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GameKit Leaderboards not working in iOS 26.2
Leaderboards working fine in iOS 26.1 but seem to be broken in 26.2 and also in the 26.3 developer beta. Players cannot submit scores and neither can they view scores on Apple's default leaderboards. Custom leaderboards that rely on pulling information using GameKit APIs also fail. Is there a workaround or patch for this?
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516
Jan ’26
Animations for streaming
We have a macOS app (not yet released, but in use by ourselves), that provides scoreboards for streaming sport events. Today it is expected, that there are nice animations for goals, etc. We are streaming using NDI, which requires a CVPixelBuffer for each frame. We currently create these animations using CABasicAnimation, CAAnimation and CAKeyframeAnimation. In addition we use ScreenCaptureKit to generate the frames. This works fine with 25/30 fps, as long as the window where our animations are performed in is visible. But this is not what it should be. We have a smaller window as main app window and control display performing the animations in reduced size, while the streaming animations need to be in HD format and later maybe in 4K. When using an offscreen window, the animations are not calculated. We get 1 frame per second or so. So we actually have to connect an external display to the MacBook and open the large windows there. Ugly solution. Do we use a completely wrong approach? Or is there a way to tell the macOS to perform the animations although it is an offscreen window? If it cannot work that way, what is an alternative?
0
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153
May ’25
Query GPU metrics
Hello! I'm a developer working on a plugin for the Elgato Stream Deck, called GPU Metrics. The plugin currently only works on Windows but I'd like to bring it to macOS. However, based on forum posts I've read (and StackOverflow) there isn't a very clear path to query GPU metrics like usage, temperature, used GPU memory, and power consumption. There are some tools out there that do similar things, but I wanted to see what would be the recommendation from Apple's engineering team to get this data via a public API. Requirements: Access GPU utilization, temperature, memory usage, power usage C/C++ based API for querying the metrics so I can expose the data to JavaScript via Node Addon No need to compatibile with Intel-based Macs, as Apple silicon will be fine for now Plugin GitHub Thank you! Noah
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0
143
May ’25
GKLocalPlayer.isUnderAge always returns true on mac with an intel chips
Hello, I'm working on a game that features online multiplayer. The game is developed using Unity and Apple Unity plugins. The "isUnderAge" property restricts the online multiplayer feature. Everything works as expected on all platforms (Mac, iPhone, iPad, AppleTV, and visionPro) except on Macs equipped with an Intel chip. Using the same iCloud and GameCenter, with no restrictions enabled, "isUnderAge" returns false, as expected, but on Mac equipped with an Intel chip, it returns true. Is there any restriction or compatibility issue with those chips? Is there a workaround? Thanks
10
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1.1k
Feb ’26
'__abort_with_payload' from CompositorNonUI on visionOS 26.2 (device + simulator, Omniverse streaming)
I am developing a custom app for Apple Vision Pro using Compositor Services to stream content from NVIDIA Omniverse. The app is based on: https://github.com/NVIDIA-Omniverse/apple-configurator-sample Environment: Device: Apple Vision Pro OS Version: visionOS 26.2 Xcode Version: 26.2 The Issue: The application crashes hard (__abort_with_payload) in "libsystem_kernel.dylib" on Task 6 immediately after initialization. This appears to be a deliberate abort triggered by the compositor, not a typical crash. The issue occurs on both physical device and simulator. Important detail: The console output shows a specific CLIENT BUG assertion. By checking the metadata of the warning, I found that it is related to "Library: CompositorNonUI". Relevant console output before abort: Missed 'FrameLimiter' target of 90.0 Hz running compositor services to get IPD, FOV, etc fence tx observer 14f27 timed out after 0.600000 fence tx observer bc1b timed out after 0.600000 BUG IN CLIENT: For mixed reality experiences please use cp_drawable_compute_projection API
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152
Jan ’26
SpriteKit Offline Rendering with SKRenderer
Hi! I'd like to share a technical sample app, SKRenderer Demo. This app demonstrates: Setting up SKRenderer Recording SpriteKit scenes to image sequences Recording SpriteKit scenes to video using IOSurface and AVFoundation Applying Core Image filters Exploring SpriteKit's simulation timing and physics determinism Use Case Record SpriteKit simulations as video or images for sharing and creating content. I explored several approaches, including the excellent view.texture(from:crop:) for live recording from SKView. The SKRenderer approach assumes recording happens asynchronously: you capture user interactions as commands during live interaction, then replay those commands through an offline render pass to generate the final output. I hope this helps others working on replay systems, simulation capture, or SpriteKit projects in general!
