After authenticating the user I'm loading my Game Center leaderboards like this:
let leaderboards = try await GKLeaderboard.loadLeaderboards(IDs: [leaderboardID])
This is working fine, but there are times when this just returns an empty array. When I encounter this situation, the array remains empty for several hours when retrying, but then at some point it suddenly starts working again.
Is this a known issue? Or am I hitting some kind of quota maybe (as I do it quite often while developing my game)?.
Edit: My leaderboards are grouped in sets if that makes any difference here.
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As part of the WWDC25 Keynote, a technology was announced that can present 2D images as 3D spatial scenes. This announcement is supported by a Press Release.
...developers can use the Spatial Scene API to make their app experience even more immersive. Zillow is taking advantage of the API for their Zillow Immersive app, allowing users to see images of homes and apartments with the rich depth and dimension that spatial scenes offer.
The feature also appears in the Photos App on iOS 26 Developer Beta 1. Tapping "Spatial Scene" on any photo opens a view of that photo with a parallax effect. I've searched the WWDC sessions and new documentation and have come up short. Reaching out here for help.
Is there any documentation for Spatial Scene API? Or any guidance on how to implement the spatial scene in iOS?
Hi everyone,
I’m developing an iPad app that will be running continuously with the screen always on — similar to a restaurant ordering system.
I understand that some of the newer iPad Pro models are equipped with OLED displays. I'm concerned about the potential risk of screen burn-in due to static UI elements being displayed for extended periods.
Does burn-in occur on the OLED iPad Pro models under such usage?
Would it be advisable to implement a screen saver or periodically animate/change parts of the UI to prevent this?
Any insights or best practices would be greatly appreciated. Thank you!
Topic:
Graphics & Games
SubTopic:
General
Hello,
Could someone post code that shows how to implement GCVirtualController to move a box around the screen?
I've been poking around with GCVirtualController and gotten as far as having the D-pad and A B buttons appear on the display. But how do I make it do anything?
Topic:
Graphics & Games
SubTopic:
SpriteKit
Had anyone experienced convexCast causing a crash and what might be behind it?
Here's the call stack:
I have implemented the Game Center for authentication and saving player's game data. Both authentication and saving player's data works correctly all the time, but there is a problem with fetching and loading the data.
The game works like this:
At the startup, I start the authentication
After the player successfully logs in, I start loading the player's data by calling fetchSavedGames method
If a game data exists for the player, I receive a list of SavedGame object containing the player's data
The problem is that after I uninstall the game and install it again, sometimes the SavedGame list is empty(step 3). But if I don't uninstall the game and reopen the game, this process works fine.
Here's the complete code of Game Center implementation:
class GameCenterHandler {
public func signIn() {
GKLocalPlayer.local.authenticateHandler = { viewController, error in
if let viewController = viewController {
viewController.present(viewController, animated: false)
return
}
if error != nil {
// Player could not be authenticated.
// Disable Game Center in the game.
return
}
// Auth successfull
self.load(filename: "TestFileName")
}
}
public func save(filename: String, data: String) {
if GKLocalPlayer.local.isAuthenticated {
GKLocalPlayer.local.saveGameData(Data(data.utf8), withName: filename) { savedGame, error in
if savedGame != nil {
// Data saved successfully
}
if error != nil {
// Error in saving game data!
}
}
} else {
// Error in saving game data! User is not authenticated"
}
}
public func load(filename: String) {
if GKLocalPlayer.local.isAuthenticated {
GKLocalPlayer.local.fetchSavedGames { games, error in
if let game = games?.first(where: {$0.name == filename}){
game.loadData { data, error in
if data != nil {
// Data loaded successfully
}
if error != nil {
// Error in loading game data!
}
}
} else {
// Error in loading game data! Filename not found
}
}
} else {
// Error in loading game data! User is not authenticated
}
}
}
I have also added Game Center and iCloud capabilities in xcode. Also in the iCloud section, I selected the iCloud Documents and added a container.
I found a simillar question here but it doesn't make things clearer.
Hi Apple & devs,
I'm trying to test various Windows .exe files using the Game Porting Toolkit (GPTK), but I’m hitting a wall: no matter what .exe I try, the command returns instantly with no output — no error, no logs, nothing.
Here's what I'm doing:
I'm using macOS Sequioa 15.5 on M1 macbook pro.
I installed gameportingtoolkt GPTK 2.1 through brew from gcenx:
brew install gcenx/wine/game-porting-toolkit
When I run any .exe using GPTK's wine64, like this, e.g. with steam
user@JMacBook-Pro / % WINEPREFIX=~/wine_prefix /usr/local/bin/gameportingtoolkit 'C:\SteamSetup.exe' --verbose
user@JMacBook-Pro / %
Immediate exit without any return code, output, nor errors.
