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ManipulationComponent causes makeUIView(context:) to get called twice
Here I have some demo code that is rendering a cylinder "platter" using RealityKit and there is a red circle rendered on top of it which uses Metal and SwiftUI. When the platter appears you will see in the console that makeUIView(context:) is called twice while it is documented that it will only be called once when the view appears for the first time. So this seems like a bug. If you remove ManipulationComponent from the platter's components you will see that this problem goes away so it seems like that is the cause of the problem. Any insight here would be appreciated! Thank you. Here is what is printed in the console: Entity returned from EntityWrapper.makeEntity(context:) was already parented to another entity. This is not supported and may lead to unexpected behavior. SwiftUI adds entities to internally-managed entity hierarchies. Make UI View! This should be called once. Make UI View! This should be called once. Here is the app code: import SwiftUI @main struct SomeApp: App { var body: some Scene { WindowGroup { ContentView() } ImmersiveSpace(id: "TableTop") { TableTopPlatterView() } } } Here is the view code: import MetalKit import RealityKit import SwiftUI struct ContentView: View { @Environment(\.openImmersiveSpace) private var openImmersiveSpace @Environment(\.dismissImmersiveSpace) private var dismissImmersiveSpace @State private var showImmersiveSpace = false @State private var immersiveSpaceIsOpen = false var body: some View { Form { Toggle("Show table top", isOn: $showImmersiveSpace) .task(id: showImmersiveSpace) { if showImmersiveSpace { await openImmersiveSpace(id: "TableTop") immersiveSpaceIsOpen = true } else { if immersiveSpaceIsOpen { await dismissImmersiveSpace() immersiveSpaceIsOpen = false } } } } .onDisappear { // Attempt to close the immersive space on the way out. Task { if immersiveSpaceIsOpen { await dismissImmersiveSpace() } } } } } struct TableTopPlatterView: View { private var attachmentID: String { "RedCircle" } var body: some View { RealityView { content, attachments in if let redCircleEntity = attachments.entity(for: attachmentID) { // Lays the red circle in the platter. let rotation = Rotation3D(redCircleEntity.orientation) .rotated(by: .init(angle: .degrees(-90), axis: .x)) redCircleEntity.setOrientation(.init(rotation), relativeTo: nil) redCircleEntity.position.y = 0.026 platterEntity.addChild(redCircleEntity) content.add(platterEntity) } } placeholder: { ProgressView() } attachments: { Attachment(id: attachmentID) { MetalView() .clipShape(.circle) } } } /// The platter entity that the red circle lays on top of. private let platterEntity: ModelEntity = { let anchor = AnchorEntity( .plane( .horizontal, classification: .table, minimumBounds: [0.01, 0.01] ) ) let material = SimpleMaterial( color: .lightGray, roughness: 0.5, isMetallic: false ) let platter = ModelEntity( mesh: .generateCylinder(height: 0.05, radius: 0.475), materials: [material] ) platter.generateCollisionShapes(recursive: false) let components: [any Component] = [ InputTargetComponent(), GroundingShadowComponent(castsShadow: true), ManipulationComponent() // MARK: This is causing makeUIView to get called twice! ] platter.components.set(components) // Placed closer to the user when booted up. platter.position = [0, 1, -1.25] anchor.addChild(platter) return platter }() } // Metal view that renders a red square. struct MetalView: UIViewRepresentable { var device: MTLDevice? init() { self.device = MTLCreateSystemDefaultDevice() } func makeUIView(context: Context) -> MTKView { print("Make UI View! This should be called once.") let mtkView = MTKView() mtkView.device = device mtkView.clearColor = MTLClearColor(red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0) mtkView.delegate = context.coordinator return mtkView } func updateUIView(_ uiView: MTKView, context: Context) { } func makeCoordinator() -> Coordinator { Coordinator(self) } class Coordinator: NSObject, MTKViewDelegate { var metalView: MetalView init(_ metalView: MetalView) { self.metalView = metalView } func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) { } func draw(in view: MTKView) { guard let drawable = view.currentDrawable else { return } guard let descriptor = view.currentRenderPassDescriptor else { return } let commandQueue = metalView.device?.makeCommandQueue() let commandBuffer = commandQueue?.makeCommandBuffer() let renderEncoder = commandBuffer?.makeRenderCommandEncoder(descriptor: descriptor) renderEncoder?.endEncoding() commandBuffer?.present(drawable) commandBuffer?.commit() } } }
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Metal rendering application is not releasing resources
I am developing a metal based ray tracing rendering application (running heavy GPU kernels). I am sometimes "forcefully quitting" my application and I can see the application is not in the activity monitor. But I can see the windowserver is using %97 the GPU. The mac gets hotter and hotter. I kill the windowserver, re-login it is still the case. The only way to fix is to restart the mac. I have checked if there are any zombie processes, there are none. I am 3-4 month into Mac development (I used many rendering APIs e.g. before under Windows and Linux, they release the resources automatically unless the driver is very broken), but I believe when you force quit or exit gracefully, regarding application should release resources. I may be missing some knowledge. Does anybody have an idea? I had added every corner a graceful exit code but once the kernel has some infinite loop the clean up cannot happen. In Windows there are some driver reload mechanisms to recover when GPU is stuck, is there a similar system ?
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macOS 27 beta: ProMotion refresh cadence is unstable, causing constant scroll judder
FB24091347 On macOS 27.0 beta (26A5388g), MacBook Pro M4 Pro, the built-in ProMotion display never settles on a stable refresh cadence. Scrolling in SwiftUI judders constantly. The same app binary was smooth on macOS 26, and is smooth on a 120 Hz ProMotion iPad. I captured two 60-second Instruments traces — same app, same scene, same scrolling, no external display — changing only the display's refresh-rate setting. On ProMotion the vsync interval standard deviation is 4.093 ms across six different cadences, mostly flip-flopping between 120 Hz and 60 Hz. Forced to a fixed 60 Hz it drops to 0.391 ms with a single cadence. The app presented an identical 59 fps median in both runs — frame production is perfectly steady, the display just holds each frame for an unpredictable length of time. That's what makes this nasty: it's invisible to every frame-rate metric, so it looks like the app got slow when nothing about the app changed. I spent most of a day profiling my own code before realising the app was never the problem. Workaround: force the built-in display to 60 Hz. Worth noting, because it complicates the picture: attaching a 60 Hz Studio Display makes the built-in smooth, but the Studio itself then judders — despite its own vsync cadence measuring perfectly stable. So refresh rate alone isn't the whole story, and there may be a second mechanism. The clean, reproducible, single-variable result is the ProMotion vs forced-60 Hz comparison on the built-in panel. If you can reproduce this on an M-series MacBook Pro on 27 beta, please file a duplicate referencing FB24091347.
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Using CARenderer for off-screen rendering of WKWebView results in a blank screen for the web page content on iOS 16 system version.
Using the CRenderer off-screen rendering method for WKWebView results in a blank screen for the web page content on the iOS 16 system version, but it can successfully obtain the web page content screen on the iOS 18 system version. I need a solution to achieve the display of web page content on the 16 system version, with a frame rate of more than 60 frames per second.
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Draw WKWebView into OpenGL Texture
I'm trying to figure out how to display a Web Browser inside my iOS VR app (Obj-c, SceneKit and raw OpenGL), and the part i'm not fully understanding is how to get the WKWebView to draw it's content into a Pixel Buffer of some sort, so I can use the speed of CVOpenGLESTextureCacheCreateTextureFromImage to convert the pixel data into a OpenGl Texture quickly/efficently and display it on a floating surface.I'm already doing something simular with the video portion of my app, but it has a AVPlayerItemVideoOutput, which produced the pixel buffer, but I can't figure out how to massage the CALayer into a Buffer so I can convert it into a texture to then draw in opengl.I know it has something to do with drawLayer:(Layer) ,(Context), but searching online hasn't been very fruitful.And i'm not using SceneKit like you would assume, the app was built before GVR for Scenekit was a thing, so every part of VR is handled manually (scenekit to textures, textures to opengl for Left/Right eye distortion mesh).