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282
Jan ’26
ARView [.showStatistics] doesn't work on Xcode Canvas
Hi, I can't see RealityKit statistics on Xcode Canvas using: arView.debugOptions = [.showStatistics] The statistics only show on a physical device, not Xcode live canvas with #Preview. Testing in Xcode 26.0.1 (17A400) on Tahoe 26.0.1 (25A362). Use case: I'm using RealityKit as a non-AR 3D engine. Xcode Canvas is useful for live iterations. Is this expected behavior? How can I see FPS on Xcode canvas? SKView for example shows all debug options on both Xcode Canvas and physical devices.
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474
Oct ’25
TapGesture stops responding on ViewAttachmentComponent after disabling or removing and re-adding the Entity (visionOS 26)
Issue When an Entity with a ViewAttachmentComponent is: disabled using isEnabled = false removed using removeFromParent() and then enabled or added back again, the attached SwiftUI view is rendered correctly, but tap interactions stop working. Specifically: Button actions inside the attached view do not fire TapGesture closures on child views do not respond Expected Behavior Tap interactions inside the attached view should continue to work after the Entity is re-enabled or re-added. Actual Behavior After being disabled or removed once, all tap interactions stop responding. Comparison When displaying the same SwiftUI view using RealityViewAttachments, this issue does not occur. Removing and re-displaying the attachment still allows taps to work correctly. Reproduction Attached sample code reproduces the issue: A RealityView with an Entity that has a ViewAttachmentComponent The attached SwiftUI view contains a Toggle The toggle updates isEnabled on the Entity After toggling off and on, tap interactions stop responding Environment Xcode 26 visionOS 26 Question Is this expected behavior of ViewAttachmentComponent, or a bug? Is there a recommended way to temporarily hide or disable an Entity with ViewAttachmentComponent without breaking tap interactions? import SwiftUI import RealityKit struct GestureTestView: View { @State var sampleEnabled = true @State var sampleEntity: Entity? var body: some View { RealityView { contents, attachments in // After deleting and re-displaying it, taps no longer respond. let sample = Entity(components: ViewAttachmentComponent(rootView: SampleView())) // Executed successfully //let sample = attachments.entity(for: "SampleView")! contents.add(sample) sample.position = [0, 1.2, -1] sampleEntity = sample let toggleButton = Entity(components: ViewAttachmentComponent(rootView: ToggleButtonView(isOn: $sampleEnabled))) contents.add(toggleButton) toggleButton.position = [0, 1, -1] } update: { _, _ in // run update closure print(sampleEnabled) // update sample entity enable sampleEntity?.isEnabled = sampleEnabled } attachments: { Attachment(id: "SampleView") { SampleView() } } } } struct ToggleButtonView: View { @Binding var isOn: Bool var body: some View { VStack { Toggle(isOn: $isOn) { Text("Toggle") } } .padding() .glassBackgroundEffect() } } struct SampleView: View { var body: some View { VStack { Button { print("Hello, World!") } label: { Text("Hello, World!") .padding() } } .padding() .glassBackgroundEffect() } } #Preview(immersionStyle: .mixed) { GestureTestView() }
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548
Jan ’26
xCode26.x Metal4 classes do not compile
Hi, I am using xCode26.x. But my Metal4 classes are not compiling. I downloaded the sample code from Apple's website - https://aninterestingwebsite.com/documentation/Metal/processing-a-texture-in-a-compute-function. For example, I am getting errors like "Cannot find protocol declaration for 'MTL4CommandQueue'; I have hit a deadline. Any recommendations are very welcome. I have downloaded the Metal Tool chain. When I run the following commands on the terminal - xcodebuild -showComponent metalToolchain ; xcrun -f metal ; xcrun metal --version I get the following response - Asset Path: /System/Library/AssetsV2/com_apple_MobileAsset_MetalToolchain/86fbaf7b114a899754307896c0bfd52ffbf4fded.asset/AssetData Build Version: 17A321 Status: installed Toolchain Identifier: com.apple.dt.toolchain.Metal.32023 Toolchain Search Path: /Users/private/Library/Developer/DVTDownloads/MetalToolchain/mounts/86fbaf7b114a899754307896c0bfd52ffbf4fded /Users/private/Library/Developer/DVTDownloads/MetalToolchain/mounts/86fbaf7b114a899754307896c0bfd52ffbf4fded/Metal.xctoolchain/usr/bin/metal Apple metal version 32023.830 (metalfe-32023.830.2) Target: air64-apple-darwin24.6.0 Thread model: posix InstalledDir: /Users/private/Library/Developer/DVTDownloads/MetalToolchain/mounts/86fbaf7b114a899754307896c0bfd52ffbf4fded/Metal.xctoolchain/usr/metal/current/bin
2
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1.2k
Jan ’26
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
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1.1k
Jan ’26
2 high scores vanished
In my game 854159268 (com.1791entertainment.qugame), in my quMostRecent3 leaderboard, the top 2 entries have 'vanished'. They were there yesterday. I know these players have played today, as I see their scores on other leaderboards. Any ideas how to get these back? These 2 players (me and my tester) are both TestFlight ing - not sure if that changes things.
