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

Game Center Access Point does not appear on iOS 26 (Simulator)
Attempting to bring up the access point yields the following error log: [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy [GameCenterOverlayService] Could not create endpoint for service name: com.apple.GameOverlayUI.dashboard-service [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy [GameCenterOverlayService] Could not create endpoint for service name: com.apple.GameOverlayUI.dashboard-service [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy The same code (which is a single line setting 'active' to true) works on physical devices and on the simulator in iOS 18.6 I haven't been able to find any mention of this issue online. Any suggestions or help greatly appreciated.
2
1
829
Feb ’26
SpriteKit framerate drop on iOS 26.4 (ongoing for months)
I have noticed that the performance drop on SpriteKit-based projects running on iOS 26 is still ongoing With iOS 26 back in Sep 2025 a framerate problem was introduced. My app was always running smoothly with 60fps even on very old devices suddenly started to stutter with 40fps - and lower on a rather normal iPhone 13. This problem continued with BETA 26.1 The problem was fixed in 26.2. But 26.3 brought the problem back and its still ongoing with 26.4 of yesterday This is easily reproducible with a very simple example // // BareboneSpriteKitApp.swift // BareboneSpriteKit // // Created by Bernd Beyreuther on 24.02.26. // import SwiftUI import SpriteKit @main struct BareboneSpriteKitApp: App { var body: some Scene { WindowGroup { BareboneSceneView() } } } final class BareboneScene: SKScene { override func didMove(to view: SKView) { size = view.bounds.size scaleMode = .resizeFill anchorPoint = CGPoint(x: 0.5, y: 0.5) backgroundColor = .darkGray let s = SKSpriteNode(color: .cyan, size: CGSize(width: 64, height: 64)) addChild(s) let action = SKAction.rotate(byAngle: .pi, duration: 2) s.run(.repeatForever(action)) let t = SKLabelNode(text: deviceInfoString()) t.fontSize = 15 t.position.y = -100 addChild(t) } } struct BareboneSceneView: View { var body: some View { SpriteView( scene: BareboneScene(), debugOptions: [.showsFPS] ) .ignoresSafeArea() } } func deviceInfoString() -> String { let os = ProcessInfo.processInfo.operatingSystemVersion let osString = "iOS \(os.majorVersion).\(os.minorVersion).\(os.patchVersion)" let model = UIDevice.current.model // "iPhone", "iPad" let machine = { var sysinfo = utsname() uname(&sysinfo) return withUnsafePointer(to: &sysinfo.machine) { ptr -> String in ptr.withMemoryRebound(to: CChar.self, capacity: 1) { cptr in String(cString: cptr) } } }() // z.B. "iPhone15,2" return "Model Identifier: \(model) (\(machine)), \(osString)" } I file a bugreport via Feedback Assistant FB22038921 The problem is no around for such a long time ! This is deeply concerning, because it questions if it is really feasable to continue to develop using Spritekit ?
0
1
191
Feb ’26
Multiply exr lightmap in Reality Composer Pro Shader Graph
I’m trying to use EXR lightmaps to overlay baked lighting on top of a base texture in the RCP Shader Graph. When I multiply an EXR image set to Image(float) with an 8-bit base texture, the output becomes Image(float). I can’t connect that to the BaseColor input on the UnlitSurface node, since it only accepts Color3f. I expected to be able to use a Convert node between the Multiply node and the BaseColor input, but when I do that, the result becomes black and white instead of the expected outcome: the EXR multiplied with the base texture using a baseline value of 1, where values below 1 in the EXR would darken the base texture and values above 1 would brighten it. Is there any documentation on how to properly overlay a 32-bit EXR lightmap in the RCP Shader Graph, or is the black-and-white output from the Convert node a bug?
