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RealityKit generates an excessive amount of logging
During regular use, RealityKit generates an excessive amount of internal logging that is not actionable by third party developers. When developing an iOS RealityKit/ARKit app, this makes the Xcode console challenging to use for regular work. (FB19173812) See screenshots below. Xcode does have an option for filtering out logging from specific SDKs, but enabling this feature to suppress the logging of RealityKit and related SDKs like PHASE is something developers have to do dozens of times each day. After a year of developing a RealityKit app, this process becomes frustrating. If SDKs like Foundation, UIKit, and SwiftUI generated as much logging as RealityKit and related SDKs, Xcode's console would be unusable. Is there any way to disable the logging of RealityKit and PHASE permanently? Thank you for any help you provide.
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524
Jul ’25
How to use Unity Apple GameKit Plugin For Rule-based matchmaking?
Hello, **I'm Using ** Unity 6 LTS Unity Apple GameKit + Core plugins Turn-based matchmaking interface w/ 2 players max App Store Connect API for rule-based matchmaking I have already enabled game center in app store connect (I think) authenticated players and matched via friend request I am stuck Using queues to match players automatically I'm working on a rule-based matchmaking system which aims to place two players against each other into a GKTurnBasedMatch. I have a simple Unity Project that correctly authenticates a user and proceeds to send a matchmaking request. The matchmaking script utilizes the Unity plugins' GKTurnBasedMatchmakerViewController.Request(...) request function with a GKMatchRequest.Init() request configured with a QueueName equal to the App Store Connect API Queue I created. The queue I created is also linked to a ruleset with a very basic rule that checks if the properties contains a key called 'preference' that contains a string value for what side the player wants to play for this match. If during the matchmaking, the preferences between players are different, then the match is made and both players should join the match; each player gets to play the side they have chosen. I have my rule expression designed to just check if the preferences are not equal: requests[0].properties.faction_preference != requests[1].properties.faction_preference When I launch the game with two physical iPads and begin the matchmaking request, each player is immediately presented with two options: Invite a friend, or Start game The Problem: Inviting a friend works to get two players into a game, but queue seems to not matter, and clicking start game will just put the current player into its own match (no one joins). The Question: How do I get queue based matchmaking to work in Unity for a Turn-based match with only two players who are able to select the enemy side they want to play dictated by a rule that compares enemy play-side preferences? Resources I've used: Apple Unity GameKit Plugin: https://github.com/apple/unityplugins Matchmaking: https://aninterestingwebsite.com/documentation/gamekit/matchmaking-rules Multiplayer rulesets: https://aninterestingwebsite.com/documentation/gamekit/finding-players-using-matchmaking-rules
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1.2k
Sep ’25
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.
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747
Nov ’25
RealityKit and Reality Composer Pro aren't forward or backward compatible with each other
TL;DR: RealityKit and Reality Composer Pro aren't forward or backward compatible with each other, and the resulting error message is terse and unhelpful. (FB14828873) So far, I've been sticking with Xcode 16.4 for development and only using Xcode 26.0 beta experimentally. Yesterday, I used xcode-select to switch to Xcode 26.0 beta 3 to test it, but I forgot to switch back. Consequently, this morning I unintentionally used the future Reality Composer Pro (the version included with Xcode 26) to make a small change to a USD file. Now I realize that if I'm unlucky, it's possible Reality Composer Pro may have silently introduced a small change into the USD file that may make RealityKit fail to read the file on iOS 18 and visionOS 2, which in the past has resulted in hours of debugging to track down the source of the failure, often a single line in the USD file that RealityKit can't communicate to me other than with the error "the operation couldn't be completed". As an analogy, this situation is as if, during regular development (not involving Reality Composer Pro), Xcode didn't warn you about specific API version conflicts, but instead failed with a generic error message, without highlighting the line in your Swift file that was the source of the error.
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479
Jul ’25
Xcode Metal Capture crash when using MTLSamplerState
The sample code just draw a triangle and sample texture. both sample code can draw a correct triangle and sample texture as expected. there are no error message from terminal. Sample code using constexpr Sampler can capture and replay well. Sample code using a argumentTable to bind a MTLSamplerState was crashed when using Metal capture and replay on Xcode. Here are sample codes. Sample Code Test Environment: M1 Pro MacOS 26.3 (25D125) Xcode Version 26.2 (17C52) Feedback ID: FB22031701
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2d
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.