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583
Jan ’26
Distortion Artifacts on VisionOS When Rendering Opaque/Alpha Clipped Foliage in URP (Unity 6.0, Metal)
I'm running into a persistent visual issue while deploying a floral corridor scene to Apple Vision Pro using Unity 6.0 with URP and Metal. The issue only appears on the Vision Pro device — everything looks fine in the Unity Editor. Issue Description When the frame rate drops to around 60–70 FPS, noticeable distortion artifacts appear around the edges of foliage models. It seems like the background meshes (behind the plants) get warped and leak through the edges of the foliage. Although this is most visible around the leaves, even solid objects like standard URP wall or box models show distorted edges when the issue occurs. All the foliage uses Opaque or Alpha Clipping materials. Things I've Tried Changing the foliage materials to Transparent mode —distortion around edges disappears, but using Transparent for a large number of foliage assets is not ideal for performance or sorting complexity. Reducing the number of foliage objects — with only a few plants in the scene and the frame rate staying around 100 FPS, the distortion disappears. However, this isn’t a practical solution for a full environment. Possible Cause? I came across this note in the Unity documentation: "Ensure depth-buffer for each pixel is non-zero - on visionOS, the depth buffer is used for reprojection. To ensure visual effects like skyboxes and shaders are displayed beautifully, ensure that some value is written to the depth for each pixel." Could this be related to the issue? Is it possible that Alpha Clipping with low pixel coverage leads to some pixels not writing to the depth buffer, which then causes problems during Vision Pro’s reprojection or foveated rendering? However, even when I disable Alpha Clipping entirely, the distortion issue still persists, so it may not be solely caused by clipping itself. Project Setup Unity 6.0 (URP) Depth Texture: Enable Using Metal as the graphics backend Running on real Vision Pro hardware (not simulator) Any advice on how to avoid these distortion issues on Vision Pro would be greatly appreciated. Thanks!
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155
Jul ’25
iOS Matchmaker ViewController Info Button
I'm updating an existing distributed game to add turn-based matches. When the Matchmaker ViewController Info Button next to a game is pressed, the results vary: iOS 15.x - Button under avatar says "Accept Invite" or "View Game" (depending on if invite has already been accepted) iOS 18.x - Button always says "App Store" - I assume that means it would lead one to the App store to install the game. Both devices (iPad 15.x and iPhone 18.x) have the same version of the game installed. The results are the same when running in the simulator. When the game is released, I assume this button will work properly, no?
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438
Dec ’25
SKScene editor canvas gone
I've recently run into an issue in Xcode where the sks editor's preview canvas just vanishes for every project on my computer. I don't think it is an issue with my sks files because this works as expected on another computer with the same files, and when it happens it happens for ALL sks files in all projects. There used to be menu items to toggle the canvas and its settings, but those are now gone for me in sks files (they show up for swift files that have previews, however). Any idea what is going on here? How do I get the canvas back? I literally cannot get any work done on my primary computer because of this...
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680
Dec ’25
Error: "CoreImage Metal library does not contain function"
Hey I'm using the CIDepthBlurEffect Core Image Filter in my app. It seems to work ok but I get these errors in the console when calling the class. CoreImage Metal library does not contain function for name: sparserendering_xhlrb_scan CoreImage Metal library does not contain function for name: sparserendering_xhlrb_diffuse CoreImage Metal library does not contain function for name: sparserendering_xhlrb_copy_back CoreImage Metal library does not contain function for name: plain_or_sRGB_copy Am I missing some sort of import to gain these Metal functions? I am using my own custom shaders but I assume you'd be able to use them along side the built in ones.
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543
Dec ’25
Regression: RealityKit spatial audio crackles and pops on iOS 26.0 beta 5 (FB19423059)
RealityKit spatial audio crackles and pops on iOS 26.0 beta 5. It works correctly on iOS 18.6 and visionOS 26.0 beta 5. The APIs used are AudioPlaybackController, Entity.prepareAudio, Entity.play Videos of the expected and observed behavior are attached to the feedback FB19423059. The audio should be a consistent, repeating sound, but it seems oddly abbreviated and the volume varies unexpectedly. Thank you for investigating this issue.