7
0
1.1k
Jan ’26
Subject: Handling Z-Up Blender USDZ Models in RealityKit (visionOS) for Transform Updates
Hello everyone, I'm working on a visionOS application using RealityKit and am encountering a common coordinate system challenge when integrating 3D models created in Blender. My goal is to display and dynamically update the Transform (position, rotation, scale) of models created in Blender within RealityKit. The issue arises because Blender's default coordinate system is Z-up, and while exporting to USD/USDZ, I don't have a reliable "Y-up" export option that correctly reorients the model and its transform data for RealityKit's Y-up convention. This means I'm essentially exporting models with their "up" direction along the Z-axis. When I load these Z-up exported models into RealityKit, they are often oriented incorrectly. To then programmatically update their Transform (e.g., move them, rotate them based on game logic, or apply physics), I need to ensure that the Transform values I set align with RealityKit's Y-up system, even though the original model data was authored in a Z-up context. My questions are: What is the recommended transformation process (e.g., using simd_quatf or simd_float4x4) to convert a Transform that was conceptually defined in a Z-up coordinate system to RealityKit's Y-up coordinate system? Specifically, when I have a Transform (or its translation, rotation, scale components) from a Z-up context, how should I apply this to a RealityKit Entity so it appears and behaves correctly in a Y-up world? Are there any existing convenience APIs or helper functions within RealityKit, simd, or other Apple frameworks that simplify this Z-up to Y-up Transform conversion process? Or is a manual application of a transformation quaternion (e.g., simd_quatf(angle: -.pi / 2, axis: [1, 0, 0])) the standard approach? Any guidance, code examples, or best practices from those who have faced similar challenges would be greatly appreciated! Thank you.
1
1
497
Jul ’25
Issues building Unity plug-in project: Cannot locate native library Apple.Core/Apple.GameKit for iOS
I'm having issues getting a well built package from the Apple Unity Plug-in project. When building the my game project in Unity the following error is printed to the console: Apple.Core.AppleNativeLibraryUtility] Cannot locate a Debug or Release Apple.Core native library for iOS. Please ensure that the build invocation (build.py, xcodebuild, or Xcode) compiled cleanly and that the build was configured to support Debug on iOS. As far as I can tell the build did compile cleanly, but I might be missing something. If anyone can see what I'm doing wrong or has any insight it would be greatly appreciated. Setup is the following: macOS Tahoe 26 Beta Xcode-beta Version 26.0 beta 3 (17A5276g) Unity Plug-in branch: 2025-beta1 Unity game project version: 2022.3.60f M1 Macbook Pro The built packages have been imported into the game project through the Unity Package Manager using the tarball option pointing to the built packages from the Unity Plug-in project. The Unity Plug-in project has been built using the build.py file with the following: python3 build.py -m iOS iPhoneSimulator -p Core GameKit CoreHaptics GameController -k all The output is available in the attached file. build-output.txt Here's an image of the NativeLibraries~ folder inside the built Apple.Core package.
6
1
1.3k
Oct ’25
Value of type 'SCRecordingOutput' has no member 'delegate'
Hello, I am trying to capture screen recording ( output.mp4 ) using ScreenCaptureKit and also the mouse positions during the recording ( mouse.json ). The recording and the mouse positions ( tracked based on mouse movements events only ) needs to be perfectly synced in order to add effects in post editing. I started off by using the await stream?.startCapture() and after that starting my mouse tracking function :- try await captureEngine.startCapture(configuration: config, filter: filter, recordingOutput: recordingOutput) let captureStartTime = Date() mouseTracker?.startTracking(with: captureStartTime) But every time I tested, there is a clear inconsistency in sync between the recorded video and the recorded mouse positions. The only thing I want is to know when exactly does the recording "actually" started so that I can start the mouse capture at that same time, and thus I tried using the Delegates, but being able to set them up perfectly. import Foundation import AVFAudio import ScreenCaptureKit import OSLog import Combine class CaptureEngine: NSObject, @unchecked Sendable { private let logger = Logger() private(set) var stream: SCStream? private var streamOutput: CaptureEngineStreamOutput? private var recordingOutput: SCRecordingOutput? private let videoSampleBufferQueue = DispatchQueue(label: "com.francestudio.phia.VideoSampleBufferQueue") private let audioSampleBufferQueue = DispatchQueue(label: "com.francestudio.phia.AudioSampleBufferQueue") private let micSampleBufferQueue = DispatchQueue(label: "com.francestudio.phia.MicSampleBufferQueue") func startCapture(configuration: SCStreamConfiguration, filter: SCContentFilter, recordingOutput: SCRecordingOutput) async throws { // Create the stream output delegate. let streamOutput = CaptureEngineStreamOutput() self.streamOutput = streamOutput do { stream = SCStream(filter: filter, configuration: configuration, delegate: streamOutput) try stream?.addStreamOutput(streamOutput, type: .screen, sampleHandlerQueue: videoSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .audio, sampleHandlerQueue: audioSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .microphone, sampleHandlerQueue: micSampleBufferQueue) self.recordingOutput = recordingOutput recordingOutput.delegate = self try stream?.addRecordingOutput(recordingOutput) try await stream?.startCapture() } catch { logger.error("Failed to start capture: \(error.localizedDescription)") throw error } } func stopCapture() async throws { do { try await stream?.stopCapture() } catch { logger.error("Failed to stop capture: \(error.localizedDescription)") throw error } } func update(configuration: SCStreamConfiguration, filter: SCContentFilter) async { do { try await stream?.updateConfiguration(configuration) try await stream?.updateContentFilter(filter) } catch { logger.error("Failed to update the stream session: \(String(describing: error))") } } func stopRecordingOutputForStream(_ recordingOutput: SCRecordingOutput) throws { try self.stream?.removeRecordingOutput(recordingOutput) } } // MARK: - SCRecordingOutputDelegate extension CaptureEngine: SCRecordingOutputDelegate { func recordingOutputDidStartRecording(_ recordingOutput: SCRecordingOutput) { let startTime = Date() logger.info("Recording output did start recording \(startTime)") } func recordingOutputDidFinishRecording(_ recordingOutput: SCRecordingOutput) { logger.info("Recording output did finish recording") } func recordingOutput(_ recordingOutput: SCRecordingOutput, didFailWithError error: any Error) { logger.error("Recording output failed with error: \(error.localizedDescription)") } } private class CaptureEngineStreamOutput: NSObject, SCStreamOutput, SCStreamDelegate { private let logger = Logger() override init() { super.init() } func stream(_ stream: SCStream, didOutputSampleBuffer sampleBuffer: CMSampleBuffer, of outputType: SCStreamOutputType) { guard sampleBuffer.isValid else { return } switch outputType { case .screen: break case .audio: break case .microphone: break @unknown default: logger.error("Encountered unknown stream output type:") } } func stream(_ stream: SCStream, didStopWithError error: Error) { logger.error("Stream stopped with error: \(error.localizedDescription)") } } I am getting error Value of type 'SCRecordingOutput' has no member 'delegate' Even though I am targeting macOs 15+ ( macOs 26 actually ) and macOs only. What is the best way to achieving the desired result? Is there any other / better way to do it?
1
0
296
Oct ’25
Feature Request: Support .reality File Export in Reality Composer Pro for Mac
I am an AR developer working on Apple Silicon Macs. Currently, Reality Composer Pro does not allow exporting .reality files, and Reality Composer (classic) is not available for Apple Silicon. This creates a gap in the workflow for ARKit/RealityKit developers who need interactive .reality files for use in Xcode projects. Having the ability to export .reality files directly from Reality Composer Pro on Mac would greatly streamline development and enable a fully native workflow on modern Macs. Alternatively, bringing Reality Composer (classic) to Apple Silicon would also resolve this issue. I have submitted this as a feature request via Feedback Assistant (FB17900386). I encourage others with similar needs to reply or submit feedback as well. Thank you!
4
1
294
Jul ’25
Blurry Game Center Achievement Images?
Hey all — I’ve been building out my first set of Game Center Achievements for a game I’m working on, and I’ve run into something odd with the image quality. The specs say to upload icons at 512x512 or 1024x1024@2x. I’ve been uploading 1024x1024 PNGs (without explicitly naming them “@2x” since there’s only one upload slot), assuming that Game Center would just handle the scaling automatically — kind of like how a lot of things are getting more streamlined across platforms lately. But in testing, the icons are showing up a bit blurry, especially in the Game Center interface. It’s not horrible, but it’s definitely softer than I expected — more like low-res than Retina. All my test devices (outside the Simulator) are running iOS 26, so I’m also wondering if this might be a beta-related display bug? Has anyone else run into this? Curious if I’m missing a best practice here, or if I really do need to ensure I’m uploading it with the @2x suffix, or maybe something else entirely? Thanks!
2
1
468
Jul ’25
How to Apple Unity Plugins
When running my game in the Unity Editor on Windows platform I get an error: DllNotFoundException: GameKitWrapper assembly:<unknown assembly> type:<unknown type> member:(null) Apple.GameKit.DefaultNSErrorHandler.Init () (at ./Library/PackageCache/com.apple.unityplugin.gamekit@0abcad546f73/Source/DefaultHandlers.cs:35) This is because GameKitWrapper dynamically linked library is not available under Windows platform. Besides, "Apple Build Settings" are declared under UNITY_EDITOR_OSX and also not available under Windows platform. Does anyone managed to solve this?