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497
Jul ’25
Issues with installing Game Porting Toolkit 2.1
I am trying to install the Game Porting Toolkit 2.1 according to the Readme file provided with the toolkit. When I run the following command: WINEPREFIX=~/my-game-prefix brew --prefix game-porting-toolkit/bin/wine64 winecfg I get an error message: zsh: no such file or directory: /usr/local/opt/game-porting-toolkit/bin/wine64 I don't know how to resolve this. When I type in the command which brew , I get the path /usr/local/bin/brew What am I doing wrong?
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397
Apr ’25
Question on setVertexBytes
I think if your buffer is less than 4k its recommended to use setVertexBytes, the question I have is can I keep hammering on setVertexBytes as the primary method to issue multiple draw calls within a render buffer and rely on Metal to figure out how to orphan and replace the target buffer? A lot of the primitives I am drawing are less than 4k and the process of wiring down larger segments of memory for individual buffers for each draw primitive call seems to be a negative. And it's just simpler to copy, submit and forget about buffer synchronization.
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475
Mar ’26
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.
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241
Aug ’25
RealityKit not behaving as expected
This week, I developed a small multiplatform RealityKit project. I also created a demo scene in Reality Composer Pro. Afterward, I imported the local package into the project. Running the project on macOS works perfectly. However, when I tried to run it on my iPhone, I encountered a permission error indicating that it couldn’t read the package. This seems unusual to me because I assumed that the dependency is bundled into the binary file. In an attempt to resolve the issue, I pushed the RCP package to GitHub, hoping it would work. Fortunately, everything compiles successfully now, but the loading time is significantly long, and the animations don’t play on tap gestures. Could someone please help me identify the root cause of this problem?
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355
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?
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595
Jul ’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
How to Configure angularLimitInYZ for PhysicsSphericalJoint in RealityKit (Pendulum/Swing Behavior)
Hello RealityKit developers, I'm currently working on physics simulations in my visionOS app and am trying to adapt the concepts from the official sample Simulating physics joints in your RealityKit app. In the sample, a sphere is connected to the ceiling using a PhysicsRevoluteJoint to create a hinge-like simulation. I've successfully modified this setup to use a PhysicsSphericalJoint instead. The basic replacement works as expected: pin1 (attached to the sphere) rotates freely around pin0 (attached to the ceiling), much like a ball-and-socket joint should, removing all translational degrees of freedom. My challenge lies with the PhysicsSphericalJoint's angularLimitInYZ property. The documentation mentions that this property allows limiting the rotation around the Y and Z axes, defining an "elliptical cone shape around the x-axis of pin0." However, I'm struggling to understand how to specify these values to achieve a desired rotational limit. If I have a sphere that is currently capable of rotating 360 degrees around pin0 (like a free-spinning ball on a string), how would I use angularLimitInYZ to restrict its rotation to a certain height or angular range, preventing it from completing a full circle? Specifically, I'm trying to achieve a "swing" like behavior where the sphere oscillates back and forth but cannot rotate completely overhead or underfoot. What values or approach should I use for the angularLimitInYZ tuple to define such a restricted pendulum-like motion? Any insights, code examples, or explanations on how to properly configure angularLimitInYZ for this kind of behavior would be incredibly helpful! The following code is modified from the sample. extension MainView { func addPinsTo(ballEntity: Entity, attachmentEntity: Entity) throws { let hingeOrientation = simd_quatf(from: [1, 0, 0], to: [0, 0, 1]) let attachmentPin = attachmentEntity.pins.set( named: "attachment_hinge", position: .zero, orientation: hingeOrientation ) let relativeJointLocation = attachmentEntity.position( relativeTo: ballEntity ) let ballPin = ballEntity.pins.set( named: "ball_hinge", position: relativeJointLocation, orientation: hingeOrientation ) // Create a PhysicsSphericalJoint between the two pins. let revoluteJoint = PhysicsSphericalJoint(pin0: attachmentPin, pin1: ballPin) try revoluteJoint.addToSimulation() } } The following image is a screenshot of the operation when changing to PhysicsSphericalJoint. Thank you in advance for your assistance.