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322
Aug ’25
Particles rendered in the wrong order: back last instead of the back first
I've tried out a ParticleEmitter in Reality Composer Pro to produce a burst of particles that don't move (i.e. speed close to zero). When viewing from different angles, it clearly looks like the particles are rendered exactly in the wrong order, that is, front first and back last. In other words, back particles obscure front particles. I would prefer it the correct way around. I've only tried this interactively in Reality Composer Pro, not programmatically, but I assume I would get the same result. My Reality Composer Pro "File" (zipped): https://gert-rieger-edv.de/Posts/Post-1/RealityParticles.zip Screenshot: Click on the ParticleEmitter object, then on its Play button, then select the Particles tab and click on "Burst" a few times to get a few random particles. Mac Studio 2025 Apple M4 Max macOS 15.7.2 (24G325) Reality Composer Pro Version 2.0 (494.60.2)
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622
Dec ’25
moveCharacter reports collision with itself
I'm running into an issue with collisions between two entities with a character controller component. In the collision handler for moveCharacter the collision has both hitEntity and characterEntity set to the same object. This object is the entity that was moved with moveCharacter() The below example configures 3 objects. stationary sphere with character controller falling sphere with character controller a stationary cube with a collision component if the falling sphere hits the stationary sphere then the collision handler reports both hitEntity and characterEntity to be the falling sphere. I would expect that the hitEntity would be the stationary sphere and the character entity would be the falling sphere. if the falling sphere hits the cube with a collision component the the hit entity is the cube and the characterEntity is the falling sphere as expected. Is this the expected behavior? The entities act as expected visually however if I want the spheres to react differently depending on what character they collided with then I am not getting the expected results. IE: If a player controlled character collides with a NPC then exchange resource with NPC. if player collides with enemy then take damage. import SwiftUI import RealityKit struct ContentView: View { @State var root: Entity = Entity() @State var stationary: Entity = createCharacter(named: "stationary", radius: 0.05, color: .blue) @State var falling: Entity = createCharacter(named: "falling", radius: 0.05, color: .red) @State var collisionCube: Entity = createCollisionCube(named: "cube", size: 0.1, color: .green) //relative to root @State var fallFrom: SIMD3<Float> = [0,0.5,0] var body: some View { RealityView { content in content.add(root) root.position = [0,-0.5,0.0] root.addChild(stationary) stationary.position = [0,0.05,0] root.addChild(falling) falling.position = fallFrom root.addChild(collisionCube) collisionCube.position = [0.2,0,0] collisionCube.components.set(InputTargetComponent()) } .gesture(SpatialTapGesture().targetedToAnyEntity().onEnded { tap in let tapPosition = tap.entity.position(relativeTo: root) falling.components.remove(FallComponent.self) falling.teleportCharacter(to: tapPosition + fallFrom, relativeTo: root) }) .toolbar { ToolbarItemGroup(placement: .bottomOrnament) { HStack { Button("Drop") { falling.components.set(FallComponent(speed: 0.4)) } Button("Reset") { falling.components.remove(FallComponent.self) falling.teleportCharacter(to: fallFrom, relativeTo: root) } } } } } } @MainActor func createCharacter(named name: String, radius: Float, color: UIColor) -> Entity { let character = ModelEntity(mesh: .generateSphere(radius: radius), materials: [SimpleMaterial(color: color, isMetallic: false)]) character.name = name character.components.set(CharacterControllerComponent(radius: radius, height: radius)) return character } @MainActor func createCollisionCube(named name: String, size: Float, color: UIColor) -> Entity { let cube = ModelEntity(mesh: .generateBox(size: size), materials: [SimpleMaterial(color: color, isMetallic: false)]) cube.name = name cube.generateCollisionShapes(recursive: true) return cube } struct FallComponent: Component { let speed: Float } struct FallSystem: System{ static let predicate: QueryPredicate<Entity> = .has(FallComponent.self) && .has(CharacterControllerComponent.self) static let query: EntityQuery = .init(where: predicate) let down: SIMD3<Float> = [0,-1,0] init(scene: RealityKit.Scene) { } func update(context: SceneUpdateContext) { let deltaTime = Float(context.deltaTime) for entity in context.entities(matching: Self.query, updatingSystemWhen: .rendering) { let speed = entity.components[FallComponent.self]?.speed ?? 0.5 entity.moveCharacter(by: down * speed * deltaTime, deltaTime: deltaTime, relativeTo: nil) { collision in if collision.hitEntity == collision.characterEntity { print("hit entity has collided with itself") } print("\(collision.characterEntity.name) collided with \(collision.hitEntity.name) ") } } } } #Preview(windowStyle: .volumetric) { ContentView() }
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184
Aug ’25
GameKit Leaderboards not working in iOS 26.2
Leaderboards working fine in iOS 26.1 but seem to be broken in 26.2 and also in the 26.3 developer beta. Players cannot submit scores and neither can they view scores on Apple's default leaderboards. Custom leaderboards that rely on pulling information using GameKit APIs also fail. Is there a workaround or patch for this?