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Core Image kernel sampling broken in iOS27 DB4
I've noticed that my camera app is returning blank images on developer beta 4. After some investigation there is an issue with core image custom kernels where the texture sampler is returning NaN / 0 floats. I have a reproducible demo here: https://github.com/alexfoxy/ci-metal-shader-bug Feedback ticket here: https://feedbackassistant.apple.com/feedback/23895753
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Residency set memory not freed if process performs no GPU operation
Feedback report: FB23959296 If a process creates a residency set, calls requestResidency, endResidency, and then releases the residency set without ever having done any GPU operations, the memory from the residency set is not freed. Workaround: if the application runs any GPU operation (even an operation not involving the residency set) at any point in its lifecycle (before/while/after creating/releasing the residency set), the memory is freed properly. This was observed in the context of an application that makes an AI model resident in GPU-accessible memory. If the user unloads the model without running any prompts, the memory is not freed. The model occupies ~16GB of RAM so a lot of memory is being leaked. Reproduction: Store the repro.m and workaround.m files from below Run the following commands (repro.m demonstrates the bug; workaround.m demonstrates the workaround): $ clang -framework Foundation -framework Metal -o repro repro.m $ ./repro Footprint at start: 0.00 GB Footprint after buffer allocation: 4.30 GB Footprint 5s after teardown: 4.30 GB $ clang -framework Foundation -framework Metal -o workaround workaround.m $ ./workaround Footprint at start: 0.00 GB Footprint after buffer allocation: 4.37 GB Footprint 5s after teardown: 0.01 GB Expected behavior: Footprint 5s after teardown should be ~0 GB, i.e., the memory is freed. Observed behavior: Footprint 5s after teardown is 4.30 GB, i.e., the memory is not freed. Versions: XCode: 26.6 (17F113) Clang: 21.0.0 (clang-2100.1.1.101, arm64-apple-darwin25.5.0) macOS: 26.5.2 (25F84) Files: repro.m: // Build: clang -framework Foundation -framework Metal -o repro repro.m #import <Metal/Metal.h> #include <mach/mach.h> // Returns the physical memory footprint of the process. static double footprint_gb(void) { task_vm_info_data_t info; mach_msg_type_number_t n = TASK_VM_INFO_COUNT; task_info(mach_task_self(), TASK_VM_INFO, (task_info_t)&info, &n); return (double)info.phys_footprint / 1e9; } int main(int argc, char ** argv) { printf("Footprint at start: %5.2f GB\n", footprint_gb()); @autoreleasepool { id<MTLDevice> dev = MTLCreateSystemDefaultDevice(); // Allocate ~4GB of memory. const size_t size = 4ULL << 30; id<MTLBuffer> buf = [dev newBufferWithLength:size options:MTLResourceStorageModeShared]; memset(buf.contents, 0xab, size); // fault the pages in printf("Footprint after buffer allocation: %5.2f GB\n", footprint_gb()); MTLResidencySetDescriptor * desc = [[MTLResidencySetDescriptor alloc] init]; id<MTLResidencySet> rset = [dev newResidencySetWithDescriptor:desc error:nil]; [desc release]; [rset addAllocation:buf]; [rset commit]; [rset requestResidency]; [rset endResidency]; [rset removeAllAllocations]; [rset commit]; [rset release]; [buf release]; [dev release]; } sleep(5); printf("Footprint 5s after teardown: %5.2f GB\n", footprint_gb()); return 0; } workaround.m: // Build: clang -framework Foundation -framework Metal -o workaround workaround.m #import <Metal/Metal.h> #include <mach/mach.h> // Returns the physical memory footprint of the process. static double footprint_gb(void) { task_vm_info_data_t info; mach_msg_type_number_t n = TASK_VM_INFO_COUNT; task_info(mach_task_self(), TASK_VM_INFO, (task_info_t)&info, &n); return (double)info.phys_footprint / 1e9; } // Performing any work on the GPU ensures the memory from the residency set will be released. static void do_dummy_work(id<MTLDevice> dev, id<MTLCommandQueue> queue) { @autoreleasepool { id<MTLBuffer> tmp = [dev newBufferWithLength:1 options:MTLResourceStorageModeShared]; id<MTLCommandBuffer> cb = [queue commandBuffer]; id<MTLBlitCommandEncoder> enc = [cb blitCommandEncoder]; [enc fillBuffer:tmp range:NSMakeRange(0, 1) value:0]; [enc endEncoding]; [cb commit]; [tmp release]; } } int main(int argc, char ** argv) { printf("Footprint at start: %5.2f GB\n", footprint_gb()); @autoreleasepool { id<MTLDevice> dev = MTLCreateSystemDefaultDevice(); id<MTLCommandQueue> queue = [dev newCommandQueue]; // Workaround that ensures the memory will be released. // It also works if we call this after the residency set release or at any point in between. do_dummy_work(dev, queue); // Allocate ~4GB of memory. const size_t size = 4ULL << 30; id<MTLBuffer> buf = [dev newBufferWithLength:size options:MTLResourceStorageModeShared]; memset(buf.contents, 0xab, size); // fault the pages in printf("Footprint after buffer allocation: %5.2f GB\n", footprint_gb()); MTLResidencySetDescriptor * desc = [[MTLResidencySetDescriptor alloc] init]; id<MTLResidencySet> rset = [dev newResidencySetWithDescriptor:desc error:nil]; [desc release]; [rset addAllocation:buf]; [rset commit]; [rset requestResidency]; [rset endResidency]; [rset removeAllAllocations]; [rset commit]; [rset release]; [buf release]; [queue release]; [dev release]; } sleep(5); printf("Footprint 5s after teardown: %5.2f GB\n", footprint_gb()); return 0; }
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WatchBlocks v1.5 is now available: a sandbox game built for Apple Watch
Hi everyone! After about 4-5 months of development, I released WatchBlocks v1.5 today. The project started as an experiment to answer a simple question: Could you build a real sandbox survival game that runs well on Apple Watch? It eventually grew into a cross-platform game supporting Apple Watch, iPhone, iPad, and Mac. Some of the technical challenges I enjoyed solving included: Optimizing rendering and gameplay for watchOS. Designing controls around the Digital Crown and the watch display. Building multiplayer across Apple platforms. Creating a content system that lets players make and share their own blocks, items, mobs, and biomes. The new update also transitions the game to a free-to-start model, making it easier for people to try it before deciding whether to unlock the full experience. I’d love to hear from other developers building for watchOS. It’s a platform that doesn’t get much attention for games, but I think there’s a lot of untapped potential. If anyone has questions about developing games for Apple Watch, I’m happy to answer them. App Store: https://apps.apple.com/us/app/watchblocks-craft-build/id6760209351
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Refresh Rate Drops from 144Hz to 98Hz After Monitor Power Cycle on macOS Golden Gate 27
Hello, I use a Gigabyte M32U monitor with my Mac mini. After updating to macOS Golden Gate 27 Release 3, I started experiencing an issue with my external display. Whenever I turn my monitor off and then turn it back on, the refresh rate automatically changes from 144Hz to 98Hz, and the 144Hz option disappears from the display settings. However, if I unplug the display cable and plug it back in, the monitor is detected again and the 144Hz option returns, allowing me to select it normally. This issue only started after updating to macOS Golden Gate 27 Release 3. Before the update, the monitor consistently worked at 144Hz without any problems. Could you please investigate this issue? Thank you.