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278
Jul ’25
How to customize shader code for visionos ?
Hello experts, I'm trying to implement a material with custom shader code, but I saw that visionOS doesn't allow you to inject custom Metal functions or use CustomMaterial like iOS/macOS, nor can you directly write Metal Shading Language (.metal) and use it through ShaderGraphMaterial. So my question is, if i want to implement your own shader code, how should i do it?
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519
Jul ’25
Unity GameKit Plugin w/ Matchmaking Queue is not working
TLDR; I can't get QueueName to work with matchmaking a turn-based match in Unity using matchmaking rules. Long version: I'm using the apple unity plugin found here: https://github.com/apple/unityplugins/blob/main/plug-ins/Apple.GameKit/Apple.GameKit_Unity/Assets/Apple.GameKit/Documentation~/Apple.GameKit.md I have created a Queue, RuleSet and a simple Rule to match players by following these docs tightly: https://aninterestingwebsite.com/documentation/gamekit/finding-players-using-matchmaking-rules. Here is the single rule I have that drives matchmaking: { "data" : { "type" : "gameCenterMatchmakingRules", "id" : "[hiddden-rule-id]", "attributes" : { "referenceName" : "ComplimentaryFactionPreference", "description" : "default desc", "type" : "MATCH", "expression" : "requests[0].properties.preference != requests[1].properties.preference", "weight" : null }, "links" : { "self" : "https://api.appstoreconnect.apple.com/v1/gameCenterMatchmakingRules/[hidden-rule-id]" } }, "links" : { "self" : "https://api.appstoreconnect.apple.com/v1/gameCenterMatchmakingRules" } } which belongs to a rule set which belongs to a queue. I have verified these are setup and linked via the App Store Connect API. Additionally, when I tested queue-based matchmaking without a queue established, I got an error in Unity. Now, with this, I do not. However there is a problem when I attempt to use the queue for matchmaking. I have the basic C# function here: public override void StartSearch(NSMutableDictionary<NSString, NSObject> properties) { if (searching) return; base.StartSearch(properties); //Establish matchmaking requests _matchRequest = GKMatchRequest.Init(); _matchRequest.QueueName = _PreferencesToQueue(GetSerializedPreferences()); _matchRequest.Properties = properties; _matchRequest.MaxPlayers = PLAYERS_COUNT; _matchRequest.MinPlayers = PLAYERS_COUNT; _matchTask = GKTurnBasedMatch.Find(_matchRequest); } The _PreferencesToQueue(GetSerializedPreferences()); returns the exact name of the queue I added my ruleset to. After this function is called, I poll the task generated from the .Find(...) function. Every time I run this function, a new match is created almost instantly. No two players are ever added to the same match. Further, I'm running two built game instances, one on a mac and another on an ipad and when I simultaneously test, I am unable to join games this way. Can someone help me debug why I cannot seem to match make when using a queue based approach?
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1k
Sep ’25
iPhone Pro Model - RefreshRate
I want to display the refresh rate on the screen of the iPhone (14 Pro Max), but each app of the App Store's "Floating Clock", "Floating Clock Premium" and "Screen Renewal Rate - RefreshRate Realtime" can only display two of 60Hz and 120Hz, and I wonder if it can display numbers of 1Hz, 10Hz, tens of Hz, or more than 3 levels. Does anyone know how to do it?
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329
Sep ’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!