Replies
2
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0
Views
516
Activity
Jan ’26
Animations for streaming
We have a macOS app (not yet released, but in use by ourselves), that provides scoreboards for streaming sport events. Today it is expected, that there are nice animations for goals, etc. We are streaming using NDI, which requires a CVPixelBuffer for each frame. We currently create these animations using CABasicAnimation, CAAnimation and CAKeyframeAnimation. In addition we use ScreenCaptureKit to generate the frames. This works fine with 25/30 fps, as long as the window where our animations are performed in is visible. But this is not what it should be. We have a smaller window as main app window and control display performing the animations in reduced size, while the streaming animations need to be in HD format and later maybe in 4K. When using an offscreen window, the animations are not calculated. We get 1 frame per second or so. So we actually have to connect an external display to the MacBook and open the large windows there. Ugly solution. Do we use a completely wrong approach? Or is there a way to tell the macOS to perform the animations although it is an offscreen window? If it cannot work that way, what is an alternative?
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0
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153
Activity
May ’25
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
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0
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1.2k
Activity
Nov ’25
Query GPU metrics
Hello! I'm a developer working on a plugin for the Elgato Stream Deck, called GPU Metrics. The plugin currently only works on Windows but I'd like to bring it to macOS. However, based on forum posts I've read (and StackOverflow) there isn't a very clear path to query GPU metrics like usage, temperature, used GPU memory, and power consumption. There are some tools out there that do similar things, but I wanted to see what would be the recommendation from Apple's engineering team to get this data via a public API. Requirements: Access GPU utilization, temperature, memory usage, power usage C/C++ based API for querying the metrics so I can expose the data to JavaScript via Node Addon No need to compatibile with Intel-based Macs, as Apple silicon will be fine for now Plugin GitHub Thank you! Noah
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0
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143
Activity
May ’25
GKLocalPlayer.isUnderAge always returns true on mac with an intel chips
Hello, I'm working on a game that features online multiplayer. The game is developed using Unity and Apple Unity plugins. The "isUnderAge" property restricts the online multiplayer feature. Everything works as expected on all platforms (Mac, iPhone, iPad, AppleTV, and visionPro) except on Macs equipped with an Intel chip. Using the same iCloud and GameCenter, with no restrictions enabled, "isUnderAge" returns false, as expected, but on Mac equipped with an Intel chip, it returns true. Is there any restriction or compatibility issue with those chips? Is there a workaround? Thanks
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10
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1.1k
Activity
Feb ’26
'__abort_with_payload' from CompositorNonUI on visionOS 26.2 (device + simulator, Omniverse streaming)
I am developing a custom app for Apple Vision Pro using Compositor Services to stream content from NVIDIA Omniverse. The app is based on: https://github.com/NVIDIA-Omniverse/apple-configurator-sample Environment: Device: Apple Vision Pro OS Version: visionOS 26.2 Xcode Version: 26.2 The Issue: The application crashes hard (__abort_with_payload) in "libsystem_kernel.dylib" on Task 6 immediately after initialization. This appears to be a deliberate abort triggered by the compositor, not a typical crash. The issue occurs on both physical device and simulator. Important detail: The console output shows a specific CLIENT BUG assertion. By checking the metadata of the warning, I found that it is related to "Library: CompositorNonUI". Relevant console output before abort: Missed 'FrameLimiter' target of 90.0 Hz running compositor services to get IPD, FOV, etc fence tx observer 14f27 timed out after 0.600000 fence tx observer bc1b timed out after 0.600000 BUG IN CLIENT: For mixed reality experiences please use cp_drawable_compute_projection API
Replies
0
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0
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152
Activity
Jan ’26
SpriteKit Offline Rendering with SKRenderer
Hi! I'd like to share a technical sample app, SKRenderer Demo. This app demonstrates: Setting up SKRenderer Recording SpriteKit scenes to image sequences Recording SpriteKit scenes to video using IOSurface and AVFoundation Applying Core Image filters Exploring SpriteKit's simulation timing and physics determinism Use Case Record SpriteKit simulations as video or images for sharing and creating content. I explored several approaches, including the excellent view.texture(from:crop:) for live recording from SKView. The SKRenderer approach assumes recording happens asynchronously: you capture user interactions as commands during live interaction, then replay those commands through an offline render pass to generate the final output. I hope this helps others working on replay systems, simulation capture, or SpriteKit projects in general!
