Delve into the world of graphics and game development. Discuss creating stunning visuals, optimizing game mechanics, and share resources for game developers.

All subtopics
Posts under Graphics & Games topic

Post

Replies

Boosts

Views

Activity

Krazy Krownz multiplayer option not working for Game Center!
When trying to play with friends Krazy Krownz doesn’t allow me to click multiplayer even though my Apple Game Center connected and my friends Apple game center connected as well. I even tried sending an invite from Apple Game Center to friends and Krazy Krownz doesn’t even show up on the list of available multiplayer games. I’ve signed out and back in the same issue remain. I’ve try to contact the game developer, but the website doesn’t work.
1
0
321
Jan ’26
Present GameCentre Overlay Programmatically
As GKGameCenterViewController has been deprecated, it seems that GKAccessPoint is now the correct way to present the GameCentre leaderboard. But the placement options for the GKAccessPoint are very limited and lead to misaligned UI that looks clunky, as the GKAccessPoint does not align with the system navigation toolbar. Am I missing something here or am I just stuck with a lopsided UI now? I much preferred how this previously worked, where I could present the GKGameCenterViewController in a sheet from my own button
1
0
300
Feb ’26
Why does game mode not get triggered for my App?
I think I really have tried everything and I did all according to official documentation to support game mode on iOS or iPadOS but it doesn't matter what I do it just doesn't get triggered. Funny enough it works during development when I install it via Xcode but as soon as it is live on the store and when I install it from there game mode doesn't get triggered anymore. What I have atm I have added (even though it is deprecated) <key>GCSupportsGameMode</key> <true/> I have set the (but it seems only supported for macOS) <key>LSApplicationCategoryType</key> <string>public.app-category.games</string> I have added <key>LSSupportsGameMode</key> <true/> It just doesn't work. Is there anything else what needs to be done? Should the flag LSSupportsGameMode not be enough normally? The reason why this is so annoying is that my app is a real time streaming app and I want to profit from minimised background activities for smoother gameplay and more consistent frame rates like mentioned in the documentation.
1
0
747
Nov ’25
Help Request! How to Render Models with SubMeshes Using Metal 4?
Hi, I'm Beginner with Metal 4 and Model I/O 🥺. I can render simple models with just one mesh, but when I try to render models with SubMeshes, nothing shows up on screen. Can anyone help me figure out how to properly render models with multiple submeshes? I think I'm not iterating through them correctly or maybe missing some buffers setup. Here's what I have so far: https://www.icloud.com.cn/iclouddrive/0a6x_NLwlWy-herPocExZ8g3Q#LoadModel
1
0
305
Nov ’25
Low Power Mode on MacOS 26 Tahoe + Vsync fullscreen limits application to 30 fps
I'm experiencing a specific issue where when using any of the MacOS 26 Tahoe betas with Low Power Mode enabled and using Vsync in fullscreen, my application framerate gets limited to a hard 30 fps. I have not experienced this on any older OS. For example Low Power Mode on 13.6 Ventura with Vsync fullscreen lets my application run at full 60 fps without issues. Is this a bug or a change in behavior of Low Power Mode on Tahoe? My application is 3D, runs at 60 fps and is sensitive to tearing, so I need Vsync and it is mostly utilized in fullscreen. And Low Power Mode is a default for many Macs, so default experience on Tahoe currently is a halved 30 fps. However there also seems to be inconsistencies of on which machines this happens, but older OSes are always fine.
1
0
389
Aug ’25
Metal: Intersection results unstable when reusing Instance Acceleration Structures
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.
1
1
352
Dec ’25
How can I assign priorities to my app’s GPU workloads?
My app has a number of heterogeneous GPU workloads that all run concurrently. Some of these should be executed with the highest priority because the app’s responsiveness depends on them, while others are triggered by file imports and the like which should have a low priority. If this was running on the CPU I’d assign the former User Interactive QoS and the latter Utility QoS. Is there an equivalent to this for GPU work?
1
0
946
Jan ’26
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
0
204
Apr ’25
Will OpenGL API and Drivers be removed after appleOS 26?