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Import models into my game
Hello, Im watching this tutorial: https://www.youtube.com/watch?v=tNkvu-YUVro&t=241s I have a reality composer project saved But she does not explain step by step what directory to import, how exactly to import it, and where exactly to import it to I tried to drag and drop every folder level into xcode and also into finder, 1 by 1, nothing works. it does not recognize my contentBundle in code. if someone from apple can upload 2 screenshots sowing the proper way to do this in 2026 it will be awesome Thanks guys :)
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How can I determine which side of a RoomPlan wall surface contains the wall thickness?
I am using Apple RoomPlan and working with CapturedRoom.Surface objects representing walls. From RoomPlan, I can get information such as: transform dimensions polygonCorners completedEdges However, I am not sure how the returned wall surface should be interpreted geometrically. Is the wall surface returned by RoomPlan: the centerline of the physical wall; the interior face of the wall; the exterior face of the wall; or simply an estimated 2D surface without any guarantee about wall thickness? If I want to create a wall with thickness, for example when converting RoomPlan data to IFC or another BIM format, how can I determine which side of the returned surface the wall should be extruded toward? Does RoomPlan provide any information such as: wall thickness; interior or exterior wall side; inward or outward normal; wall centerline; a full 3D wall boundary; or the opposite face of the wall? I can calculate the surface normal from the third column of the wall transform and obtain the wall-face boundary using polygonCorners, but I do not know whether the positive normal points toward the room interior or exterior. Is there an official or recommended way to determine the correct wall side, or must applications infer it from the room geometry and apply an assumed wall thickness? Any clarification about the coordinate convention and intended geometric meaning of a RoomPlan wall surface would be appreciated.
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iPad Pro M4 (11-inch) – Persistent Gaming Performance Issues Across Multiple iPadOS Versions
Hello everyone, I am posting this to determine whether other iPad Pro M4 users are experiencing the same issue. Device: iPad Pro 11-inch (M4) Original Apple charger Tested on multiple iPadOS versions, stebal and beta including 26.2, 26.3, 26.4, 26.5.2 Games Tested: BGMI PUBG Mobile Global Call of Duty: Mobile Fortnite Issue: Despite using one of Apple's most powerful tablets, I continue to experience gaming performance problems. The issues include: FPS drops during long gaming sessions. Frame pacing inconsistencies. Reduced responsiveness during intense fights. Inconsistent hit registration and spray accuracy after extended play. Performance sometimes changes when gaming while charging with the original Apple charger. I have tested multiple iPadOS versions and multiple game updates over several months, but the issue has never been completely resolved. Interestingly, iPadOS feels more consistent for me than some previous versions, but the overall gaming experience is still not what I would expect from the M4 hardware. I have also noticed that many other iPad Pro M4 users have reported similar concerns on Reddit, Apple Communities, and other gaming forums. Questions: Are other iPad Pro M4 users experiencing the same FPS drops and gameplay inconsistencies? Has anyone found a reliable solution? Is Apple aware of these gaming performance issues on the M4 iPad Pro? Is this an iPadOS optimization issue, a GPU scheduling issue, or something related to game optimization? I hope Apple and game developers investigate this further because the M4 hardware should be capable of delivering a consistently excellent gaming experience. Thank you.
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M5 Pro external 5K 165Hz display: Window animations and scrolling UI appear to render at ~60Hz/jitter while cursor remains perfectly smooth
Hello Apple engineers, I’m trying to determine whether what I’m seeing is expected behavior or a software issue with the new M5 Pro platform. System MacBook Pro (M5 Pro) Latest macOS Beta External 5K 165Hz monitor connected via DisplayPort Refresh rate correctly detected as 165Hz What I observe The display itself is clearly running at 165Hz. For example: Mouse cursor movement is extremely smooth. Dragging the desktop by holding an empty area is also perfectly smooth. However: Moving application windows feels much closer to 60Hz. Scrolling in Safari, Chrome and other applications also appears to run at a much lower frame rate than the display refresh rate. Mission Control animations sometimes show similar micro-stutters. This makes the cursor and desktop movement noticeably smoother than normal window animations. ⸻ Troubleshooting already performed Different DisplayPort cables Different timing configurations Different resolutions / HiDPI modes DSC enabled and disabled Refresh rate confirmed at 165Hz Same behavior across multiple applications The issue appears unrelated to the monitor itself because the cursor is clearly rendered at the full refresh rate. ⸻ Additional observation Interestingly, I previously used another external 4K 144Hz HDR monitor and did not notice this behavior. I also found another M5 Pro user reporting nearly the same issue: external 165Hz display smooth cursor window dragging jitter / micro-stuttering At the same time, I haven’t found similar reports from M4 Pro or the base M5 running the same monitor. ⸻ My question Could this be related to the new M5 Pro display pipeline (WindowServer, Display Engine, or DCP)? Is there any known issue regarding high-refresh-rate external displays on the M5 Pro platform? Or is there additional diagnostic logging (WindowServer, DCP, Metal, etc.) that would help identify whether frames are actually being presented at the display refresh rate? I’d be happy to provide: sysdiagnose WindowServer logs Screen recordings Display timing information IORegistry dumps if they would be helpful. Thank you!
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M5 Pro WindowServer/Display Engine: Window animations and UI scrolling capped at ~60Hz on external 5K 165Hz display while hardware cursor remains smooth
On the new M5 Pro platform running macOS, UI animations (window dragging, Safari/Chrome scrolling, Mission Control) on an external 5K 165Hz display appear to render at a much lower frame rate (~60Hz) or exhibit severe micro-stuttering. However, the mouse cursor and desktop wallpaper dragging remain perfectly fluid at 165Hz, indicating a potential issue in the WindowServer compositor or display pipeline rather than the physical link. Environment • Hardware: MacBook Pro (M5 Pro) • OS: macOS 27.0 beta 3 (26A5378j) • External Display: 5K 165Hz monitor connected via DisplayPort (DSC confirmed via IORegistry). System Settings correctly detects and selects 165Hz. Expected Behavior All UI elements, including window movement, application scrolling, and system animations, should render smoothly at the native 165Hz refresh rate matching the hardware capabilities. Actual Behavior The display output appears split between two different refresh rates: 1. Full 165Hz: The hardware mouse cursor and desktop dragging (empty area selection) are perfectly smooth. 2. ~60Hz / Jitter: Application windows (Finder, Safari, Chrome) stutter heavily when dragged or scrolled. Mission Control animations suffer from micro-stutters. Note: This specific combination suggests the Hardware Cursor layer is running at full rate, but the WindowServer compositor layer is throttled or dropping frames. Troubleshooting Performed (No Change) • Verified with multiple certified DisplayPort cables. • Tested across various resolutions (Scaled/HiDPI modes) and toggling DSC. • Regression Check: This issue did not occur on a 4K 144Hz HDR monitor previously, and initial community feedback shows other M5 Pro users experiencing this specific 165Hz window-dragging jitter, while M4 Pro / base M5 users on the same macOS beta do not seem impacted. Questions & Diagnostics 1. Is this a known regression related to the new M5 Pro display engine / Display Coprocessor (DCP) pipeline handling 5K high-refresh-rate timings? 2. Are there specific defaults write commands, Quartz Debug profiles, or custom logging arguments (WindowServer, DCP, or Metal) we can enable to capture frame presentation metrics? I have captured a sysdiagnose, IORegistry dump, and high-frame-rate screen recordings, and am ready to attach them as soon as this feedback is processed. Case / Feedback Reference Feedback ID: FB23616959 (Captured after the system format)
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Archived achievements
Hi! With my next update i want to archive 6 of my 18 achievements, and add 7 new ones. I've archived the 6, and added the 7 new ones, but i can distritibute any points due to the archived 6 still holding the active point amount. It's been about 12 hours since i archived them, so do i just wait another 12 hours or is there a better way ?