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0
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282
Activity
Jan ’26
ARView [.showStatistics] doesn't work on Xcode Canvas
Hi, I can't see RealityKit statistics on Xcode Canvas using: arView.debugOptions = [.showStatistics] The statistics only show on a physical device, not Xcode live canvas with #Preview. Testing in Xcode 26.0.1 (17A400) on Tahoe 26.0.1 (25A362). Use case: I'm using RealityKit as a non-AR 3D engine. Xcode Canvas is useful for live iterations. Is this expected behavior? How can I see FPS on Xcode canvas? SKView for example shows all debug options on both Xcode Canvas and physical devices.
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0
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474
Activity
Oct ’25
TapGesture stops responding on ViewAttachmentComponent after disabling or removing and re-adding the Entity (visionOS 26)
Issue When an Entity with a ViewAttachmentComponent is: disabled using isEnabled = false removed using removeFromParent() and then enabled or added back again, the attached SwiftUI view is rendered correctly, but tap interactions stop working. Specifically: Button actions inside the attached view do not fire TapGesture closures on child views do not respond Expected Behavior Tap interactions inside the attached view should continue to work after the Entity is re-enabled or re-added. Actual Behavior After being disabled or removed once, all tap interactions stop responding. Comparison When displaying the same SwiftUI view using RealityViewAttachments, this issue does not occur. Removing and re-displaying the attachment still allows taps to work correctly. Reproduction Attached sample code reproduces the issue: A RealityView with an Entity that has a ViewAttachmentComponent The attached SwiftUI view contains a Toggle The toggle updates isEnabled on the Entity After toggling off and on, tap interactions stop responding Environment Xcode 26 visionOS 26 Question Is this expected behavior of ViewAttachmentComponent, or a bug? Is there a recommended way to temporarily hide or disable an Entity with ViewAttachmentComponent without breaking tap interactions? import SwiftUI import RealityKit struct GestureTestView: View { @State var sampleEnabled = true @State var sampleEntity: Entity? var body: some View { RealityView { contents, attachments in // After deleting and re-displaying it, taps no longer respond. let sample = Entity(components: ViewAttachmentComponent(rootView: SampleView())) // Executed successfully //let sample = attachments.entity(for: "SampleView")! contents.add(sample) sample.position = [0, 1.2, -1] sampleEntity = sample let toggleButton = Entity(components: ViewAttachmentComponent(rootView: ToggleButtonView(isOn: $sampleEnabled))) contents.add(toggleButton) toggleButton.position = [0, 1, -1] } update: { _, _ in // run update closure print(sampleEnabled) // update sample entity enable sampleEntity?.isEnabled = sampleEnabled } attachments: { Attachment(id: "SampleView") { SampleView() } } } } struct ToggleButtonView: View { @Binding var isOn: Bool var body: some View { VStack { Toggle(isOn: $isOn) { Text("Toggle") } } .padding() .glassBackgroundEffect() } } struct SampleView: View { var body: some View { VStack { Button { print("Hello, World!") } label: { Text("Hello, World!") .padding() } } .padding() .glassBackgroundEffect() } } #Preview(immersionStyle: .mixed) { GestureTestView() }
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2
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548
Activity
Jan ’26
xCode26.x Metal4 classes do not compile
Hi, I am using xCode26.x. But my Metal4 classes are not compiling. I downloaded the sample code from Apple's website - https://aninterestingwebsite.com/documentation/Metal/processing-a-texture-in-a-compute-function. For example, I am getting errors like "Cannot find protocol declaration for 'MTL4CommandQueue'; I have hit a deadline. Any recommendations are very welcome. I have downloaded the Metal Tool chain. When I run the following commands on the terminal - xcodebuild -showComponent metalToolchain ; xcrun -f metal ; xcrun metal --version I get the following response - Asset Path: /System/Library/AssetsV2/com_apple_MobileAsset_MetalToolchain/86fbaf7b114a899754307896c0bfd52ffbf4fded.asset/AssetData Build Version: 17A321 Status: installed Toolchain Identifier: com.apple.dt.toolchain.Metal.32023 Toolchain Search Path: /Users/private/Library/Developer/DVTDownloads/MetalToolchain/mounts/86fbaf7b114a899754307896c0bfd52ffbf4fded /Users/private/Library/Developer/DVTDownloads/MetalToolchain/mounts/86fbaf7b114a899754307896c0bfd52ffbf4fded/Metal.xctoolchain/usr/bin/metal Apple metal version 32023.830 (metalfe-32023.830.2) Target: air64-apple-darwin24.6.0 Thread model: posix InstalledDir: /Users/private/Library/Developer/DVTDownloads/MetalToolchain/mounts/86fbaf7b114a899754307896c0bfd52ffbf4fded/Metal.xctoolchain/usr/metal/current/bin
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2
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0
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1.2k
Activity
Jan ’26
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
2 high scores vanished
In my game 854159268 (com.1791entertainment.qugame), in my quMostRecent3 leaderboard, the top 2 entries have 'vanished'. They were there yesterday. I know these players have played today, as I see their scores on other leaderboards. Any ideas how to get these back? These 2 players (me and my tester) are both TestFlight ing - not sure if that changes things.