Hi, I am a Multimedia and Graphics researcher and I am wondering if OpenGL API and drivers will be removed after appleOS 26? macOS 26 iOS 26 iPadOS 26 visionOS 26 I am asking this because most of the libraries I use depends on OpenGL. Like CGAL, libigl, immediate mode ui, nanovg, nanogui, bullet physics. Transitioning from Vulkan and metal while using and learning those libraries is just not viable. I would like to ask you that. I am the sole developer and I just want to ask you that. Regards.
1
0
241
Aug ’25
Metal 4 Argument Tables
I am puzzled by the setAddress(_:attributeStride:index:) of MTL4ArgumentTable. Can anyone please explain what the attributeStride parameter is for? The doc says that it is "The stride between attributes in the buffer." but why? Who uses this for what? On the C++ side in the shaders the stride is determined by the C++ type, as far as I know. What am I missing here? Thanks!
1
0
1.1k
Jan ’26
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?
1
0
896
Dec ’25
Race conditions when changing CAMetalLayer.drawableSize?
Is the pseudocode below thread-safe? Imagine that the Main thread sets the CAMetalLayer's drawableSize to a new size meanwhile the rendering thread is in the middle of rendering into an existing MTLDrawable which does still have the old size. Is the change of metalLayer.drawableSize thread-safe in the sense that I can present an old MTLDrawable which has a different resolution than the current value of metalLayer.drawableSize? I assume that setting the drawableSize property informs Metal that the next MTLDrawable offered by the CAMetalLayer should have the new size, right? Is it valid to assume that "metalLayer.drawableSize = newSize" and "metalLayer.nextDrawable()" are internally synchronized, so it cannot happen that metalLayer.nextDrawable() would produce e.g. a MTLDrawable with the old width but with the new height (or a completely invalid resolution due to potential race conditions)? func onWindowResized(newSize: CGSize) { // Called on the Main thread metalLayer.drawableSize = newSize } func onVsync(drawable: MTLDrawable) { // Called on a background rendering thread renderer.renderInto(drawable: drawable) }
1
1
538
Dec ’25
Custom GCController subclass for new hardware?
Hi all, Wondering how I would go about creating a plugin/class to support a new (physical/hardware) device with the game controller framework? Between GCVirtualController on iOS and the "KeyboardAndMouseSupport.bundle" I see inside GameController.framework on my Mac, it looks like the framework must be designed to support this but I can't find any documentation. Thanks!
1
0
980
Jan ’26
NSScreen's maximumExtendedDynamicRangeColorComponentValue does not seem to provide the proper value after sleep/wake on third party HDR displays even when there is EDR content on screen in macOS Tahoe
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.
1
0
291
Dec ’25
Crash occurring when authenticating user for Game Center
I am using the latest version of the Game Center plugin for Unity and have noticed that my game will crash on launch when trying to authenticate. I've tried this in an empty project with just the plugin and it still crashes with this exception. GfxDevice: creating device client; threaded=1; jobified=0 Initializing Metal device caps: Apple A14 GPU Initialize engine version: 2022.3.62f2 (7670c08855a9) GameKitException: Code=-7 Domain=GKErrorDomain Description=The operation couldn’t be completed. (GKErrorDomain error -7.) (UnsupportedOperationForOSVersion) at Apple.GameKit.DefaultNSErrorHandler.ThrowNSError (System.IntPtr nsErrorPtr) [0x00000] in <00000000000000000000000000000000>:0 Rethrow as TypeInitializationException: The type initializer for 'Apple.GameKit.GKGameActivity' threw an exception. And the area in the native code that is triggering the crash is this inside the GKLocalPlayer_SetAuthenticateHandler function `_onAuthenticate!(tid, _mostRecentAuthenticatePlayer!.passRetainedUnsafeMutablePointer()); I am using Unity 2022.3.62f2 and MacOS 15.6 with iOS 18.6.2 which based on the min specs for the plugin we should be within spec. I have also included this message because I thought it might help too `terminating due to uncaught exception of type Il2CppExceptionWrapper Could not import Swift modules for translation unit: failed to get module "GameKitWrapper" from AST context: error: 'GKErrorCodeExtension.h' file not found in file included from :1: error: could not build Objective-C module 'GameKitWrapper' warning: Ignoring missing VFS file: /Users/james/Library/Developer/Xcode/DerivedData/GameKitWrapper-dzawbtxqdxdviiakfxmfunexppqv/Build/Intermediates.noindex/GameKitWrapper.build/Release-iphoneos/GameKitWrapper-bc72bd3638f4d2956cac9b00e84c1a7d-VFS-iphoneos/all-product-headers.yaml This is the likely root cause for any subsequent compiler errors.warning: Ignoring missing VFS file: /Users/bill/Library/Developer/Xcode/DerivedData/GameKitWrapper-dzawbtxqdxdviiakfxmfunexppqv/Build/Intermediates.noindex/GameKitWrapper.build/Release-iphoneos/GameKitWrapper iOS.build/unextended-module-overlay.yaml This is the likely root cause for any subsequent compiler errors.warning: TypeSystemSwiftTypeRef::GetNumChildren: had to engage SwiftASTContext fallback for type $syyXCD I've also attached the script that I am using for authentication, this script runs on the first scene. GameCenterManager.cs
1
0
494
Nov ’25
GKMatch rule-based matching. Can't match more than 3 people.