No output, no crash, no logs. Same result with simple test apps
Running with WINEDEBUG=+all (still no output)
Even running wine64 does the same thing.
I’ve tried:
Removing and reinstalling GPTK
Creating a fresh WINEPREFIX
Checking /tmp and ~/Library/Logs for logs — nothing
Has anyone else experienced this or have any idea how to debug it?
Is there ANY Apple support for this??
Thanks in advance.
We're using RealityKit to create a science education AR app for iOS, iPadOS, and visionOS.
In the WWDC25 session video "Bring your SceneKit project to RealityKit" https://developer.apple.com/videos/play/wwdc2025/288 at 8:15, it's explained that when using RealityKit, RealityView should be used in all cases, whereas in the past, SceneKit required SCNView, SceneView, or ARSCNView, depending on an app's requirements.
Because the initial development of our app on iOS predates iOS 18's RealityView, our app currently uses ARView to render RealityKit AR content on iOS and iPadOS.
Is it recommended that we migrate to RealityView, or can we safely continue using our existing ARView implementation? We'd prefer to avoid unnecessary development cost.
If migrating from ARView to RealityView is recommended, what specific benefits should we expect from this transition?
Thank you.
I'm using a class with tangents to render on RealityKit for VisionOS but in Vision26 it cause a crash on App and there not documentation how implement cp_drawable_compute_projection I have tried a few options but without success. Could you help me to implement it ?
The part of code is:
return drawable.views.map { view in
let userViewpointMatrix = (simdDeviceAnchor * view.transform).inverse
let projectionMatrix = ProjectiveTransform3D(
leftTangent: Double(view.tangents[0]),
rightTangent: Double(view.tangents[1]),
topTangent: Double(view.tangents[2]),
bottomTangent: Double(view.tangents[3]),
nearZ: Double(drawable.depthRange.y),
farZ: Double(drawable.depthRange.x),
reverseZ: true
)
let screenSize = SIMD2(x: Int(view.textureMap.viewport.width),
y: Int(view.textureMap.viewport.height))
return ModelRendererViewportDescriptor(viewport: view.textureMap.viewport,
projectionMatrix: .init(projectionMatrix),
viewMatrix: userViewpointMatrix * translationMatrix * rotationMatrix * scalingMatrix * commonUpCalibration,
screenSize: screenSize)
}
Hi all,
I'm encountering an issue with Metal raytracing on my M5 MacBook Pro regarding Instance Acceleration Structure (IAS).
Intersection tests suddenly stop working after a certain point in the sampling loop.
Situation
I implemented an offline GPU path tracer that runs the same kernel multiple times per pixel (sampleCount) using metal::raytracing.
Intersection tests are performed using an IAS.
Since this is an offline path tracer, geometries inside the IAS never changes across samples (no transforms or updates).
As sampleCount increases, there comes a point where the number of intersections drops to zero, and remains zero for all subsequent samples.
Here's a code sketch:
let sampleCount: UInt16 = 1024
for sampleIndex: UInt16 in 0..<sampleCount {
// ...
do {
let commandBuffer = commandQueue.makeCommandBuffer()
// Dispatch the intersection kernel.
await commandBuffer.completed()
}
do {
let commandBuffer = commandQueue.makeCommandBuffer()
// Use the intersection test results from the previous command buffer.
await commandBuffer.completed()
}
// ...
}
kernel void intersectAlongRay(
const metal::uint32_t threadIndex [[thread_position_in_grid]],
// ...
const metal::raytracing::instance_acceleration_structure accelerationStructure [[buffer(2)]],
// ...
)
{
// ...
const auto result = intersector.intersect(ray, accelerationStructure);
switch (result.type) {
case metal::raytracing::intersection_type::triangle: {
// Write intersection result to device buffers.
break;
}
default:
break;
}
Observations
Encoding both the intersection kernel and the subsequent result usage in the same command buffer does not resolve the problem.
Switching from IAS to Primitive Acceleration Structure (PAS) fixes the problem.
Rebuilding the IAS for each sample also resolves the issue.
Intersections produce inconsistent results even though the IAS and rays are identical — Image 1 shows a hit, while Image 2 shows a miss.
Questions
Am I misusing IAS in some way ?
Could this be a Metal bug ?
Any guidance or confirmation would be greatly appreciated.