Replies
1
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0
Views
583
Activity
Jan ’26
broken animations and memory leak issues
hello apple through this message i want to draw you attention to some problems with gptk and rosetta some games like marvel spiderman 2 have broken animations and t pose issues and other like uncharted and the last of us have severe memory leak issues so its my request please fix it asap
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Activity
Jan ’26
Distortion Artifacts on VisionOS When Rendering Opaque/Alpha Clipped Foliage in URP (Unity 6.0, Metal)
I'm running into a persistent visual issue while deploying a floral corridor scene to Apple Vision Pro using Unity 6.0 with URP and Metal. The issue only appears on the Vision Pro device — everything looks fine in the Unity Editor. Issue Description When the frame rate drops to around 60–70 FPS, noticeable distortion artifacts appear around the edges of foliage models. It seems like the background meshes (behind the plants) get warped and leak through the edges of the foliage. Although this is most visible around the leaves, even solid objects like standard URP wall or box models show distorted edges when the issue occurs. All the foliage uses Opaque or Alpha Clipping materials. Things I've Tried Changing the foliage materials to Transparent mode —distortion around edges disappears, but using Transparent for a large number of foliage assets is not ideal for performance or sorting complexity. Reducing the number of foliage objects — with only a few plants in the scene and the frame rate staying around 100 FPS, the distortion disappears. However, this isn’t a practical solution for a full environment. Possible Cause? I came across this note in the Unity documentation: "Ensure depth-buffer for each pixel is non-zero - on visionOS, the depth buffer is used for reprojection. To ensure visual effects like skyboxes and shaders are displayed beautifully, ensure that some value is written to the depth for each pixel." Could this be related to the issue? Is it possible that Alpha Clipping with low pixel coverage leads to some pixels not writing to the depth buffer, which then causes problems during Vision Pro’s reprojection or foveated rendering? However, even when I disable Alpha Clipping entirely, the distortion issue still persists, so it may not be solely caused by clipping itself. Project Setup Unity 6.0 (URP) Depth Texture: Enable Using Metal as the graphics backend Running on real Vision Pro hardware (not simulator) Any advice on how to avoid these distortion issues on Vision Pro would be greatly appreciated. Thanks!
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155
Activity
Jul ’25
iOS Matchmaker ViewController Info Button
I'm updating an existing distributed game to add turn-based matches. When the Matchmaker ViewController Info Button next to a game is pressed, the results vary: iOS 15.x - Button under avatar says "Accept Invite" or "View Game" (depending on if invite has already been accepted) iOS 18.x - Button always says "App Store" - I assume that means it would lead one to the App store to install the game. Both devices (iPad 15.x and iPhone 18.x) have the same version of the game installed. The results are the same when running in the simulator. When the game is released, I assume this button will work properly, no?
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438
Activity
Dec ’25
SKScene editor canvas gone
I've recently run into an issue in Xcode where the sks editor's preview canvas just vanishes for every project on my computer. I don't think it is an issue with my sks files because this works as expected on another computer with the same files, and when it happens it happens for ALL sks files in all projects. There used to be menu items to toggle the canvas and its settings, but those are now gone for me in sks files (they show up for swift files that have previews, however). Any idea what is going on here? How do I get the canvas back? I literally cannot get any work done on my primary computer because of this...
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680
Activity
Dec ’25
Error: "CoreImage Metal library does not contain function"
Hey I'm using the CIDepthBlurEffect Core Image Filter in my app. It seems to work ok but I get these errors in the console when calling the class. CoreImage Metal library does not contain function for name: sparserendering_xhlrb_scan CoreImage Metal library does not contain function for name: sparserendering_xhlrb_diffuse CoreImage Metal library does not contain function for name: sparserendering_xhlrb_copy_back CoreImage Metal library does not contain function for name: plain_or_sRGB_copy Am I missing some sort of import to gain these Metal functions? I am using my own custom shaders but I assume you'd be able to use them along side the built in ones.
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543
Activity
Dec ’25
Regression: RealityKit spatial audio crackles and pops on iOS 26.0 beta 5 (FB19423059)
RealityKit spatial audio crackles and pops on iOS 26.0 beta 5. It works correctly on iOS 18.6 and visionOS 26.0 beta 5. The APIs used are AudioPlaybackController, Entity.prepareAudio, Entity.play Videos of the expected and observed behavior are attached to the feedback FB19423059. The audio should be a consistent, repeating sound, but it seems oddly abbreviated and the volume varies unexpectedly. Thank you for investigating this issue.