Matchmaking rules https://aninterestingwebsite.com/documentation/gamekit/matchmaking-rules?language=objc AppStoreConnectApi rules https://aninterestingwebsite.com/documentation/appstoreconnectapi/rules?language=objc ・Environment Unity 6000.2.2f1 XCode 16.1 iOS 26 3 iPhones ・AppStoreConnectApi rules "type": "gameCenterMatchmakingRuleSets", "id": "f6a88caf-85db-42bf-xxxxxxxxxxxxxxxxxxxx", "attributes": { "referenceName": "co.mygame.RuleSets.GvERandom34", "ruleLanguageVersion": 1, "minPlayers": 3, "maxPlayers": 4 }, "type": "gameCenterMatchmakingRules", "id": "6afa68ce-4d2c-496f-xxxxxxxxxxxxxxxxxxxx", "attributes": { "referenceName": "GameVersion", "description": "Check Game Version. GvERandom34", "type": "COMPATIBLE", "expression": "requests[0].properties.gameVersion == requests[1].properties.gameVersion", "weight": null }, "type": "gameCenterMatchmakingQueues", "id": "7fb645ef-4eca-4510-xxxxxxxxxxxxxxxxxxxx", "attributes": { "referenceName": "co.mygame.que.GvERandom34", "classicMatchmakingBundleIds": [] }, ・Objective-C Execution code queueName = "co.mygame.que.GvERandom34" keyStr = "gameVersion " valueStr = "1.0" - (void)MatchQueueParamStr1Start:(NSString*)queueName keyStr:(NSString*)keyStr valueStr:(NSString*)valueStr { if (@available(iOS 17.2, tvOS 17.2, macOS 14.2, visionOS 1.1, *) == NO) { DBGLOG(@"MatchQueueParamStr1Start Not support."); return; } self->_matchMakingFlag = YES; self->_matchFinishFlag = NO; self->_myMatch = nil; GKMatchRequest *req = [[GKMatchRequest alloc] init]; if (@available(iOS 17.2, tvOS 17.2, macOS 14.2, visionOS 1.1, *)) { req.queueName = queueName; req.properties = @{keyStr: valueStr}; } [[GKMatchmaker sharedMatchmaker] findMatchForRequest:req withCompletionHandler: ^(GKMatch *match, NSError *error) { if (error) { [self SetupErrorInfo:error descriptionText:@"findMatchForRequest"]; } else if(match) { self->_myMatch = match; self->_myMatch.delegate = self; } self->_matchMakingFlag = NO; self->_matchFinishFlag = YES; }]; } ・ I'm trying to match with three devices. Matching doesn't work. 5 minutes later times out. What's the problem?
1
0
278
Nov ’25
Krazy Krownz multiplayer option not working for Game Center!
When trying to play with friends Krazy Krownz doesn’t allow me to click multiplayer even though my Apple Game Center connected and my friends Apple game center connected as well. I even tried sending an invite from Apple Game Center to friends and Krazy Krownz doesn’t even show up on the list of available multiplayer games. I’ve signed out and back in the same issue remain. I’ve try to contact the game developer, but the website doesn’t work.
Replies
1
Boosts
0
Views
321
Activity
Jan ’26
Why is there no Metal on Apple Watch?
subj And how in this case are beautiful system dials made with smoke effects and other particles?