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HidHide on MacOS
I was wondering if there's a method on MacOS to have my application hide a hid device such as a game controller and instead have the receiving game/application see my app's virtual controller? Is this possible via DriverKit or some other form of kernel level coding? On Windows we have a tool known as HidHide that hids a game controller from all other applications. Is it possible to implement such behavior into an app or is that system level?
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SKView showsFields draws only on a portion of the screen
The SKView.showsFields = true only draws on a portion of the screen - nothing shows on the bottom-left. This can be easily tested using Apple's default game playground. I only removed the action for the Hello World label and added a radialGravityField into the scene. Also other fields like electricField do not draw anything on the screen. Tested in Xcode 11.7 and Xcode 12.5.1. Is this a bug in the recent releases? override func didMove(to view: SKView) { // ... let field = SKFieldNode.radialGravityField() addChild(field) } and sceneView.showsFields = true
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How do I work with the BlendMask node in the animation graph in RCP3?
In RCP3, is it possible to mask out joints in a pose at runtime? I want to have two poses running for my character, one for the upper body and one for the lower body and I was hoping to do that from the animation graph. It seems like I should be able to have two State Machine nodes running, and use the Blend Mask node to make sure only joints from the upper body animation comes through from the upper body state machine, and the same for the lower body. The description of the Blend Mask node say "Filter a pose by applying per-joint weights from a blend mask" so that seems like what I want. But I can't figure out how to author a blend mask resources in RCP3. It seems to be possible to do programmatically via the SkeletonResource.BlendMask struct but how do I do it in RCP3? Also, the Blend Mask node takes two poses as parameters, whereas I was expecting it to take a pose and a blend mask.
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Xcode 26 – "Manage Game Progress" not showing achievements/leaderboards on macOS
Hello, When testing GameKit "Manage Game Progress" in Xcode 26: On iOS devices, achievements, leaderboards, and party code data display and work correctly. On macOS devices, none of these data appear in "Manage Game Progress." Is this a known issue with macOS GameKit, or is there a limitation compared to iOS? If it is not a bug, is there any additional configuration needed to make achievements and leaderboards visible on macOS? I also included the GameKit bundle in my macOS app and enabled Enable Debug Mode in GameKit Configuration in the scheme options. Thank you.
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App terminated by watchdog due to hang in Game Center authentication.
Hi, We are seeing watchdog-terminated app hangs reported by users on iOS 26. The hang occurs during cold launch when we set the Game Center authenticate handler. Our usage is straightforward — we follow the official guide: to set the handler once in the boot flow. localPlayer.authenticateHandler = ^(UIViewController *viewController, NSError *error){//handler code} The app never reaches our handler code. Instead, it is killed by the watchdog before the handler is invoked. Root Cause: We believe the root cause is GKDaemonProxy localPlayerAgeCategory makes a synchronous XPC call ( xpc_connection_send_message_with_reply_sync ) to the Game Center daemon ( com.apple.gamed ). The daemon does not respond, blocking the main thread indefinitely until the watchdog terminates the app. Also we haven't seen this before iOS 26. Reproduction Conditions: Unfortunately we don't have a consistent way to reproduce it. It happens intermittently. And I can't share the iOS build due to company requirements. I have pasted the stack trace below (all users report the similar stack tracks). Stack trace (representative, reported consistently across affected users): App Hang: The app was terminated while unresponsive 0 libsystem_kernel.dylib +0xcd0 _mach_msg2_trap 1 libsystem_kernel.dylib +0x4308 _mach_msg2_internal 2 libsystem_kernel.dylib +0x4228 _mach_msg_overwrite 3 libsystem_kernel.dylib +0x4074 _mach_msg 4 libdispatch.dylib +0x1c980 __dispatch_mach_send_and_wait_for_reply 5 libdispatch.dylib +0x1cd20 _dispatch_mach_send_with_result_and_wait_for_reply 6 libxpc.dylib +0x11ed8 _xpc_connection_send_message_with_reply_sync 7 Foundation +0x41710 ___NSXPCCONNECTION_IS_WAITING_FOR_A_SYNCHRONOUS_REPLY__ 8 Foundation +0x29068 -[NSXPCConnection _sendInvocation:orArguments:count:methodSignature:selector:withProxy:] 9 Foundation +0x69b7c -[NSXPCConnection _sendSelector:withProxy:arg1:] 10 Foundation +0x699e8 __NSXPCDistantObjectSimpleMessageSend1 11 GameCenterFoundation +0x986fc ___39-[GKDaemonProxy localPlayerAgeCategory]_block_invoke.109 12 GameCenterFoundation +0x1397d0 0x22cbde7d0 (0x22cbde794 + 60) 13 GameCenterFoundation +0x139610 0x22cbde610 (0x22cbde508 + 264) 14 GameCenterFoundation +0x139770 0x22cbde770 (0x22cbde6ec + 132) 15 GameCenterFoundation +0x98420 -[GKDaemonProxy localPlayerAgeCategory] 16 GameCenterFoundation +0x2ceb4 -[GKClientPreferencesSupport localPlayerAgeCategory] 17 GameCenterFoundation +0x93ba4 -[GKPreferences(AgeCategoryRestrictions) localPlayerAgeCategory] 18 GameCenterFoundation +0x93c34 -[GKPreferences(AgeCategoryRestrictions) getRestrictionLimitForLocalPlayer:] 19 GameCenterFoundation +0x93cd0 -[GKPreferences(AgeCategoryRestrictions) clampBoolRestriction:tableEntry:] 20 GameCenterFoundation +0x93d40 -[GKPreferences(AgeCategoryRestrictions) isBoolValueRestricted:tableEntry:] 21 GameCenterFoundation +0x9f7b8 -[GKPreferences(Restrictions) isBoolKeyRestricted:category:] 22 GameCenterUICore +0x2d04 -[GKLocalPlayerAuthenticator _authenticateUsingAuthUI:authenticationResults:usernameEditable:authUIDismissHandler:completionHandler:] 23 GameCenterUICore +0xd638 ___106-[GKLocalPlayer(AuthenticationPrivate) startAuthenticationForExistingPrimaryPlayerUponReturnToForeground:]_block_invoke 24 libsystem_trace.dylib +0xdb40 _os_activity_apply_f 25 GameCenterFoundation +0x181f4 -[GKActivity execute:] 26 GameCenterFoundation +0x18138 +[GKActivity named:execute:] 27 GameCenterUICore +0xd528 -[GKLocalPlayer(AuthenticationPrivate) startAuthenticationForExistingPrimaryPlayerUponReturnToForeground:] 28 libsystem_trace.dylib +0xdb40 _os_activity_apply_f 29 GameCenterFoundation +0x181f4 -[GKActivity execute:] 30 GameCenterFoundation +0x18138 +[GKActivity named:execute:] 31 GameCenterFoundation +0x4f124 ___40-[GKLocalPlayer setAuthenticateHandler:]_block_invoke 32 libdispatch.dylib +0x1b1e0 __dispatch_client_callout 33 libdispatch.dylib +0x45ac __dispatch_once_callout 34 GameCenterFoundation +0x4f070 -[GKLocalPlayer setAuthenticateHandler:] Additional Notes: This issue was not observed prior to iOS 26. We have no reports of this on iOS 17 or iOS 18. We are unable to share a build due to company policy. We cannot reproduce this consistently — it occurs intermittently in production. All affected users report the same stack trace pattern.