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322
Activity
Aug ’25
Particles rendered in the wrong order: back last instead of the back first
I've tried out a ParticleEmitter in Reality Composer Pro to produce a burst of particles that don't move (i.e. speed close to zero). When viewing from different angles, it clearly looks like the particles are rendered exactly in the wrong order, that is, front first and back last. In other words, back particles obscure front particles. I would prefer it the correct way around. I've only tried this interactively in Reality Composer Pro, not programmatically, but I assume I would get the same result. My Reality Composer Pro "File" (zipped): https://gert-rieger-edv.de/Posts/Post-1/RealityParticles.zip Screenshot: Click on the ParticleEmitter object, then on its Play button, then select the Particles tab and click on "Burst" a few times to get a few random particles. Mac Studio 2025 Apple M4 Max macOS 15.7.2 (24G325) Reality Composer Pro Version 2.0 (494.60.2)
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622
Activity
Dec ’25
moveCharacter reports collision with itself
I'm running into an issue with collisions between two entities with a character controller component. In the collision handler for moveCharacter the collision has both hitEntity and characterEntity set to the same object. This object is the entity that was moved with moveCharacter() The below example configures 3 objects. stationary sphere with character controller falling sphere with character controller a stationary cube with a collision component if the falling sphere hits the stationary sphere then the collision handler reports both hitEntity and characterEntity to be the falling sphere. I would expect that the hitEntity would be the stationary sphere and the character entity would be the falling sphere. if the falling sphere hits the cube with a collision component the the hit entity is the cube and the characterEntity is the falling sphere as expected. Is this the expected behavior? The entities act as expected visually however if I want the spheres to react differently depending on what character they collided with then I am not getting the expected results. IE: If a player controlled character collides with a NPC then exchange resource with NPC. if player collides with enemy then take damage. import SwiftUI import RealityKit struct ContentView: View { @State var root: Entity = Entity() @State var stationary: Entity = createCharacter(named: "stationary", radius: 0.05, color: .blue) @State var falling: Entity = createCharacter(named: "falling", radius: 0.05, color: .red) @State var collisionCube: Entity = createCollisionCube(named: "cube", size: 0.1, color: .green) //relative to root @State var fallFrom: SIMD3<Float> = [0,0.5,0] var body: some View { RealityView { content in content.add(root) root.position = [0,-0.5,0.0] root.addChild(stationary) stationary.position = [0,0.05,0] root.addChild(falling) falling.position = fallFrom root.addChild(collisionCube) collisionCube.position = [0.2,0,0] collisionCube.components.set(InputTargetComponent()) } .gesture(SpatialTapGesture().targetedToAnyEntity().onEnded { tap in let tapPosition = tap.entity.position(relativeTo: root) falling.components.remove(FallComponent.self) falling.teleportCharacter(to: tapPosition + fallFrom, relativeTo: root) }) .toolbar { ToolbarItemGroup(placement: .bottomOrnament) { HStack { Button("Drop") { falling.components.set(FallComponent(speed: 0.4)) } Button("Reset") { falling.components.remove(FallComponent.self) falling.teleportCharacter(to: fallFrom, relativeTo: root) } } } } } } @MainActor func createCharacter(named name: String, radius: Float, color: UIColor) -> Entity { let character = ModelEntity(mesh: .generateSphere(radius: radius), materials: [SimpleMaterial(color: color, isMetallic: false)]) character.name = name character.components.set(CharacterControllerComponent(radius: radius, height: radius)) return character } @MainActor func createCollisionCube(named name: String, size: Float, color: UIColor) -> Entity { let cube = ModelEntity(mesh: .generateBox(size: size), materials: [SimpleMaterial(color: color, isMetallic: false)]) cube.name = name cube.generateCollisionShapes(recursive: true) return cube } struct FallComponent: Component { let speed: Float } struct FallSystem: System{ static let predicate: QueryPredicate<Entity> = .has(FallComponent.self) && .has(CharacterControllerComponent.self) static let query: EntityQuery = .init(where: predicate) let down: SIMD3<Float> = [0,-1,0] init(scene: RealityKit.Scene) { } func update(context: SceneUpdateContext) { let deltaTime = Float(context.deltaTime) for entity in context.entities(matching: Self.query, updatingSystemWhen: .rendering) { let speed = entity.components[FallComponent.self]?.speed ?? 0.5 entity.moveCharacter(by: down * speed * deltaTime, deltaTime: deltaTime, relativeTo: nil) { collision in if collision.hitEntity == collision.characterEntity { print("hit entity has collided with itself") } print("\(collision.characterEntity.name) collided with \(collision.hitEntity.name) ") } } } } #Preview(windowStyle: .volumetric) { ContentView() }
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Activity
Aug ’25