Replies
1
Boosts
0
Views
327
Activity
Oct ’25
Present GameCentre Overlay Programmatically
As GKGameCenterViewController has been deprecated, it seems that GKAccessPoint is now the correct way to present the GameCentre leaderboard. But the placement options for the GKAccessPoint are very limited and lead to misaligned UI that looks clunky, as the GKAccessPoint does not align with the system navigation toolbar. Am I missing something here or am I just stuck with a lopsided UI now? I much preferred how this previously worked, where I could present the GKGameCenterViewController in a sheet from my own button
Replies
1
Boosts
0
Views
300
Activity
Feb ’26
Why does game mode not get triggered for my App?
I think I really have tried everything and I did all according to official documentation to support game mode on iOS or iPadOS but it doesn't matter what I do it just doesn't get triggered. Funny enough it works during development when I install it via Xcode but as soon as it is live on the store and when I install it from there game mode doesn't get triggered anymore. What I have atm I have added (even though it is deprecated) <key>GCSupportsGameMode</key> <true/> I have set the (but it seems only supported for macOS) <key>LSApplicationCategoryType</key> <string>public.app-category.games</string> I have added <key>LSSupportsGameMode</key> <true/> It just doesn't work. Is there anything else what needs to be done? Should the flag LSSupportsGameMode not be enough normally? The reason why this is so annoying is that my app is a real time streaming app and I want to profit from minimised background activities for smoother gameplay and more consistent frame rates like mentioned in the documentation.
Replies
1
Boosts
0
Views
747
Activity
Nov ’25
Help Request! How to Render Models with SubMeshes Using Metal 4?
Hi, I'm Beginner with Metal 4 and Model I/O 🥺. I can render simple models with just one mesh, but when I try to render models with SubMeshes, nothing shows up on screen. Can anyone help me figure out how to properly render models with multiple submeshes? I think I'm not iterating through them correctly or maybe missing some buffers setup. Here's what I have so far: https://www.icloud.com.cn/iclouddrive/0a6x_NLwlWy-herPocExZ8g3Q#LoadModel
Replies
1
Boosts
0
Views
305
Activity
Nov ’25
Low Power Mode on MacOS 26 Tahoe + Vsync fullscreen limits application to 30 fps
I'm experiencing a specific issue where when using any of the MacOS 26 Tahoe betas with Low Power Mode enabled and using Vsync in fullscreen, my application framerate gets limited to a hard 30 fps. I have not experienced this on any older OS. For example Low Power Mode on 13.6 Ventura with Vsync fullscreen lets my application run at full 60 fps without issues. Is this a bug or a change in behavior of Low Power Mode on Tahoe? My application is 3D, runs at 60 fps and is sensitive to tearing, so I need Vsync and it is mostly utilized in fullscreen. And Low Power Mode is a default for many Macs, so default experience on Tahoe currently is a halved 30 fps. However there also seems to be inconsistencies of on which machines this happens, but older OSes are always fine.
Replies
1
Boosts
0
Views
389
Activity
Aug ’25
Metal: Intersection results unstable when reusing Instance Acceleration Structures
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.
Replies
1
Boosts
1
Views
352
Activity
Dec ’25
How can I assign priorities to my app’s GPU workloads?
My app has a number of heterogeneous GPU workloads that all run concurrently. Some of these should be executed with the highest priority because the app’s responsiveness depends on them, while others are triggered by file imports and the like which should have a low priority. If this was running on the CPU I’d assign the former User Interactive QoS and the latter Utility QoS. Is there an equivalent to this for GPU work?
Replies
1
Boosts
0
Views
946
Activity
Jan ’26
Airplay content from Apple device to Vision Pro
Does anyone know if we will be able to airplay content from another Apple device, say an iPad or iPhone to the Vision Pro?
Replies
1
Boosts
0
Views
1.2k
Activity
Nov ’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.
Replies
1
Boosts
0
Views
204
Activity
Apr ’25
Will OpenGL API and Drivers be removed after appleOS 26?
Hi, I am a Multimedia and Graphics researcher and I am wondering if OpenGL API and drivers will be removed after appleOS 26? macOS 26 iOS 26 iPadOS 26 visionOS 26 I am asking this because most of the libraries I use depends on OpenGL. Like CGAL, libigl, immediate mode ui, nanovg, nanogui, bullet physics. Transitioning from Vulkan and metal while using and learning those libraries is just not viable. I would like to ask you that. I am the sole developer and I just want to ask you that. Regards.