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980
Jan ’26
Metal debug log in Swift Package
My goal is to print a debug message from a shader. I follow the guide that orders to set -fmetal-enable-logging metal compiler flag and following environment variables: MTL_LOG_LEVEL=MTLLogLevelDebug MTL_LOG_BUFFER_SIZE=2048 MTL_LOG_TO_STDERR=1 However there's an issue with the guide, it's only covers Xcode project setup, however I'm working on a Swift Package. It has a Metal-only target that's included into main target like this: targets: [ // A separate target for shaders. .target( name: "MetalShaders", resources: [ .process("Metal") ], plugins: [ // https://github.com/schwa/MetalCompilerPlugin .plugin(name: "MetalCompilerPlugin", package: "MetalCompilerPlugin") ] ), // Main target .target( name: "MegApp", dependencies: ["MetalShaders"] ), .testTarget( name: "MegAppTests", dependencies: [ "MegApp", "MetalShaders", ] ] So to apply compiler flag I use MetalCompilerPlugin which emits debug.metallib, it also allows to define DEBUG macro for shaders. This code compiles: #ifdef DEBUG logger.log_error("Hello There!"); os_log_default.log_debug("Hello thread: %d", gid); // this proves that code exectutes result.flag = true; #endif Environment is set via .xctestplan and valideted to work with ProcessInfo. However, nothing is printed to Xcode console nor to Console app. In attempt to fix it I'm trying to setup a MTLLogState, however the makeLogState(descriptor:) fails with error: if #available(iOS 18.0, *) { let logDescriptor = MTLLogStateDescriptor() logDescriptor.level = .debug logDescriptor.bufferSize = 2048 // Error Domain=MTLLogStateErrorDomain Code=2 "Cannot create residency set for MTLLogState: (null)" UserInfo={NSLocalizedDescription=Cannot create residency set for MTLLogState: (null)} let logState = try! device.makeLogState(descriptor: logDescriptor) commandBufferDescriptor.logState = logState } Some LLMs suggested that this is connected with Simulator, and truly, I run the tests on simulator. However tests don't want to run on iPhone... I found solution running them on My Mac (Mac Catalyst). Surprisingly descriptor log works there, even without MTLLogState. But the Simulator behaviour seems like a bug...
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678
Jan ’26
RealityKit generates an excessive amount of logging
During regular use, RealityKit generates an excessive amount of internal logging that is not actionable by third party developers. When developing an iOS RealityKit/ARKit app, this makes the Xcode console challenging to use for regular work. (FB19173812) See screenshots below. Xcode does have an option for filtering out logging from specific SDKs, but enabling this feature to suppress the logging of RealityKit and related SDKs like PHASE is something developers have to do dozens of times each day. After a year of developing a RealityKit app, this process becomes frustrating. If SDKs like Foundation, UIKit, and SwiftUI generated as much logging as RealityKit and related SDKs, Xcode's console would be unusable. Is there any way to disable the logging of RealityKit and PHASE permanently? Thank you for any help you provide.
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524
Activity
Jul ’25
How to use Unity Apple GameKit Plugin For Rule-based matchmaking?
Hello, **I'm Using ** Unity 6 LTS Unity Apple GameKit + Core plugins Turn-based matchmaking interface w/ 2 players max App Store Connect API for rule-based matchmaking I have already enabled game center in app store connect (I think) authenticated players and matched via friend request I am stuck Using queues to match players automatically I'm working on a rule-based matchmaking system which aims to place two players against each other into a GKTurnBasedMatch. I have a simple Unity Project that correctly authenticates a user and proceeds to send a matchmaking request. The matchmaking script utilizes the Unity plugins' GKTurnBasedMatchmakerViewController.Request(...) request function with a GKMatchRequest.Init() request configured with a QueueName equal to the App Store Connect API Queue I created. The queue I created is also linked to a ruleset with a very basic rule that checks if the properties contains a key called 'preference' that contains a string value for what side the player wants to play for this match. If during the matchmaking, the preferences between players are different, then the match is made and both players should join the match; each player gets to play the side they have chosen. I have my rule expression designed to just check if the preferences are not equal: requests[0].properties.faction_preference != requests[1].properties.faction_preference When I launch the game with two physical iPads and begin the matchmaking request, each player is immediately presented with two options: Invite a friend, or Start game The Problem: Inviting a friend works to get two players into a game, but queue seems to not matter, and clicking start game will just put the current player into its own match (no one joins). The Question: How do I get queue based matchmaking to work in Unity for a Turn-based match with only two players who are able to select the enemy side they want to play dictated by a rule that compares enemy play-side preferences? Resources I've used: Apple Unity GameKit Plugin: https://github.com/apple/unityplugins Matchmaking: https://aninterestingwebsite.com/documentation/gamekit/matchmaking-rules Multiplayer rulesets: https://aninterestingwebsite.com/documentation/gamekit/finding-players-using-matchmaking-rules
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1.2k
Activity
Sep ’25
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.