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ManipulationComponent causes makeUIView(context:) to get called twice
Here I have some demo code that is rendering a cylinder "platter" using RealityKit and there is a red circle rendered on top of it which uses Metal and SwiftUI. When the platter appears you will see in the console that makeUIView(context:) is called twice while it is documented that it will only be called once when the view appears for the first time. So this seems like a bug. If you remove ManipulationComponent from the platter's components you will see that this problem goes away so it seems like that is the cause of the problem. Any insight here would be appreciated! Thank you. Here is what is printed in the console: Entity returned from EntityWrapper.makeEntity(context:) was already parented to another entity. This is not supported and may lead to unexpected behavior. SwiftUI adds entities to internally-managed entity hierarchies. Make UI View! This should be called once. Make UI View! This should be called once. Here is the app code: import SwiftUI @main struct SomeApp: App { var body: some Scene { WindowGroup { ContentView() } ImmersiveSpace(id: "TableTop") { TableTopPlatterView() } } } Here is the view code: import MetalKit import RealityKit import SwiftUI struct ContentView: View { @Environment(\.openImmersiveSpace) private var openImmersiveSpace @Environment(\.dismissImmersiveSpace) private var dismissImmersiveSpace @State private var showImmersiveSpace = false @State private var immersiveSpaceIsOpen = false var body: some View { Form { Toggle("Show table top", isOn: $showImmersiveSpace) .task(id: showImmersiveSpace) { if showImmersiveSpace { await openImmersiveSpace(id: "TableTop") immersiveSpaceIsOpen = true } else { if immersiveSpaceIsOpen { await dismissImmersiveSpace() immersiveSpaceIsOpen = false } } } } .onDisappear { // Attempt to close the immersive space on the way out. Task { if immersiveSpaceIsOpen { await dismissImmersiveSpace() } } } } } struct TableTopPlatterView: View { private var attachmentID: String { "RedCircle" } var body: some View { RealityView { content, attachments in if let redCircleEntity = attachments.entity(for: attachmentID) { // Lays the red circle in the platter. let rotation = Rotation3D(redCircleEntity.orientation) .rotated(by: .init(angle: .degrees(-90), axis: .x)) redCircleEntity.setOrientation(.init(rotation), relativeTo: nil) redCircleEntity.position.y = 0.026 platterEntity.addChild(redCircleEntity) content.add(platterEntity) } } placeholder: { ProgressView() } attachments: { Attachment(id: attachmentID) { MetalView() .clipShape(.circle) } } } /// The platter entity that the red circle lays on top of. private let platterEntity: ModelEntity = { let anchor = AnchorEntity( .plane( .horizontal, classification: .table, minimumBounds: [0.01, 0.01] ) ) let material = SimpleMaterial( color: .lightGray, roughness: 0.5, isMetallic: false ) let platter = ModelEntity( mesh: .generateCylinder(height: 0.05, radius: 0.475), materials: [material] ) platter.generateCollisionShapes(recursive: false) let components: [any Component] = [ InputTargetComponent(), GroundingShadowComponent(castsShadow: true), ManipulationComponent() // MARK: This is causing makeUIView to get called twice! ] platter.components.set(components) // Placed closer to the user when booted up. platter.position = [0, 1, -1.25] anchor.addChild(platter) return platter }() } // Metal view that renders a red square. struct MetalView: UIViewRepresentable { var device: MTLDevice? init() { self.device = MTLCreateSystemDefaultDevice() } func makeUIView(context: Context) -> MTKView { print("Make UI View! This should be called once.") let mtkView = MTKView() mtkView.device = device mtkView.clearColor = MTLClearColor(red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0) mtkView.delegate = context.coordinator return mtkView } func updateUIView(_ uiView: MTKView, context: Context) { } func makeCoordinator() -> Coordinator { Coordinator(self) } class Coordinator: NSObject, MTKViewDelegate { var metalView: MetalView init(_ metalView: MetalView) { self.metalView = metalView } func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) { } func draw(in view: MTKView) { guard let drawable = view.currentDrawable else { return } guard let descriptor = view.currentRenderPassDescriptor else { return } let commandQueue = metalView.device?.makeCommandQueue() let commandBuffer = commandQueue?.makeCommandBuffer() let renderEncoder = commandBuffer?.makeRenderCommandEncoder(descriptor: descriptor) renderEncoder?.endEncoding() commandBuffer?.present(drawable) commandBuffer?.commit() } } }
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17h
Metal rendering application is not releasing resources
I am developing a metal based ray tracing rendering application (running heavy GPU kernels). I am sometimes "forcefully quitting" my application and I can see the application is not in the activity monitor. But I can see the windowserver is using %97 the GPU. The mac gets hotter and hotter. I kill the windowserver, re-login it is still the case. The only way to fix is to restart the mac. I have checked if there are any zombie processes, there are none. I am 3-4 month into Mac development (I used many rendering APIs e.g. before under Windows and Linux, they release the resources automatically unless the driver is very broken), but I believe when you force quit or exit gracefully, regarding application should release resources. I may be missing some knowledge. Does anybody have an idea? I had added every corner a graceful exit code but once the kernel has some infinite loop the clean up cannot happen. In Windows there are some driver reload mechanisms to recover when GPU is stuck, is there a similar system ?
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22h
macOS 27 beta: ProMotion refresh cadence is unstable, causing constant scroll judder
FB24091347 On macOS 27.0 beta (26A5388g), MacBook Pro M4 Pro, the built-in ProMotion display never settles on a stable refresh cadence. Scrolling in SwiftUI judders constantly. The same app binary was smooth on macOS 26, and is smooth on a 120 Hz ProMotion iPad. I captured two 60-second Instruments traces — same app, same scene, same scrolling, no external display — changing only the display's refresh-rate setting. On ProMotion the vsync interval standard deviation is 4.093 ms across six different cadences, mostly flip-flopping between 120 Hz and 60 Hz. Forced to a fixed 60 Hz it drops to 0.391 ms with a single cadence. The app presented an identical 59 fps median in both runs — frame production is perfectly steady, the display just holds each frame for an unpredictable length of time. That's what makes this nasty: it's invisible to every frame-rate metric, so it looks like the app got slow when nothing about the app changed. I spent most of a day profiling my own code before realising the app was never the problem. Workaround: force the built-in display to 60 Hz. Worth noting, because it complicates the picture: attaching a 60 Hz Studio Display makes the built-in smooth, but the Studio itself then judders — despite its own vsync cadence measuring perfectly stable. So refresh rate alone isn't the whole story, and there may be a second mechanism. The clean, reproducible, single-variable result is the ProMotion vs forced-60 Hz comparison on the built-in panel. If you can reproduce this on an M-series MacBook Pro on 27 beta, please file a duplicate referencing FB24091347.
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Using CARenderer for off-screen rendering of WKWebView results in a blank screen for the web page content on iOS 16 system version.
Using the CRenderer off-screen rendering method for WKWebView results in a blank screen for the web page content on the iOS 16 system version, but it can successfully obtain the web page content screen on the iOS 18 system version. I need a solution to achieve the display of web page content on the 16 system version, with a frame rate of more than 60 frames per second.
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Draw WKWebView into OpenGL Texture
I'm trying to figure out how to display a Web Browser inside my iOS VR app (Obj-c, SceneKit and raw OpenGL), and the part i'm not fully understanding is how to get the WKWebView to draw it's content into a Pixel Buffer of some sort, so I can use the speed of CVOpenGLESTextureCacheCreateTextureFromImage to convert the pixel data into a OpenGl Texture quickly/efficently and display it on a floating surface.I'm already doing something simular with the video portion of my app, but it has a AVPlayerItemVideoOutput, which produced the pixel buffer, but I can't figure out how to massage the CALayer into a Buffer so I can convert it into a texture to then draw in opengl.I know it has something to do with drawLayer:(Layer) ,(Context), but searching online hasn't been very fruitful.And i'm not using SceneKit like you would assume, the app was built before GVR for Scenekit was a thing, so every part of VR is handled manually (scenekit to textures, textures to opengl for Left/Right eye distortion mesh).