Replies
1
Boosts
0
Views
241
Activity
Aug ’25
Metal 4 Argument Tables
I am puzzled by the setAddress(_:attributeStride:index:) of MTL4ArgumentTable. Can anyone please explain what the attributeStride parameter is for? The doc says that it is "The stride between attributes in the buffer." but why? Who uses this for what? On the C++ side in the shaders the stride is determined by the C++ type, as far as I know. What am I missing here? Thanks!
Replies
1
Boosts
0
Views
1.1k
Activity
Jan ’26
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?
Replies
1
Boosts
0
Views
896
Activity
Dec ’25
Race conditions when changing CAMetalLayer.drawableSize?
Is the pseudocode below thread-safe? Imagine that the Main thread sets the CAMetalLayer's drawableSize to a new size meanwhile the rendering thread is in the middle of rendering into an existing MTLDrawable which does still have the old size. Is the change of metalLayer.drawableSize thread-safe in the sense that I can present an old MTLDrawable which has a different resolution than the current value of metalLayer.drawableSize? I assume that setting the drawableSize property informs Metal that the next MTLDrawable offered by the CAMetalLayer should have the new size, right? Is it valid to assume that "metalLayer.drawableSize = newSize" and "metalLayer.nextDrawable()" are internally synchronized, so it cannot happen that metalLayer.nextDrawable() would produce e.g. a MTLDrawable with the old width but with the new height (or a completely invalid resolution due to potential race conditions)? func onWindowResized(newSize: CGSize) { // Called on the Main thread metalLayer.drawableSize = newSize } func onVsync(drawable: MTLDrawable) { // Called on a background rendering thread renderer.renderInto(drawable: drawable) }
Replies
1
Boosts
1
Views
538
Activity
Dec ’25
Custom GCController subclass for new hardware?
Hi all, Wondering how I would go about creating a plugin/class to support a new (physical/hardware) device with the game controller framework? Between GCVirtualController on iOS and the "KeyboardAndMouseSupport.bundle" I see inside GameController.framework on my Mac, it looks like the framework must be designed to support this but I can't find any documentation. Thanks!
Replies
1
Boosts
0
Views
980
Activity
Jan ’26
NSScreen's maximumExtendedDynamicRangeColorComponentValue does not seem to provide the proper value after sleep/wake on third party HDR displays even when there is EDR content on screen in macOS Tahoe
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.
Replies
1
Boosts
0
Views
291
Activity
Dec ’25
Crash occurring when authenticating user for Game Center
I am using the latest version of the Game Center plugin for Unity and have noticed that my game will crash on launch when trying to authenticate. I've tried this in an empty project with just the plugin and it still crashes with this exception. GfxDevice: creating device client; threaded=1; jobified=0 Initializing Metal device caps: Apple A14 GPU Initialize engine version: 2022.3.62f2 (7670c08855a9) GameKitException: Code=-7 Domain=GKErrorDomain Description=The operation couldn’t be completed. (GKErrorDomain error -7.) (UnsupportedOperationForOSVersion) at Apple.GameKit.DefaultNSErrorHandler.ThrowNSError (System.IntPtr nsErrorPtr) [0x00000] in <00000000000000000000000000000000>:0 Rethrow as TypeInitializationException: The type initializer for 'Apple.GameKit.GKGameActivity' threw an exception. And the area in the native code that is triggering the crash is this inside the GKLocalPlayer_SetAuthenticateHandler function `_onAuthenticate!(tid, _mostRecentAuthenticatePlayer!.passRetainedUnsafeMutablePointer()); I am using Unity 2022.3.62f2 and MacOS 15.6 with iOS 18.6.2 which based on the min specs for the plugin we should be within spec. I have also included this message because I thought it might help too `terminating due to uncaught exception of type Il2CppExceptionWrapper Could not import Swift modules for translation unit: failed to get module "GameKitWrapper" from AST context: error: 'GKErrorCodeExtension.h' file not found in file included from :1: error: could not build Objective-C module 'GameKitWrapper' warning: Ignoring missing VFS file: /Users/james/Library/Developer/Xcode/DerivedData/GameKitWrapper-dzawbtxqdxdviiakfxmfunexppqv/Build/Intermediates.noindex/GameKitWrapper.build/Release-iphoneos/GameKitWrapper-bc72bd3638f4d2956cac9b00e84c1a7d-VFS-iphoneos/all-product-headers.yaml This is the likely root cause for any subsequent compiler errors.warning: Ignoring missing VFS file: /Users/bill/Library/Developer/Xcode/DerivedData/GameKitWrapper-dzawbtxqdxdviiakfxmfunexppqv/Build/Intermediates.noindex/GameKitWrapper.build/Release-iphoneos/GameKitWrapper iOS.build/unextended-module-overlay.yaml This is the likely root cause for any subsequent compiler errors.warning: TypeSystemSwiftTypeRef::GetNumChildren: had to engage SwiftASTContext fallback for type $syyXCD I've also attached the script that I am using for authentication, this script runs on the first scene. GameCenterManager.cs
Replies
1
Boosts
0
Views
494
Activity
Nov ’25
GKMatch rule-based matching. Can't match more than 3 people.