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747
Activity
Nov ’25
RealityKit and Reality Composer Pro aren't forward or backward compatible with each other
TL;DR: RealityKit and Reality Composer Pro aren't forward or backward compatible with each other, and the resulting error message is terse and unhelpful. (FB14828873) So far, I've been sticking with Xcode 16.4 for development and only using Xcode 26.0 beta experimentally. Yesterday, I used xcode-select to switch to Xcode 26.0 beta 3 to test it, but I forgot to switch back. Consequently, this morning I unintentionally used the future Reality Composer Pro (the version included with Xcode 26) to make a small change to a USD file. Now I realize that if I'm unlucky, it's possible Reality Composer Pro may have silently introduced a small change into the USD file that may make RealityKit fail to read the file on iOS 18 and visionOS 2, which in the past has resulted in hours of debugging to track down the source of the failure, often a single line in the USD file that RealityKit can't communicate to me other than with the error "the operation couldn't be completed". As an analogy, this situation is as if, during regular development (not involving Reality Composer Pro), Xcode didn't warn you about specific API version conflicts, but instead failed with a generic error message, without highlighting the line in your Swift file that was the source of the error.
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479
Activity
Jul ’25
Xcode Metal Capture crash when using MTLSamplerState
The sample code just draw a triangle and sample texture. both sample code can draw a correct triangle and sample texture as expected. there are no error message from terminal. Sample code using constexpr Sampler can capture and replay well. Sample code using a argumentTable to bind a MTLSamplerState was crashed when using Metal capture and replay on Xcode. Here are sample codes. Sample Code Test Environment: M1 Pro MacOS 26.3 (25D125) Xcode Version 26.2 (17C52) Feedback ID: FB22031701
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237
Activity
2d
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.
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497
Activity
Jul ’25
Issues with installing Game Porting Toolkit 2.1
I am trying to install the Game Porting Toolkit 2.1 according to the Readme file provided with the toolkit. When I run the following command: WINEPREFIX=~/my-game-prefix brew --prefix game-porting-toolkit/bin/wine64 winecfg I get an error message: zsh: no such file or directory: /usr/local/opt/game-porting-toolkit/bin/wine64 I don't know how to resolve this. When I type in the command which brew , I get the path /usr/local/bin/brew What am I doing wrong?
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397
Activity
Apr ’25
Question on setVertexBytes
I think if your buffer is less than 4k its recommended to use setVertexBytes, the question I have is can I keep hammering on setVertexBytes as the primary method to issue multiple draw calls within a render buffer and rely on Metal to figure out how to orphan and replace the target buffer? A lot of the primitives I am drawing are less than 4k and the process of wiring down larger segments of memory for individual buffers for each draw primitive call seems to be a negative. And it's just simpler to copy, submit and forget about buffer synchronization.
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1
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0
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475
Activity
Mar ’26
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.
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1
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241
Activity
Aug ’25
RealityKit not behaving as expected
This week, I developed a small multiplatform RealityKit project. I also created a demo scene in Reality Composer Pro. Afterward, I imported the local package into the project. Running the project on macOS works perfectly. However, when I tried to run it on my iPhone, I encountered a permission error indicating that it couldn’t read the package. This seems unusual to me because I assumed that the dependency is bundled into the binary file. In an attempt to resolve the issue, I pushed the RCP package to GitHub, hoping it would work. Fortunately, everything compiles successfully now, but the loading time is significantly long, and the animations don’t play on tap gestures. Could someone please help me identify the root cause of this problem?
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355
Activity
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?