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4d
Core Image kernel sampling broken in iOS27 DB4
I've noticed that my camera app is returning blank images on developer beta 4. After some investigation there is an issue with core image custom kernels where the texture sampler is returning NaN / 0 floats. I have a reproducible demo here: https://github.com/alexfoxy/ci-metal-shader-bug Feedback ticket here: https://feedbackassistant.apple.com/feedback/23895753
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6d
Residency set memory not freed if process performs no GPU operation
Feedback report: FB23959296 If a process creates a residency set, calls requestResidency, endResidency, and then releases the residency set without ever having done any GPU operations, the memory from the residency set is not freed. Workaround: if the application runs any GPU operation (even an operation not involving the residency set) at any point in its lifecycle (before/while/after creating/releasing the residency set), the memory is freed properly. This was observed in the context of an application that makes an AI model resident in GPU-accessible memory. If the user unloads the model without running any prompts, the memory is not freed. The model occupies ~16GB of RAM so a lot of memory is being leaked. Reproduction: Store the repro.m and workaround.m files from below Run the following commands (repro.m demonstrates the bug; workaround.m demonstrates the workaround): $ clang -framework Foundation -framework Metal -o repro repro.m $ ./repro Footprint at start: 0.00 GB Footprint after buffer allocation: 4.30 GB Footprint 5s after teardown: 4.30 GB $ clang -framework Foundation -framework Metal -o workaround workaround.m $ ./workaround Footprint at start: 0.00 GB Footprint after buffer allocation: 4.37 GB Footprint 5s after teardown: 0.01 GB Expected behavior: Footprint 5s after teardown should be ~0 GB, i.e., the memory is freed. Observed behavior: Footprint 5s after teardown is 4.30 GB, i.e., the memory is not freed. Versions: XCode: 26.6 (17F113) Clang: 21.0.0 (clang-2100.1.1.101, arm64-apple-darwin25.5.0) macOS: 26.5.2 (25F84) Files: repro.m: // Build: clang -framework Foundation -framework Metal -o repro repro.m #import <Metal/Metal.h> #include <mach/mach.h> // Returns the physical memory footprint of the process. static double footprint_gb(void) { task_vm_info_data_t info; mach_msg_type_number_t n = TASK_VM_INFO_COUNT; task_info(mach_task_self(), TASK_VM_INFO, (task_info_t)&info, &n); return (double)info.phys_footprint / 1e9; } int main(int argc, char ** argv) { printf("Footprint at start: %5.2f GB\n", footprint_gb()); @autoreleasepool { id<MTLDevice> dev = MTLCreateSystemDefaultDevice(); // Allocate ~4GB of memory. const size_t size = 4ULL << 30; id<MTLBuffer> buf = [dev newBufferWithLength:size options:MTLResourceStorageModeShared]; memset(buf.contents, 0xab, size); // fault the pages in printf("Footprint after buffer allocation: %5.2f GB\n", footprint_gb()); MTLResidencySetDescriptor * desc = [[MTLResidencySetDescriptor alloc] init]; id<MTLResidencySet> rset = [dev newResidencySetWithDescriptor:desc error:nil]; [desc release]; [rset addAllocation:buf]; [rset commit]; [rset requestResidency]; [rset endResidency]; [rset removeAllAllocations]; [rset commit]; [rset release]; [buf release]; [dev release]; } sleep(5); printf("Footprint 5s after teardown: %5.2f GB\n", footprint_gb()); return 0; } workaround.m: // Build: clang -framework Foundation -framework Metal -o workaround workaround.m #import <Metal/Metal.h> #include <mach/mach.h> // Returns the physical memory footprint of the process. static double footprint_gb(void) { task_vm_info_data_t info; mach_msg_type_number_t n = TASK_VM_INFO_COUNT; task_info(mach_task_self(), TASK_VM_INFO, (task_info_t)&info, &n); return (double)info.phys_footprint / 1e9; } // Performing any work on the GPU ensures the memory from the residency set will be released. static void do_dummy_work(id<MTLDevice> dev, id<MTLCommandQueue> queue) { @autoreleasepool { id<MTLBuffer> tmp = [dev newBufferWithLength:1 options:MTLResourceStorageModeShared]; id<MTLCommandBuffer> cb = [queue commandBuffer]; id<MTLBlitCommandEncoder> enc = [cb blitCommandEncoder]; [enc fillBuffer:tmp range:NSMakeRange(0, 1) value:0]; [enc endEncoding]; [cb commit]; [tmp release]; } } int main(int argc, char ** argv) { printf("Footprint at start: %5.2f GB\n", footprint_gb()); @autoreleasepool { id<MTLDevice> dev = MTLCreateSystemDefaultDevice(); id<MTLCommandQueue> queue = [dev newCommandQueue]; // Workaround that ensures the memory will be released. // It also works if we call this after the residency set release or at any point in between. do_dummy_work(dev, queue); // Allocate ~4GB of memory. const size_t size = 4ULL << 30; id<MTLBuffer> buf = [dev newBufferWithLength:size options:MTLResourceStorageModeShared]; memset(buf.contents, 0xab, size); // fault the pages in printf("Footprint after buffer allocation: %5.2f GB\n", footprint_gb()); MTLResidencySetDescriptor * desc = [[MTLResidencySetDescriptor alloc] init]; id<MTLResidencySet> rset = [dev newResidencySetWithDescriptor:desc error:nil]; [desc release]; [rset addAllocation:buf]; [rset commit]; [rset requestResidency]; [rset endResidency]; [rset removeAllAllocations]; [rset commit]; [rset release]; [buf release]; [queue release]; [dev release]; } sleep(5); printf("Footprint 5s after teardown: %5.2f GB\n", footprint_gb()); return 0; }
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1w
WatchBlocks v1.5 is now available: a sandbox game built for Apple Watch
Hi everyone! After about 4-5 months of development, I released WatchBlocks v1.5 today. The project started as an experiment to answer a simple question: Could you build a real sandbox survival game that runs well on Apple Watch? It eventually grew into a cross-platform game supporting Apple Watch, iPhone, iPad, and Mac. Some of the technical challenges I enjoyed solving included: Optimizing rendering and gameplay for watchOS. Designing controls around the Digital Crown and the watch display. Building multiplayer across Apple platforms. Creating a content system that lets players make and share their own blocks, items, mobs, and biomes. The new update also transitions the game to a free-to-start model, making it easier for people to try it before deciding whether to unlock the full experience. I’d love to hear from other developers building for watchOS. It’s a platform that doesn’t get much attention for games, but I think there’s a lot of untapped potential. If anyone has questions about developing games for Apple Watch, I’m happy to answer them. App Store: https://apps.apple.com/us/app/watchblocks-craft-build/id6760209351
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Refresh Rate Drops from 144Hz to 98Hz After Monitor Power Cycle on macOS Golden Gate 27
Hello, I use a Gigabyte M32U monitor with my Mac mini. After updating to macOS Golden Gate 27 Release 3, I started experiencing an issue with my external display. Whenever I turn my monitor off and then turn it back on, the refresh rate automatically changes from 144Hz to 98Hz, and the 144Hz option disappears from the display settings. However, if I unplug the display cable and plug it back in, the monitor is detected again and the 144Hz option returns, allowing me to select it normally. This issue only started after updating to macOS Golden Gate 27 Release 3. Before the update, the monitor consistently worked at 144Hz without any problems. Could you please investigate this issue? Thank you.