Matchmaking rules https://aninterestingwebsite.com/documentation/gamekit/matchmaking-rules?language=objc AppStoreConnectApi rules https://aninterestingwebsite.com/documentation/appstoreconnectapi/rules?language=objc ・Environment Unity 6000.2.2f1 XCode 16.1 iOS 26 3 iPhones ・AppStoreConnectApi rules "type": "gameCenterMatchmakingRuleSets", "id": "f6a88caf-85db-42bf-xxxxxxxxxxxxxxxxxxxx", "attributes": { "referenceName": "co.mygame.RuleSets.GvERandom34", "ruleLanguageVersion": 1, "minPlayers": 3, "maxPlayers": 4 }, "type": "gameCenterMatchmakingRules", "id": "6afa68ce-4d2c-496f-xxxxxxxxxxxxxxxxxxxx", "attributes": { "referenceName": "GameVersion", "description": "Check Game Version. GvERandom34", "type": "COMPATIBLE", "expression": "requests[0].properties.gameVersion == requests[1].properties.gameVersion", "weight": null }, "type": "gameCenterMatchmakingQueues", "id": "7fb645ef-4eca-4510-xxxxxxxxxxxxxxxxxxxx", "attributes": { "referenceName": "co.mygame.que.GvERandom34", "classicMatchmakingBundleIds": [] }, ・Objective-C Execution code queueName = "co.mygame.que.GvERandom34" keyStr = "gameVersion " valueStr = "1.0" - (void)MatchQueueParamStr1Start:(NSString*)queueName keyStr:(NSString*)keyStr valueStr:(NSString*)valueStr { if (@available(iOS 17.2, tvOS 17.2, macOS 14.2, visionOS 1.1, *) == NO) { DBGLOG(@"MatchQueueParamStr1Start Not support."); return; } self->_matchMakingFlag = YES; self->_matchFinishFlag = NO; self->_myMatch = nil; GKMatchRequest *req = [[GKMatchRequest alloc] init]; if (@available(iOS 17.2, tvOS 17.2, macOS 14.2, visionOS 1.1, *)) { req.queueName = queueName; req.properties = @{keyStr: valueStr}; } [[GKMatchmaker sharedMatchmaker] findMatchForRequest:req withCompletionHandler: ^(GKMatch *match, NSError *error) { if (error) { [self SetupErrorInfo:error descriptionText:@"findMatchForRequest"]; } else if(match) { self->_myMatch = match; self->_myMatch.delegate = self; } self->_matchMakingFlag = NO; self->_matchFinishFlag = YES; }]; } ・ I'm trying to match with three devices. Matching doesn't work. 5 minutes later times out. What's the problem?
Replies
1
Boosts
0
Views
278
Activity
Nov ’25
unity游戏在新版本iphone手机上卡渲染
在正常游戏中,如果非常频繁的调用assetBundle.Unload接口,会导致游戏应用画面卡死,但是游戏的背景音乐仍然正常播放。这类问题仅发生在iphone16 和iphone17的手机上,低版本的手机没有任何问题,请问该如何解决这个问题?
Replies
1
Boosts
0
Views
706
Activity
Nov ’25
Why there's no rgb32Float in Metal?
I noticed that MTLPixelFormat has this cases: case r32Float = 55 case rg32Float = 105 case rgba32Float = 125 But no case rgb32Float. What's the reason for such a discrimination?
Replies
1
Boosts
0
Views
283
Activity
Jan ’26