually cancel the matchmaking process, the "User cancel" log is correctly triggered. var gkMatchRequest = GKMatchRequest.Init(); gkMatchRequest.MinPlayers = 2; gkMatchRequest.MaxPlayers = 2; var matchRequestTask = GKMatchmakerViewController.Request(gkMatchRequest); matchRequestTask.ContinueWith(t => { Debug.LogException(t.Exception); }, TaskContinuationOptions.OnlyOnFaulted); matchRequestTask.ContinueWith(t => { Debug.Log("User cancel"); }, TaskContinuationOptions.OnlyOnCanceled); matchRequestTask.ContinueWith(t => { Debug.Log("Success"); }, TaskContinuationOptions.OnlyOnRanToCompletion); We have tested this on multiple Apple TV and network types (Wi-Fi, 5G, Ethernet), but we consistently encounter this bug along with the same log message. Could you please help us understand or resolve this issue? Thank you.
1
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133
Apr ’25
RealityKit Blend Modes
I have 2 planes with textures on. I want these planes to intersect [ –|– ], and I want the blend mode to be additive. Currently I get z fighting on the planes, and I can't see how to set blend modes. I've done this before in Unity and Godot in a fairly straight forward manner. How do I accomplish this with RealityKit, preferably using code only (my scene is quite dynamic)? Do I need to do it with a shader manually? How can I stop the z fighting?
2
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748
Aug ’25
EntityAction for MaterialBaseTint - incorrect colours
Hello, I'm writing an EntityAction that animates a material base tint between two different colours. However, the colour that is being actually set differs in RGB values from that requested. For example, trying to set an end target of R0.5, G0.5, B0.5, results in a value of R0.735357, G0.735357, B0.735357. I can also see during the animation cycle that intermediate actual tint values are also incorrect, versus those being set. My understanding is the the values of material base colour are passed as a SIMD4. Therefore I have a couple of helper extensions to convert a UIColor into this format and mix between two colours. Note however, I don't think the issue is with this functions - even if their outputs are wrong, the final value of the base tint doesn't match the value being set. I wondered if this was a colour space issue? import simd import RealityKit import UIKit typealias Float4 = SIMD4<Float> extension Float4 { func mixedWith(_ value: Float4, by mix: Float) -> Float4 { Float4( simd_mix(x, value.x, mix), simd_mix(y, value.y, mix), simd_mix(z, value.z, mix), simd_mix(w, value.w, mix) ) } } extension UIColor { var float4: Float4 { var r: CGFloat = 0.0 var g: CGFloat = 0.0 var b: CGFloat = 0.0 var a: CGFloat = 0.0 getRed(&r, green: &g, blue: &b, alpha: &a) return Float4(Float(r), Float(g), Float(b), Float(a)) } } struct ColourAction: EntityAction { let startColour: SIMD4<Float> let targetColour: SIMD4<Float> var animatedValueType: (any AnimatableData.Type)? { SIMD4<Float>.self } init(startColour: UIColor, targetColour: UIColor) { self.startColour = startColour.float4 self.targetColour = targetColour.float4 } static func registerEntityAction() { ColourAction.subscribe(to: .updated) { event in guard let animationState = event.animationState else { return } let interpolatedColour = event.action.startColour.mixedWith(event.action.targetColour, by: Float(animationState.normalizedTime)) animationState.storeAnimatedValue(interpolatedColour) } } } extension Entity { func updateColour(from currentColour: UIColor, to targetColour: UIColor, duration: Double, endAction: @escaping (Entity) -> Void = { _ in }) { let colourAction = ColourAction(startColour: currentColour, targetColour: targetColour, endedAction: endAction) if let colourAnimation = try? AnimationResource.makeActionAnimation(for: colourAction, duration: duration, bindTarget: .material(0).baseColorTint) { playAnimation(colourAnimation) } } } The EntityAction can only be applied to an entity with a ModelComponent (because of the material), so it can be called like so: guard let modelComponent = entity.components[ModelComponent.self], let material = modelComponent.materials.first as? PhysicallyBasedMaterial else { return } let currentColour = material.baseColor.tint let targetColour = UIColor(_colorLiteralRed: 0.5, green: 0.5, blue: 0.5, alpha: 1.0) entity.updateColour(from:currentColour, to: targetColour, duration: 2)
1
0
564
Feb ’25
Matchmaking issue on tvOS with GKMatchmakerViewController
Hello, We are working on a real-time 2-player online game targeting multiple Apple devices. The following issue only occurs on tvOS: When selecting matchmaking to connect with another player, the native Game Center interface opens and begins the matchmaking process. Almost immediately, the following log appears in the console, and the matchmaking screen remains indefinitely without completing: Timeout while starting matching with request: <GKMatchRequestInternal 0x30d62f690> { defaultNumberOfPlayers : 0 isLateJoin : 0 localPlayerID : U:bea182d69b85f0839e3958742fbc4609 matchType : 0 maxPlayers : 2 minPlayers : 2 playerAttributes : 4294967295 playerGroup : 1 preloadedMatch : 0 recipientPlayerIDs : <__NSArrayM 0x3034ed5c0> {} recipients : <__NSArrayM 0x3034ee280> {} restrictToAutomatch : 0 version : 1 archivedSharePlayInviteeTokensFromProgrammaticInvite, inviteMessage, localizableInviteMessage, messagesBasedRecipients, properties, queueName, recipientProperties, rid, sessionToken : (null) } . Error: (null) However, the task does not complete when the log appears (our Debug.Log are nerver called). But if we manually cancel the matchmaking process, the "User cancel" log is correctly triggered. Here is a code snippet for the request : var gkMatchRequest = GKMatchRequest.Init(); gkMatchRequest.MinPlayers = 2; gkMatchRequest.MaxPlayers = 2; var matchRequestTask = GKMatchmakerViewController.Request(gkMatchRequest); matchRequestTask.ContinueWith(t => { Debug.LogException(t.Exception); }, TaskContinuationOptions.OnlyOnFaulted); matchRequestTask.ContinueWith(t => { Debug.LogInfo("User cancel"); }, TaskContinuationOptions.OnlyOnCanceled); matchRequestTask.ContinueWith(t => { Debug.LogInfo("Success"); }, TaskContinuationOptions.OnlyOnRanToCompletion); We have tested this on multiple devices and network types (Wi-Fi, 5G, Ethernet), but we consistently encounter this bug along with the same log message. Could you please help us understand or resolve this issue? Thank you.
2
0
160
Apr ’25