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)
Hi there,
I'm wondering if it's possible under iOS 28 developer beta to enable MetalFX scaling info with '{"MTL_HUD_ENABLED": "1" for my App.
This information has been added to Mac, but looks to be absent on iPhone / iPad
The maximumExtendedDynamicRangeColorComponentValue should provide some value between 1.0 and maximumPotentialExtendedDynamicRangeColorComponentValue depending on the available EDR headroom if there is any content on-screen that uses EDR.
This works fine in most scenarios but in macOS 26 Tahoe (including in 26.2) this seemingly breaks down when a third party external display is in HDR mode and the Mac goes to sleep and wakes up. After wake only a value of 1.0 is provided by the third party external display's NSScreen object, no matter what (although when the SDR peak brightness is being changed using the brightness slider, didChangeScreenParametersNotification is firing and the system should provide a proper updated headroom value). This makes dynamic tone-mapping that adapts to actual screen brightness impossible.
Everything works fine in Sequoia. In Tahoe the user needs to turn off HDR, then go through a sleep/wake cycle and turn HDR back on to have this fixed, which is obviously not a sustainable workaround.
Hello,
Shaders in our application is written using HLSL and we rely on Metal Shader Converter to convert DXIL to Metal IR. We ran into an issue that causes metal pipeline state creation to fail when vertex stage-in function is used on AMD GPUs.
Here's the error reported by Metal in Xcode output:
Compiler failed with XPC_ERROR_CONNECTION_INTERRUPTED
XPC_ERROR_CONNECTION_INTERRUPTED
MTLCompiler: Compilation failed with XPC_ERROR_CONNECTION_INTERRUPTED on 4 try. This error suggests an unexpected interruption in the connection. Possible reasons: a crash in the compiler service, termination by the OS due to resource constraints (e.g., jetsam), a timeout in the service, or an issue with IPC. Verify system stability and check the logs for more details.
Compiler failed with XPC_ERROR_CONNECTION_INVALID
XPC_ERROR_CONNECTION_INVALID
MTLCompiler: Compiler encountered XPC_ERROR_CONNECTION_INVALID: failed to check-in, peer may have been unloaded: mach_error=10000003 (is the OS shutting down or process jetsammed?)
Compilation failed due to an interrupted connection: XPC_ERROR_CONNECTION_INTERRUPTED. This error occurred after multiple retries.
which seems to indicate a internal compiler error.
I have a minimal repro here: https://github.com/kcloudy0717/metal_pso_fail/tree/main, simply follow the instructions in README.
Hello I trying to implement authentication via apple services in unity game with server made as another unity app On client side I succesfully got teamPlayerID signature salt timestamp publicKeyUrl According to this documentation https://developer.apple.com/documentation/gamekit/gklocalplayer/fetchitems(foridentityverificationsignature:)?language=objc
I have to
Verify with the appropriate signing authority that Apple signed the public key.
As I said my server is special build of unity project So now I have this kind of C# programm to check apple authority over public certificate i got from publicKeyUrl
TextAsset textAsset;
byte[] bytes;
textAsset = Resources.Load<TextAsset>("AppleRootCA-G3");
bytes = textAsset.bytes;
rootCert.ChainPolicy.ExtraStore.Add(new X509Certificate2(bytes));
textAsset = Resources.Load<TextAsset>("AppleRootCA-G2");
bytes = textAsset.bytes;
rootCert.ChainPolicy.ExtraStore.Add(new X509Certificate2(bytes));
textAsset = Resources.Load<TextAsset>("AppleIncRootCertificate");
bytes = textAsset.bytes;
rootCert.ChainPolicy.ExtraStore.Add(new X509Certificate2(bytes));
rootCert.Build(cert);
Where cert is X509Certificate2 object I ge from publicKeyUrl
AppleIncRootCertificate AppleRootCA-G2 AppleRootCA-G3 is certificates I got from https://www.apple.com/certificateauthority/
But it is not work Anytime rootCert.Build(cert); return false Why it is not work? May be I build keychain using wrong root CA cert? Or whole approach incorrect? Please help
I've loaded a ShaderGraphMaterial from a RealityKit content bundle and I'm attempting to access the initial values of its parameters using getParameter(handle:), but this method appears to always return nil:
let shaderGraphMaterial = try await ShaderGraphMaterial(named: "MyMaterial", from: "MyFile")
let namedParameterValue = shaderGraphMaterial.getParameter(name: "myParameter")
// This prints the value of the `myParameter` parameter, as expected.
print("namedParameterValue = \(namedParameterValue)")
let handle = ShaderGraphMaterial.parameterHandle(name: "myParameter")
let handleParameterValue = shaderGraphMaterial.getParameter(handle: handle)
// Expected behavior: prints the value of the `myParameter` parameter, as above.