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1
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595
Activity
Jul ’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
How to Configure angularLimitInYZ for PhysicsSphericalJoint in RealityKit (Pendulum/Swing Behavior)
Hello RealityKit developers, I'm currently working on physics simulations in my visionOS app and am trying to adapt the concepts from the official sample Simulating physics joints in your RealityKit app. In the sample, a sphere is connected to the ceiling using a PhysicsRevoluteJoint to create a hinge-like simulation. I've successfully modified this setup to use a PhysicsSphericalJoint instead. The basic replacement works as expected: pin1 (attached to the sphere) rotates freely around pin0 (attached to the ceiling), much like a ball-and-socket joint should, removing all translational degrees of freedom. My challenge lies with the PhysicsSphericalJoint's angularLimitInYZ property. The documentation mentions that this property allows limiting the rotation around the Y and Z axes, defining an "elliptical cone shape around the x-axis of pin0." However, I'm struggling to understand how to specify these values to achieve a desired rotational limit. If I have a sphere that is currently capable of rotating 360 degrees around pin0 (like a free-spinning ball on a string), how would I use angularLimitInYZ to restrict its rotation to a certain height or angular range, preventing it from completing a full circle? Specifically, I'm trying to achieve a "swing" like behavior where the sphere oscillates back and forth but cannot rotate completely overhead or underfoot. What values or approach should I use for the angularLimitInYZ tuple to define such a restricted pendulum-like motion? Any insights, code examples, or explanations on how to properly configure angularLimitInYZ for this kind of behavior would be incredibly helpful! The following code is modified from the sample. extension MainView { func addPinsTo(ballEntity: Entity, attachmentEntity: Entity) throws { let hingeOrientation = simd_quatf(from: [1, 0, 0], to: [0, 0, 1]) let attachmentPin = attachmentEntity.pins.set( named: "attachment_hinge", position: .zero, orientation: hingeOrientation ) let relativeJointLocation = attachmentEntity.position( relativeTo: ballEntity ) let ballPin = ballEntity.pins.set( named: "ball_hinge", position: relativeJointLocation, orientation: hingeOrientation ) // Create a PhysicsSphericalJoint between the two pins. let revoluteJoint = PhysicsSphericalJoint(pin0: attachmentPin, pin1: ballPin) try revoluteJoint.addToSimulation() } } The following image is a screenshot of the operation when changing to PhysicsSphericalJoint. Thank you in advance for your assistance.
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Activity
Jul ’25
How to customize shader code for visionos ?
Hello experts, I'm trying to implement a material with custom shader code, but I saw that visionOS doesn't allow you to inject custom Metal functions or use CustomMaterial like iOS/macOS, nor can you directly write Metal Shading Language (.metal) and use it through ShaderGraphMaterial. So my question is, if i want to implement your own shader code, how should i do it?
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519
Activity
Jul ’25
How to implement custom material for vision-os ?
I want to use reality to create a custom material that can use my own shader and support Mesh instancing (for rendering 3D Gaussian splating), but I found that CustomMaterial does not support VisionOS. Is there any other interface that can achieve my needs? Where can I find examples?
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164
Activity
Jul ’25
Unity GameKit Plugin w/ Matchmaking Queue is not working
TLDR; I can't get QueueName to work with matchmaking a turn-based match in Unity using matchmaking rules. Long version: I'm using the apple unity plugin found here: https://github.com/apple/unityplugins/blob/main/plug-ins/Apple.GameKit/Apple.GameKit_Unity/Assets/Apple.GameKit/Documentation~/Apple.GameKit.md I have created a Queue, RuleSet and a simple Rule to match players by following these docs tightly: https://aninterestingwebsite.com/documentation/gamekit/finding-players-using-matchmaking-rules. Here is the single rule I have that drives matchmaking: { "data" : { "type" : "gameCenterMatchmakingRules", "id" : "[hiddden-rule-id]", "attributes" : { "referenceName" : "ComplimentaryFactionPreference", "description" : "default desc", "type" : "MATCH", "expression" : "requests[0].properties.preference != requests[1].properties.preference", "weight" : null }, "links" : { "self" : "https://api.appstoreconnect.apple.com/v1/gameCenterMatchmakingRules/[hidden-rule-id]" } }, "links" : { "self" : "https://api.appstoreconnect.apple.com/v1/gameCenterMatchmakingRules" } } which belongs to a rule set which belongs to a queue. I have verified these are setup and linked via the App Store Connect API. Additionally, when I tested queue-based matchmaking without a queue established, I got an error in Unity. Now, with this, I do not. However there is a problem when I attempt to use the queue for matchmaking. I have the basic C# function here: public override void StartSearch(NSMutableDictionary<NSString, NSObject> properties) { if (searching) return; base.StartSearch(properties); //Establish matchmaking requests _matchRequest = GKMatchRequest.Init(); _matchRequest.QueueName = _PreferencesToQueue(GetSerializedPreferences()); _matchRequest.Properties = properties; _matchRequest.MaxPlayers = PLAYERS_COUNT; _matchRequest.MinPlayers = PLAYERS_COUNT; _matchTask = GKTurnBasedMatch.Find(_matchRequest); } The _PreferencesToQueue(GetSerializedPreferences()); returns the exact name of the queue I added my ruleset to. After this function is called, I poll the task generated from the .Find(...) function. Every time I run this function, a new match is created almost instantly. No two players are ever added to the same match. Further, I'm running two built game instances, one on a mac and another on an ipad and when I simultaneously test, I am unable to join games this way. Can someone help me debug why I cannot seem to match make when using a queue based approach?