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1w
Import models into my game
Hello, Im watching this tutorial: https://www.youtube.com/watch?v=tNkvu-YUVro&t=241s I have a reality composer project saved But she does not explain step by step what directory to import, how exactly to import it, and where exactly to import it to I tried to drag and drop every folder level into xcode and also into finder, 1 by 1, nothing works. it does not recognize my contentBundle in code. if someone from apple can upload 2 screenshots sowing the proper way to do this in 2026 it will be awesome Thanks guys :)
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2w
How can I determine which side of a RoomPlan wall surface contains the wall thickness?
I am using Apple RoomPlan and working with CapturedRoom.Surface objects representing walls. From RoomPlan, I can get information such as: transform dimensions polygonCorners completedEdges However, I am not sure how the returned wall surface should be interpreted geometrically. Is the wall surface returned by RoomPlan: the centerline of the physical wall; the interior face of the wall; the exterior face of the wall; or simply an estimated 2D surface without any guarantee about wall thickness? If I want to create a wall with thickness, for example when converting RoomPlan data to IFC or another BIM format, how can I determine which side of the returned surface the wall should be extruded toward? Does RoomPlan provide any information such as: wall thickness; interior or exterior wall side; inward or outward normal; wall centerline; a full 3D wall boundary; or the opposite face of the wall? I can calculate the surface normal from the third column of the wall transform and obtain the wall-face boundary using polygonCorners, but I do not know whether the positive normal points toward the room interior or exterior. Is there an official or recommended way to determine the correct wall side, or must applications infer it from the room geometry and apply an assumed wall thickness? Any clarification about the coordinate convention and intended geometric meaning of a RoomPlan wall surface would be appreciated.
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2w
iPad Pro M4 (11-inch) – Persistent Gaming Performance Issues Across Multiple iPadOS Versions
Hello everyone, I am posting this to determine whether other iPad Pro M4 users are experiencing the same issue. Device: iPad Pro 11-inch (M4) Original Apple charger Tested on multiple iPadOS versions, stebal and beta including 26.2, 26.3, 26.4, 26.5.2 Games Tested: BGMI PUBG Mobile Global Call of Duty: Mobile Fortnite Issue: Despite using one of Apple's most powerful tablets, I continue to experience gaming performance problems. The issues include: FPS drops during long gaming sessions. Frame pacing inconsistencies. Reduced responsiveness during intense fights. Inconsistent hit registration and spray accuracy after extended play. Performance sometimes changes when gaming while charging with the original Apple charger. I have tested multiple iPadOS versions and multiple game updates over several months, but the issue has never been completely resolved. Interestingly, iPadOS feels more consistent for me than some previous versions, but the overall gaming experience is still not what I would expect from the M4 hardware. I have also noticed that many other iPad Pro M4 users have reported similar concerns on Reddit, Apple Communities, and other gaming forums. Questions: Are other iPad Pro M4 users experiencing the same FPS drops and gameplay inconsistencies? Has anyone found a reliable solution? Is Apple aware of these gaming performance issues on the M4 iPad Pro? Is this an iPadOS optimization issue, a GPU scheduling issue, or something related to game optimization? I hope Apple and game developers investigate this further because the M4 hardware should be capable of delivering a consistently excellent gaming experience. Thank you.
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M5 Pro external 5K 165Hz display: Window animations and scrolling UI appear to render at ~60Hz/jitter while cursor remains perfectly smooth
Hello Apple engineers, I’m trying to determine whether what I’m seeing is expected behavior or a software issue with the new M5 Pro platform. System MacBook Pro (M5 Pro) Latest macOS Beta External 5K 165Hz monitor connected via DisplayPort Refresh rate correctly detected as 165Hz What I observe The display itself is clearly running at 165Hz. For example: Mouse cursor movement is extremely smooth. Dragging the desktop by holding an empty area is also perfectly smooth. However: Moving application windows feels much closer to 60Hz. Scrolling in Safari, Chrome and other applications also appears to run at a much lower frame rate than the display refresh rate. Mission Control animations sometimes show similar micro-stutters. This makes the cursor and desktop movement noticeably smoother than normal window animations. ⸻ Troubleshooting already performed Different DisplayPort cables Different timing configurations Different resolutions / HiDPI modes DSC enabled and disabled Refresh rate confirmed at 165Hz Same behavior across multiple applications The issue appears unrelated to the monitor itself because the cursor is clearly rendered at the full refresh rate. ⸻ Additional observation Interestingly, I previously used another external 4K 144Hz HDR monitor and did not notice this behavior. I also found another M5 Pro user reporting nearly the same issue: external 165Hz display smooth cursor window dragging jitter / micro-stuttering At the same time, I haven’t found similar reports from M4 Pro or the base M5 running the same monitor. ⸻ My question Could this be related to the new M5 Pro display pipeline (WindowServer, Display Engine, or DCP)? Is there any known issue regarding high-refresh-rate external displays on the M5 Pro platform? Or is there additional diagnostic logging (WindowServer, DCP, Metal, etc.) that would help identify whether frames are actually being presented at the display refresh rate? I’d be happy to provide: sysdiagnose WindowServer logs Screen recordings Display timing information IORegistry dumps if they would be helpful. Thank you!
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M5 Pro WindowServer/Display Engine: Window animations and UI scrolling capped at ~60Hz on external 5K 165Hz display while hardware cursor remains smooth
On the new M5 Pro platform running macOS, UI animations (window dragging, Safari/Chrome scrolling, Mission Control) on an external 5K 165Hz display appear to render at a much lower frame rate (~60Hz) or exhibit severe micro-stuttering. However, the mouse cursor and desktop wallpaper dragging remain perfectly fluid at 165Hz, indicating a potential issue in the WindowServer compositor or display pipeline rather than the physical link. Environment • Hardware: MacBook Pro (M5 Pro) • OS: macOS 27.0 beta 3 (26A5378j) • External Display: 5K 165Hz monitor connected via DisplayPort (DSC confirmed via IORegistry). System Settings correctly detects and selects 165Hz. Expected Behavior All UI elements, including window movement, application scrolling, and system animations, should render smoothly at the native 165Hz refresh rate matching the hardware capabilities. Actual Behavior The display output appears split between two different refresh rates: 1. Full 165Hz: The hardware mouse cursor and desktop dragging (empty area selection) are perfectly smooth. 2. ~60Hz / Jitter: Application windows (Finder, Safari, Chrome) stutter heavily when dragged or scrolled. Mission Control animations suffer from micro-stutters. Note: This specific combination suggests the Hardware Cursor layer is running at full rate, but the WindowServer compositor layer is throttled or dropping frames. Troubleshooting Performed (No Change) • Verified with multiple certified DisplayPort cables. • Tested across various resolutions (Scaled/HiDPI modes) and toggling DSC. • Regression Check: This issue did not occur on a 4K 144Hz HDR monitor previously, and initial community feedback shows other M5 Pro users experiencing this specific 165Hz window-dragging jitter, while M4 Pro / base M5 users on the same macOS beta do not seem impacted. Questions & Diagnostics 1. Is this a known regression related to the new M5 Pro display engine / Display Coprocessor (DCP) pipeline handling 5K high-refresh-rate timings? 2. Are there specific defaults write commands, Quartz Debug profiles, or custom logging arguments (WindowServer, DCP, or Metal) we can enable to capture frame presentation metrics? I have captured a sysdiagnose, IORegistry dump, and high-frame-rate screen recordings, and am ready to attach them as soon as this feedback is processed. Case / Feedback Reference Feedback ID: FB23616959 (Captured after the system format)
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Archived achievements
Hi! With my next update i want to archive 6 of my 18 achievements, and add 7 new ones. I've archived the 6, and added the 7 new ones, but i can distritibute any points due to the archived 6 still holding the active point amount. It's been about 12 hours since i archived them, so do i just wait another 12 hours or is there a better way ?