1
1
595
Jul ’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
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
[Bug] iPadOS 26: 4-Finger Fast Tap/Swipe Gesture Not Detected (Multitouch Issue)
Hi everyone I'm experiencing an issue with iPadOS 26 regarding multi-touch gesture detection. When performing a quick four-finger gesture (tap and swipe), the system often fails to recognize the input. This especially affects multi-touch gestures, such as rhythm games with difficult levels. Steps to Reproduce: Place four fingers on the screen. Perform a quick tap or a quick horizontal swipe (like the one used to switch apps). Observe whether the gesture is ignored or detected inconsistently. Expected Behavior: 4-finger multitouch gestures should be recognized regardless of gesture speed, just like previous iPadOS versions. Actual Behavior: Gestures fail to be detected when executed quickly—same gestures still work, and miss notes in rhythm games. You can check out my posts on Twitter/x and Facebook: [https://x.com/kokona_fwa/status/1978131164104728949?s=61] Facebook: [https://m.facebook.com/groups/idipad/permalink/24438964899058806/?]
1
1
1.2k
Oct ’25
Gamekit Achievements Won't Unhide
Added achievements to my approved app. Added them for the next release version, which I am running in simulator. When I look at the Achievements page, I can see that there are 17 Achievements available (correct), but they all show as hidden, despite checking the "No" box in App Store Connect.
1
1
164
May ’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
D3DMetal Extreme Over Synchronization Issues
Explanation Currently, D3DMetal’s GPU synchronization approach introduces significant compute overhead on the CPU. This specifically affects D3D12 games that use modern rendering pipelines on Apple Silicon. Specifically, I’ve tested Death Stranding 2 On the Beach for how it handles its rendering. And the results are extreme: frame times are suffering from a 42% decrease from synchronization. Although there are obviously other effects at play, such as the overhead introduced by Rosetta and Wine, both of them don’t introduce as much overhead as D3DMetal. This issue isn’t just specific to Death Stranding 2 On the Beach; most games running through D3DMetal suffer from this. Most games still seem to force synchronization to ~30 ms to reach the 30 fps amount. But it could be better with better synchronization, such as how DXMT handles it. Instead of doubling the work, it allows Metal to single-handedly track resource dependencies internally. This is in part due to the unfortunate bad mapping of D3D12 calls onto shared logic between D3D11 and D3D12. System M2 Max Mac Studio — 32 GBs — 30-core GPU macOS 26.4 Tahoe CrossOver 26.1 RC Death Stranding 2 On the Beach — Steam Assassin’s Creed Valhalla — Steam & Ubisoft Connect Thank you for your commitment. Another game that I recommend testing to really see this swell is Assassin’s Creed Valhalla. Feedback FB22426600 - D3DMetal Extereme Over Syncranization Issues
0
1
136
2d
The delay issue of 4G TCP connection for iPhone 17 in China's mobile network
Reproduce Same SIM card with 4G, same testing location, connected to the same server, xcode debugging game applications, network/profile retrotransmitted, Avg round trip to view data iPhone17, Turn off 4G and turn on WiFi. All the above indicators are acceptable iPhone17, Turn on 4G, turn off WiFi, retry with retransmission and very high Avg round trip iPhone14-16, Turn on 4G and turn off WiFi. All the above indicators are acceptable App Unity3d project .netframe4.0 C# Socket Other Many developers in Chinese forums have provided feedback on this issue
2
0
797
Oct ’25
Game Center Access Point does not appear on iOS 26 (Simulator)
Attempting to bring up the access point yields the following error log: [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy [GameCenterOverlayService] Could not create endpoint for service name: com.apple.GameOverlayUI.dashboard-service [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy [GameCenterOverlayService] Could not create endpoint for service name: com.apple.GameOverlayUI.dashboard-service [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy The same code (which is a single line setting 'active' to true) works on physical devices and on the simulator in iOS 18.6 I haven't been able to find any mention of this issue online. Any suggestions or help greatly appreciated.