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Activity
Sep ’25
iPhone Pro Model - RefreshRate
I want to display the refresh rate on the screen of the iPhone (14 Pro Max), but each app of the App Store's "Floating Clock", "Floating Clock Premium" and "Screen Renewal Rate - RefreshRate Realtime" can only display two of 60Hz and 120Hz, and I wonder if it can display numbers of 1Hz, 10Hz, tens of Hz, or more than 3 levels. Does anyone know how to do it?
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329
Activity
Sep ’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!
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980
Activity
Jan ’26
Why does CanyonCrosser use both Class and Struct for RealityKit Systems?
In the CanyonCrosser example project, some RealityKit systems are implemented as classes while others are structs. What’s the reason for using different types?
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210
Activity
Aug ’25
Metal debug log in Swift Package
My goal is to print a debug message from a shader. I follow the guide that orders to set -fmetal-enable-logging metal compiler flag and following environment variables: MTL_LOG_LEVEL=MTLLogLevelDebug MTL_LOG_BUFFER_SIZE=2048 MTL_LOG_TO_STDERR=1 However there's an issue with the guide, it's only covers Xcode project setup, however I'm working on a Swift Package. It has a Metal-only target that's included into main target like this: targets: [ // A separate target for shaders. .target( name: "MetalShaders", resources: [ .process("Metal") ], plugins: [ // https://github.com/schwa/MetalCompilerPlugin .plugin(name: "MetalCompilerPlugin", package: "MetalCompilerPlugin") ] ), // Main target .target( name: "MegApp", dependencies: ["MetalShaders"] ), .testTarget( name: "MegAppTests", dependencies: [ "MegApp", "MetalShaders", ] ] So to apply compiler flag I use MetalCompilerPlugin which emits debug.metallib, it also allows to define DEBUG macro for shaders. This code compiles: #ifdef DEBUG logger.log_error("Hello There!"); os_log_default.log_debug("Hello thread: %d", gid); // this proves that code exectutes result.flag = true; #endif Environment is set via .xctestplan and valideted to work with ProcessInfo. However, nothing is printed to Xcode console nor to Console app. In attempt to fix it I'm trying to setup a MTLLogState, however the makeLogState(descriptor:) fails with error: if #available(iOS 18.0, *) { let logDescriptor = MTLLogStateDescriptor() logDescriptor.level = .debug logDescriptor.bufferSize = 2048 // Error Domain=MTLLogStateErrorDomain Code=2 "Cannot create residency set for MTLLogState: (null)" UserInfo={NSLocalizedDescription=Cannot create residency set for MTLLogState: (null)} let logState = try! device.makeLogState(descriptor: logDescriptor) commandBufferDescriptor.logState = logState } Some LLMs suggested that this is connected with Simulator, and truly, I run the tests on simulator. However tests don't want to run on iPhone... I found solution running them on My Mac (Mac Catalyst). Surprisingly descriptor log works there, even without MTLLogState. But the Simulator behaviour seems like a bug...
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Activity
Jan ’26