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HidHide on MacOS
I was wondering if there's a method on MacOS to have my application hide a hid device such as a game controller and instead have the receiving game/application see my app's virtual controller? Is this possible via DriverKit or some other form of kernel level coding? On Windows we have a tool known as HidHide that hids a game controller from all other applications. Is it possible to implement such behavior into an app or is that system level?
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SKView showsFields draws only on a portion of the screen
The SKView.showsFields = true only draws on a portion of the screen - nothing shows on the bottom-left. This can be easily tested using Apple's default game playground. I only removed the action for the Hello World label and added a radialGravityField into the scene. Also other fields like electricField do not draw anything on the screen. Tested in Xcode 11.7 and Xcode 12.5.1. Is this a bug in the recent releases? override func didMove(to view: SKView) { // ... let field = SKFieldNode.radialGravityField() addChild(field) } and sceneView.showsFields = true
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How do I work with the BlendMask node in the animation graph in RCP3?
In RCP3, is it possible to mask out joints in a pose at runtime? I want to have two poses running for my character, one for the upper body and one for the lower body and I was hoping to do that from the animation graph. It seems like I should be able to have two State Machine nodes running, and use the Blend Mask node to make sure only joints from the upper body animation comes through from the upper body state machine, and the same for the lower body. The description of the Blend Mask node say "Filter a pose by applying per-joint weights from a blend mask" so that seems like what I want. But I can't figure out how to author a blend mask resources in RCP3. It seems to be possible to do programmatically via the SkeletonResource.BlendMask struct but how do I do it in RCP3? Also, the Blend Mask node takes two poses as parameters, whereas I was expecting it to take a pose and a blend mask.
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3w
Xcode 26 – "Manage Game Progress" not showing achievements/leaderboards on macOS
Hello, When testing GameKit "Manage Game Progress" in Xcode 26: On iOS devices, achievements, leaderboards, and party code data display and work correctly. On macOS devices, none of these data appear in "Manage Game Progress." Is this a known issue with macOS GameKit, or is there a limitation compared to iOS? If it is not a bug, is there any additional configuration needed to make achievements and leaderboards visible on macOS? I also included the GameKit bundle in my macOS app and enabled Enable Debug Mode in GameKit Configuration in the scheme options. Thank you.
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App terminated by watchdog due to hang in Game Center authentication.
Hi, We are seeing watchdog-terminated app hangs reported by users on iOS 26. The hang occurs during cold launch when we set the Game Center authenticate handler. Our usage is straightforward — we follow the official guide: to set the handler once in the boot flow. localPlayer.authenticateHandler = ^(UIViewController *viewController, NSError *error){//handler code} The app never reaches our handler code. Instead, it is killed by the watchdog before the handler is invoked. Root Cause: We believe the root cause is GKDaemonProxy localPlayerAgeCategory makes a synchronous XPC call ( xpc_connection_send_message_with_reply_sync ) to the Game Center daemon ( com.apple.gamed ). The daemon does not respond, blocking the main thread indefinitely until the watchdog terminates the app. Also we haven't seen this before iOS 26. Reproduction Conditions: Unfortunately we don't have a consistent way to reproduce it. It happens intermittently. And I can't share the iOS build due to company requirements. I have pasted the stack trace below (all users report the similar stack tracks). Stack trace (representative, reported consistently across affected users): App Hang: The app was terminated while unresponsive 0 libsystem_kernel.dylib +0xcd0 _mach_msg2_trap 1 libsystem_kernel.dylib +0x4308 _mach_msg2_internal 2 libsystem_kernel.dylib +0x4228 _mach_msg_overwrite 3 libsystem_kernel.dylib +0x4074 _mach_msg 4 libdispatch.dylib +0x1c980 __dispatch_mach_send_and_wait_for_reply 5 libdispatch.dylib +0x1cd20 _dispatch_mach_send_with_result_and_wait_for_reply 6 libxpc.dylib +0x11ed8 _xpc_connection_send_message_with_reply_sync 7 Foundation +0x41710 ___NSXPCCONNECTION_IS_WAITING_FOR_A_SYNCHRONOUS_REPLY__ 8 Foundation +0x29068 -[NSXPCConnection _sendInvocation:orArguments:count:methodSignature:selector:withProxy:] 9 Foundation +0x69b7c -[NSXPCConnection _sendSelector:withProxy:arg1:] 10 Foundation +0x699e8 __NSXPCDistantObjectSimpleMessageSend1 11 GameCenterFoundation +0x986fc ___39-[GKDaemonProxy localPlayerAgeCategory]_block_invoke.109 12 GameCenterFoundation +0x1397d0 0x22cbde7d0 (0x22cbde794 + 60) 13 GameCenterFoundation +0x139610 0x22cbde610 (0x22cbde508 + 264) 14 GameCenterFoundation +0x139770 0x22cbde770 (0x22cbde6ec + 132) 15 GameCenterFoundation +0x98420 -[GKDaemonProxy localPlayerAgeCategory] 16 GameCenterFoundation +0x2ceb4 -[GKClientPreferencesSupport localPlayerAgeCategory] 17 GameCenterFoundation +0x93ba4 -[GKPreferences(AgeCategoryRestrictions) localPlayerAgeCategory] 18 GameCenterFoundation +0x93c34 -[GKPreferences(AgeCategoryRestrictions) getRestrictionLimitForLocalPlayer:] 19 GameCenterFoundation +0x93cd0 -[GKPreferences(AgeCategoryRestrictions) clampBoolRestriction:tableEntry:] 20 GameCenterFoundation +0x93d40 -[GKPreferences(AgeCategoryRestrictions) isBoolValueRestricted:tableEntry:] 21 GameCenterFoundation +0x9f7b8 -[GKPreferences(Restrictions) isBoolKeyRestricted:category:] 22 GameCenterUICore +0x2d04 -[GKLocalPlayerAuthenticator _authenticateUsingAuthUI:authenticationResults:usernameEditable:authUIDismissHandler:completionHandler:] 23 GameCenterUICore +0xd638 ___106-[GKLocalPlayer(AuthenticationPrivate) startAuthenticationForExistingPrimaryPlayerUponReturnToForeground:]_block_invoke 24 libsystem_trace.dylib +0xdb40 _os_activity_apply_f 25 GameCenterFoundation +0x181f4 -[GKActivity execute:] 26 GameCenterFoundation +0x18138 +[GKActivity named:execute:] 27 GameCenterUICore +0xd528 -[GKLocalPlayer(AuthenticationPrivate) startAuthenticationForExistingPrimaryPlayerUponReturnToForeground:] 28 libsystem_trace.dylib +0xdb40 _os_activity_apply_f 29 GameCenterFoundation +0x181f4 -[GKActivity execute:] 30 GameCenterFoundation +0x18138 +[GKActivity named:execute:] 31 GameCenterFoundation +0x4f124 ___40-[GKLocalPlayer setAuthenticateHandler:]_block_invoke 32 libdispatch.dylib +0x1b1e0 __dispatch_client_callout 33 libdispatch.dylib +0x45ac __dispatch_once_callout 34 GameCenterFoundation +0x4f070 -[GKLocalPlayer setAuthenticateHandler:] Additional Notes: This issue was not observed prior to iOS 26. We have no reports of this on iOS 17 or iOS 18. We are unable to share a build due to company policy. We cannot reproduce this consistently — it occurs intermittently in production. All affected users report the same stack trace pattern.
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