Replies
2
Boosts
1
Views
829
Activity
Feb ’26
SpriteKit framerate drop on iOS 26.4 (ongoing for months)
I have noticed that the performance drop on SpriteKit-based projects running on iOS 26 is still ongoing With iOS 26 back in Sep 2025 a framerate problem was introduced. My app was always running smoothly with 60fps even on very old devices suddenly started to stutter with 40fps - and lower on a rather normal iPhone 13. This problem continued with BETA 26.1 The problem was fixed in 26.2. But 26.3 brought the problem back and its still ongoing with 26.4 of yesterday This is easily reproducible with a very simple example // // BareboneSpriteKitApp.swift // BareboneSpriteKit // // Created by Bernd Beyreuther on 24.02.26. // import SwiftUI import SpriteKit @main struct BareboneSpriteKitApp: App { var body: some Scene { WindowGroup { BareboneSceneView() } } } final class BareboneScene: SKScene { override func didMove(to view: SKView) { size = view.bounds.size scaleMode = .resizeFill anchorPoint = CGPoint(x: 0.5, y: 0.5) backgroundColor = .darkGray let s = SKSpriteNode(color: .cyan, size: CGSize(width: 64, height: 64)) addChild(s) let action = SKAction.rotate(byAngle: .pi, duration: 2) s.run(.repeatForever(action)) let t = SKLabelNode(text: deviceInfoString()) t.fontSize = 15 t.position.y = -100 addChild(t) } } struct BareboneSceneView: View { var body: some View { SpriteView( scene: BareboneScene(), debugOptions: [.showsFPS] ) .ignoresSafeArea() } } func deviceInfoString() -> String { let os = ProcessInfo.processInfo.operatingSystemVersion let osString = "iOS \(os.majorVersion).\(os.minorVersion).\(os.patchVersion)" let model = UIDevice.current.model // "iPhone", "iPad" let machine = { var sysinfo = utsname() uname(&sysinfo) return withUnsafePointer(to: &sysinfo.machine) { ptr -> String in ptr.withMemoryRebound(to: CChar.self, capacity: 1) { cptr in String(cString: cptr) } } }() // z.B. "iPhone15,2" return "Model Identifier: \(model) (\(machine)), \(osString)" } I file a bugreport via Feedback Assistant FB22038921 The problem is no around for such a long time ! This is deeply concerning, because it questions if it is really feasable to continue to develop using Spritekit ?
Replies
0
Boosts
1
Views
191
Activity
Feb ’26
Multiply exr lightmap in Reality Composer Pro Shader Graph
I’m trying to use EXR lightmaps to overlay baked lighting on top of a base texture in the RCP Shader Graph. When I multiply an EXR image set to Image(float) with an 8-bit base texture, the output becomes Image(float). I can’t connect that to the BaseColor input on the UnlitSurface node, since it only accepts Color3f. I expected to be able to use a Convert node between the Multiply node and the BaseColor input, but when I do that, the result becomes black and white instead of the expected outcome: the EXR multiplied with the base texture using a baseline value of 1, where values below 1 in the EXR would darken the base texture and values above 1 would brighten it. Is there any documentation on how to properly overlay a 32-bit EXR lightmap in the RCP Shader Graph, or is the black-and-white output from the Convert node a bug?
Replies
7
Boosts
0
Views
1.1k
Activity
Jan ’26
Subject: Handling Z-Up Blender USDZ Models in RealityKit (visionOS) for Transform Updates
Hello everyone, I'm working on a visionOS application using RealityKit and am encountering a common coordinate system challenge when integrating 3D models created in Blender. My goal is to display and dynamically update the Transform (position, rotation, scale) of models created in Blender within RealityKit. The issue arises because Blender's default coordinate system is Z-up, and while exporting to USD/USDZ, I don't have a reliable "Y-up" export option that correctly reorients the model and its transform data for RealityKit's Y-up convention. This means I'm essentially exporting models with their "up" direction along the Z-axis. When I load these Z-up exported models into RealityKit, they are often oriented incorrectly. To then programmatically update their Transform (e.g., move them, rotate them based on game logic, or apply physics), I need to ensure that the Transform values I set align with RealityKit's Y-up system, even though the original model data was authored in a Z-up context. My questions are: What is the recommended transformation process (e.g., using simd_quatf or simd_float4x4) to convert a Transform that was conceptually defined in a Z-up coordinate system to RealityKit's Y-up coordinate system? Specifically, when I have a Transform (or its translation, rotation, scale components) from a Z-up context, how should I apply this to a RealityKit Entity so it appears and behaves correctly in a Y-up world? Are there any existing convenience APIs or helper functions within RealityKit, simd, or other Apple frameworks that simplify this Z-up to Y-up Transform conversion process? Or is a manual application of a transformation quaternion (e.g., simd_quatf(angle: -.pi / 2, axis: [1, 0, 0])) the standard approach? Any guidance, code examples, or best practices from those who have faced similar challenges would be greatly appreciated! Thank you.