// Observed behavior: prints `nil`.
print("handleParameterValue = \(handleParameterValue)")
Is this expected behavior?
Based on the documentation at https://developer.apple.com/documentation/realitykit/shadergraphmaterial/getparameter(handle:) I'd expect getParameter(handle:) to return the value of the parameter, just as getParameter(name:) does.
I've tested this on iOS 18.5 and iOS 26.0 beta 2.
Assuming this getParameter(handle:) works as designed, is the following ShaderGraphMaterial extension an appropriate workaround, or can you recommend a better approach?
Thank you.
public extension ShaderGraphMaterial {
/// Reassigns the values of all named material parameters using the handle-based API.
///
/// This works around an issue where, at least as of RealityKit 26.0 beta 2 and
/// earlier, `getParameter(handle:)` will always return `nil` when used to read the
/// initial value of a shader graph material parameter read using
/// `ShaderGraphMaterial(named:from:in:)`, whereas `getParameter(name:)` will work
/// as expected.
private mutating func copyNamedParametersToHandles() {
for parameterName in self.parameterNames {
if let value = self.getParameter(name: parameterName) {
let handle = ShaderGraphMaterial.parameterHandle(name: parameterName)
do {
try self.setParameter(handle: handle, value: value)
} catch {
assertionFailure("Cannot set parameter value")
}
}
}
}
}
Topic:
Graphics & Games
SubTopic:
RealityKit
Tags:
RealityKit
Reality Composer Pro
Shader Graph Editor
visionOS
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:
<string>NSApplication</string>
<key>NSAppleEventsUsageDescription</key>
<string>This app requires permission to send keyboard input for pasting from the clipboard.</string>
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.
This week, I developed a small multiplatform RealityKit project. I also created a demo scene in Reality Composer Pro. Afterward, I imported the local package into the project. Running the project on macOS works perfectly. However, when I tried to run it on my iPhone, I encountered a permission error indicating that it couldn’t read the package. This seems unusual to me because I assumed that the dependency is bundled into the binary file. In an attempt to resolve the issue, I pushed the RCP package to GitHub, hoping it would work. Fortunately, everything compiles successfully now, but the loading time is significantly long, and the animations don’t play on tap gestures.
Could someone please help me identify the root cause of this problem?
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.
Is there any limitation in Vision Pro when loading scenes with large-scale models?
Test Case:
Asset: Composite USDA file containing 10 individual models (total triangles count: ~4.2M)
Simulator: Loads and renders correctly
Real Device:
Loads asset successfully but failure during rendering phase:
Environment abruptly dims
System spontaneously reboots
How can we resolve this issue?
Below are excerpted logs preceding the crash:
<<<< FigAudioSession(AV) >>>> audioSessionAVAudioSession_CopyMXSessionProperty signalled err=-19224 (kFigAudioSessionError_UnsupportedOperation) (getMXSessionProperty unsupported) at FigAudioSession_AVAudioSession.m:606
Attempted to add ornament: <MRUIPlatterOrnament: 0x10a658f00; _isInternal: YES; _displaceWindowChrome: NO; _canCaptureUI: NO; _isBeingRemoved: NO; contentAnchorPoint3D: "{0.5, 0.5, 0}"; position: <MRUIPlatterOrnamentRelativePosition: 0x105b68e70; anchorPoint: {0.5, 0.5, 1}>; rotation: "{{0, 0, 0}, 0}"; opacity: 1.000000; canFollowUser: YES; effectiveOffset: "{0, 0, 0}"; presentingViewController: 0x0; billboardingBehavior: 0x0; scalingBehavior: 0x0; relativeToParent: NO; nonHeritableDepthDisplacement: 0.000000; order: 0.000000; _window._determinedSize: {0, 0}; _window: (null)> to nil or non-supporting UIScene: <UIWindowScene: 0x10a8a0000; role: UISceneSessionRoleImmersiveSpaceApplication; persistentIdentifier: test.test:SFBSystemService-BA3A21A3-D1AB-42E2-8AF0-AE0AB83BE528; activationState: UISceneActivationStateUnattached>. No action taken.
Failed to set dependencies on asset 2823930584475958382 because NetworkAssetManager does not have an asset entity for that id.
apply fence tx failed (client=0x98490e18) [0x10000003 (ipc/send) invalid destination port]
Failed to commit transaction (client=0xa86516e2) [0x10000003 (ipc/send) invalid destination port]