Replies
1
Boosts
1
Views
497
Activity
Jul ’25
Metal 4 support in iOS simulator
I'm updating our app to support metal 4, but the metal 4 types don't seem to get recognized when targeting simulator. Is it known if metal 4 will be supported in the near future, or am I setting up the app wrong?
Replies
5
Boosts
0
Views
731
Activity
Oct ’25
Issues building Unity plug-in project: Cannot locate native library Apple.Core/Apple.GameKit for iOS
I'm having issues getting a well built package from the Apple Unity Plug-in project. When building the my game project in Unity the following error is printed to the console: Apple.Core.AppleNativeLibraryUtility] Cannot locate a Debug or Release Apple.Core native library for iOS. Please ensure that the build invocation (build.py, xcodebuild, or Xcode) compiled cleanly and that the build was configured to support Debug on iOS. As far as I can tell the build did compile cleanly, but I might be missing something. If anyone can see what I'm doing wrong or has any insight it would be greatly appreciated. Setup is the following: macOS Tahoe 26 Beta Xcode-beta Version 26.0 beta 3 (17A5276g) Unity Plug-in branch: 2025-beta1 Unity game project version: 2022.3.60f M1 Macbook Pro The built packages have been imported into the game project through the Unity Package Manager using the tarball option pointing to the built packages from the Unity Plug-in project. The Unity Plug-in project has been built using the build.py file with the following: python3 build.py -m iOS iPhoneSimulator -p Core GameKit CoreHaptics GameController -k all The output is available in the attached file. build-output.txt Here's an image of the NativeLibraries~ folder inside the built Apple.Core package.
Replies
6
Boosts
1
Views
1.3k
Activity
Oct ’25
Value of type 'SCRecordingOutput' has no member 'delegate'
Hello, I am trying to capture screen recording ( output.mp4 ) using ScreenCaptureKit and also the mouse positions during the recording ( mouse.json ). The recording and the mouse positions ( tracked based on mouse movements events only ) needs to be perfectly synced in order to add effects in post editing. I started off by using the await stream?.startCapture() and after that starting my mouse tracking function :- try await captureEngine.startCapture(configuration: config, filter: filter, recordingOutput: recordingOutput) let captureStartTime = Date() mouseTracker?.startTracking(with: captureStartTime) But every time I tested, there is a clear inconsistency in sync between the recorded video and the recorded mouse positions. The only thing I want is to know when exactly does the recording "actually" started so that I can start the mouse capture at that same time, and thus I tried using the Delegates, but being able to set them up perfectly. import Foundation import AVFAudio import ScreenCaptureKit import OSLog import Combine class CaptureEngine: NSObject, @unchecked Sendable { private let logger = Logger() private(set) var stream: SCStream? private var streamOutput: CaptureEngineStreamOutput? private var recordingOutput: SCRecordingOutput? private let videoSampleBufferQueue = DispatchQueue(label: "com.francestudio.phia.VideoSampleBufferQueue") private let audioSampleBufferQueue = DispatchQueue(label: "com.francestudio.phia.AudioSampleBufferQueue") private let micSampleBufferQueue = DispatchQueue(label: "com.francestudio.phia.MicSampleBufferQueue") func startCapture(configuration: SCStreamConfiguration, filter: SCContentFilter, recordingOutput: SCRecordingOutput) async throws { // Create the stream output delegate. let streamOutput = CaptureEngineStreamOutput() self.streamOutput = streamOutput do { stream = SCStream(filter: filter, configuration: configuration, delegate: streamOutput) try stream?.addStreamOutput(streamOutput, type: .screen, sampleHandlerQueue: videoSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .audio, sampleHandlerQueue: audioSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .microphone, sampleHandlerQueue: micSampleBufferQueue) self.recordingOutput = recordingOutput recordingOutput.delegate = self try stream?.addRecordingOutput(recordingOutput) try await stream?.startCapture() } catch { logger.error("Failed to start capture: \(error.localizedDescription)") throw error } } func stopCapture() async throws { do { try await stream?.stopCapture() } catch { logger.error("Failed to stop capture: \(error.localizedDescription)") throw error } } func update(configuration: SCStreamConfiguration, filter: SCContentFilter) async { do { try await stream?.updateConfiguration(configuration) try await stream?.updateContentFilter(filter) } catch { logger.error("Failed to update the stream session: \(String(describing: error))") } } func stopRecordingOutputForStream(_ recordingOutput: SCRecordingOutput) throws { try self.stream?.removeRecordingOutput(recordingOutput) } } // MARK: - SCRecordingOutputDelegate extension CaptureEngine: SCRecordingOutputDelegate { func recordingOutputDidStartRecording(_ recordingOutput: SCRecordingOutput) { let startTime = Date() logger.info("Recording output did start recording \(startTime)") } func recordingOutputDidFinishRecording(_ recordingOutput: SCRecordingOutput) { logger.info("Recording output did finish recording") } func recordingOutput(_ recordingOutput: SCRecordingOutput, didFailWithError error: any Error) { logger.error("Recording output failed with error: \(error.localizedDescription)") } } private class CaptureEngineStreamOutput: NSObject, SCStreamOutput, SCStreamDelegate { private let logger = Logger() override init() { super.init() } func stream(_ stream: SCStream, didOutputSampleBuffer sampleBuffer: CMSampleBuffer, of outputType: SCStreamOutputType) { guard sampleBuffer.isValid else { return } switch outputType { case .screen: break case .audio: break case .microphone: break @unknown default: logger.error("Encountered unknown stream output type:") } } func stream(_ stream: SCStream, didStopWithError error: Error) { logger.error("Stream stopped with error: \(error.localizedDescription)") } } I am getting error Value of type 'SCRecordingOutput' has no member 'delegate' Even though I am targeting macOs 15+ ( macOs 26 actually ) and macOs only. What is the best way to achieving the desired result? Is there any other / better way to do it?
Replies
1
Boosts
0
Views
296
Activity
Oct ’25
Feature Request: Support .reality File Export in Reality Composer Pro for Mac
I am an AR developer working on Apple Silicon Macs. Currently, Reality Composer Pro does not allow exporting .reality files, and Reality Composer (classic) is not available for Apple Silicon. This creates a gap in the workflow for ARKit/RealityKit developers who need interactive .reality files for use in Xcode projects. Having the ability to export .reality files directly from Reality Composer Pro on Mac would greatly streamline development and enable a fully native workflow on modern Macs. Alternatively, bringing Reality Composer (classic) to Apple Silicon would also resolve this issue. I have submitted this as a feature request via Feedback Assistant (FB17900386). I encourage others with similar needs to reply or submit feedback as well. Thank you!
Replies
4
Boosts
1
Views
294
Activity
Jul ’25
Blurry Game Center Achievement Images?
Hey all — I’ve been building out my first set of Game Center Achievements for a game I’m working on, and I’ve run into something odd with the image quality. The specs say to upload icons at 512x512 or 1024x1024@2x. I’ve been uploading 1024x1024 PNGs (without explicitly naming them “@2x” since there’s only one upload slot), assuming that Game Center would just handle the scaling automatically — kind of like how a lot of things are getting more streamlined across platforms lately. But in testing, the icons are showing up a bit blurry, especially in the Game Center interface. It’s not horrible, but it’s definitely softer than I expected — more like low-res than Retina. All my test devices (outside the Simulator) are running iOS 26, so I’m also wondering if this might be a beta-related display bug? Has anyone else run into this? Curious if I’m missing a best practice here, or if I really do need to ensure I’m uploading it with the @2x suffix, or maybe something else entirely? Thanks!
Replies
2
Boosts
1
Views
468
Activity
Jul ’25
iOS Swift: run screen recording programmatically
Is it possible to start screen recording (through Control Center) without user prompt? I mean to ask user permission for the first time and after that to start and stop recording programmatically only? I need to record screen only for specific events.
Replies
5
Boosts
1
Views
5.9k
Activity
Oct ’25
How to Apple Unity Plugins
When running my game in the Unity Editor on Windows platform I get an error: DllNotFoundException: GameKitWrapper assembly:<unknown assembly> type:<unknown type> member:(null) Apple.GameKit.DefaultNSErrorHandler.Init () (at ./Library/PackageCache/com.apple.unityplugin.gamekit@0abcad546f73/Source/DefaultHandlers.cs:35) This is because GameKitWrapper dynamically linked library is not available under Windows platform. Besides, "Apple Build Settings" are declared under UNITY_EDITOR_OSX and also not available under Windows platform. Does anyone managed to solve this?
Replies
1
Boosts
1
Views
595
Activity
Jul ’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
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
[Bug] iPadOS 26: 4-Finger Fast Tap/Swipe Gesture Not Detected (Multitouch Issue)
Hi everyone I'm experiencing an issue with iPadOS 26 regarding multi-touch gesture detection. When performing a quick four-finger gesture (tap and swipe), the system often fails to recognize the input. This especially affects multi-touch gestures, such as rhythm games with difficult levels. Steps to Reproduce: Place four fingers on the screen. Perform a quick tap or a quick horizontal swipe (like the one used to switch apps). Observe whether the gesture is ignored or detected inconsistently. Expected Behavior: 4-finger multitouch gestures should be recognized regardless of gesture speed, just like previous iPadOS versions. Actual Behavior: Gestures fail to be detected when executed quickly—same gestures still work, and miss notes in rhythm games. You can check out my posts on Twitter/x and Facebook: [https://x.com/kokona_fwa/status/1978131164104728949?s=61] Facebook: [https://m.facebook.com/groups/idipad/permalink/24438964899058806/?]
Replies
1
Boosts
1
Views
1.2k
Activity
Oct ’25
Gamekit Achievements Won't Unhide
Added achievements to my approved app. Added them for the next release version, which I am running in simulator. When I look at the Achievements page, I can see that there are 17 Achievements available (correct), but they all show as hidden, despite checking the "No" box in App Store Connect.
Replies
1
Boosts
1
Views
164
Activity
May ’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
Raytracing on the Vision Pro M5
Is there any support pr plans for support for for raytraced reflections in RealityKit on the Vision Pro M5? I cannot find any documentation regarding this topic.
Replies
2
Boosts
0
Views
505
Activity
Nov ’25
D3DMetal Extreme Over Synchronization Issues
Explanation Currently, D3DMetal’s GPU synchronization approach introduces significant compute overhead on the CPU. This specifically affects D3D12 games that use modern rendering pipelines on Apple Silicon. Specifically, I’ve tested Death Stranding 2 On the Beach for how it handles its rendering. And the results are extreme: frame times are suffering from a 42% decrease from synchronization. Although there are obviously other effects at play, such as the overhead introduced by Rosetta and Wine, both of them don’t introduce as much overhead as D3DMetal. This issue isn’t just specific to Death Stranding 2 On the Beach; most games running through D3DMetal suffer from this. Most games still seem to force synchronization to ~30 ms to reach the 30 fps amount. But it could be better with better synchronization, such as how DXMT handles it. Instead of doubling the work, it allows Metal to single-handedly track resource dependencies internally. This is in part due to the unfortunate bad mapping of D3D12 calls onto shared logic between D3D11 and D3D12. System M2 Max Mac Studio — 32 GBs — 30-core GPU macOS 26.4 Tahoe CrossOver 26.1 RC Death Stranding 2 On the Beach — Steam Assassin’s Creed Valhalla — Steam & Ubisoft Connect Thank you for your commitment. Another game that I recommend testing to really see this swell is Assassin’s Creed Valhalla. Feedback FB22426600 - D3DMetal Extereme Over Syncranization Issues
Replies
0
Boosts
1
Views
136
Activity
2d
Setting the displayScale value on RealityView has no effect
Hi, I'm trying to set the displayScale environment value for a RealityView, so it renders at 2x instead of 3x on the iPhone, but it seems to have no effect. .environment(\.displayScale, 2.0) Is this expected behavior, or a bug? The reason I want it to render at 2x and not at the default 3x is for game optimization and performance.
Replies
0
Boosts
1
Views
493
Activity
Dec ’25
The delay issue of 4G TCP connection for iPhone 17 in China's mobile network
Reproduce Same SIM card with 4G, same testing location, connected to the same server, xcode debugging game applications, network/profile retrotransmitted, Avg round trip to view data iPhone17, Turn off 4G and turn on WiFi. All the above indicators are acceptable iPhone17, Turn on 4G, turn off WiFi, retry with retransmission and very high Avg round trip iPhone14-16, Turn on 4G and turn off WiFi. All the above indicators are acceptable App Unity3d project .netframe4.0 C# Socket Other Many developers in Chinese forums have provided feedback on this issue
Replies
2
Boosts
0
Views
797
Activity
Oct ’25