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Validation error, when I try to upload a game to Testflight
Hello everyone and thank you for you're time! I got an issue with uploading several icons to testflight. I'm using Game Maker Studio as my engine for the game. This is the error that I'm getting, even when I try to use the old icons for the game, that worked in the past. I tried to transform the icons, using this site "https://makeappicon.com/", but I still got the same validation error. Can you help me fixing the issue - thank you so much!
2
0
600
Oct ’25
Leaderboard not available to edit points
When I go to the leadership section, I have 8 currently active leaderboards. When I select "manage scores and players" I see 9 leaderboards, from which 5 are legacy and my 4 new ones are not listed (also it comes in a very old design). New players will score in the 4 new leaderboards but I need to remove the top score which was the developer score, to give them a chance, but the new leaderboards are not accessible.
0
0
125
3w
Deterministic RNG behaviour across Mac M1 CPU and Metal GPU – BigCrush pass & structural diagnostics
Hello, I am currently working on a research project under ENINCA Consulting, focused on advanced diagnostic tools for pseudorandom number generators (structural metrics, multi-seed stability, cross-architecture reproducibility, and complementary indicators to TestU01). To validate this diagnostic framework, I prototyped a small non-linear 64-bit PRNG (not as a goal in itself, but simply as a vehicle to test the methodology). During these evaluations, I observed something interesting on Apple Silicon (Mac M1): • bit-exact reproducibility between M1 ARM CPU and M1 Metal GPU, • full BigCrush pass on both CPU and Metal backends, • excellent p-values, • stable behaviour across multiple seeds and runs. This was not the intended objective, the goal was mainly to validate the diagnostic concepts, but these results raised some questions about deterministic compute behaviour in Metal. My question: Is there any official guidance on achieving (or expecting) deterministic RNG or compute behaviour across CPU ↔ Metal GPU on Apple Silicon? More specifically: • Are deterministic compute kernels expected or guaranteed on Metal for scientific workloads? • Are there recommended patterns or best practices to ensure reproducibility across GPU generations (M1 → M2 → M3 → M4)? • Are there known Metal features that can introduce non-determinism? I am not sharing the internal recurrence (this work is proprietary), but I can discuss the high-level diagnostic observations if helpful. Thank you for any insight, very interested in how the Metal engineering team views deterministic compute patterns on Apple Silicon. Pascal ENINCA Consulting
0
0
297
Nov ’25
VisionOS Spatial Accessory inputs help
The “explore spatial accessory input on visionOS” presentation from WDC25 interests me. I bought both the MUSE Logitech stylus and the PS VR2 sense controllers to try out with the sculpting app presented by the author, engineer Amanda Han. Unfortunately the app itself was not included. Could the app be made available for downloading as well as the Xcode project? I appreciate any assistance the author and your team could provide. Thank you.
0
0
310
Nov ’25
Game Center leaderboards not posting scores
My app is live but the leaderboards still aren’t updating. App was built with unreal engine 5 with blueprints. I have the leaderboard stat info entered into the node for write integer to leaderboard and a node for show platform specific leaderboard. The leaderboards are shown as live on app connect. When I run the app, the Game Center login functions and the leaderboard interface launches as expected but it just lists a group of friends to invite. There are no scores listed and it says number of players 0 even though I have scored on two different devices and accounts. I have the Game Center entitlement added in Xcode. Not sure where else to look.
0
0
832
Nov ’25
Open Shading Language (OSL) in Metal
Hi. I'm a 3D designer, using Blender for most of my work. The most recent Blender conference discussed utilizing the Open Shading Language (OSL) in their latest versions, which allows designers to write custom shaders for their workflows. At the moment, only Nvidia Optix GPU's can utilize this language for rendering (from what I understand), but Blender developers stated they are waiting on other GPU manufacturers to implement this feature as well. I'm not sure if there are any licensing issues here, but would this be something Apple could implement in Metal to make their hardware more attractive to the 3D design community? Any help or knowledge on this topic would be greatly appreciated.
0
0
288
Feb ’26
screencapturekit
I have code that captures a window and displays a cropped image. The problem is 2 fold. Kit doesn't seem to allow to modify stop and recapture image in window mode to capture a portion of the screen. So this makes me having to crop and display the cropped image via a published variable. This all works find. But seems to stop after some time. Using an M1 16gig ram. program is taking less than 100meg of mem with 40-70%cpu as the crow flies. printing captured success in debug mode and sometimes frame isn't valid so guarding against it. any ideas on how to improve my strategy?
0
0
158
Jun ’25
macOS SwiftUI app with external 4K camera & sensors for Hospital Avatar: ARKit, MLX, and Thermal feasibility?
We are developing a standalone AI avatar application for hospital reception kiosks using Mac mini (M2/M4). The app runs on SwiftUI + RealityKit, displays on a 75-inch monitor, and utilizes a USB-connected 4K camera and external sensors (LiDAR/mmWave). We have several technical concerns regarding the transition from iPadOS to macOS. Could you please provide insights on the following? ARKit/Vision Framework on macOS with External Camera On iPadOS, ARKit provides robust Face Tracking. On macOS with an external USB 4K camera: Can we achieve real-time face tracking (expression/gaze/depth) with Vision framework or ARKit comparable to iPadOS performance? Are there any specific limitations for accessing the Neural Engine via Vision framework for real-time 4K video analysis on macOS? Accessing External Hardware (LiDAR/Sensors) in Sandbox We plan to connect external LiDAR and mmWave sensors (e.g., Akara) via USB/Bluetooth. Is it feasible to communicate with these custom drivers/devices within the App Sandbox environment? Would DriverKit be required, or can we use standard serial communication APIs? On-Device LLM (MLX) & Thermals We intend to run a local LLM (e.g., Llama 3 using MLX framework) for offline conversation, alongside 3D rendering. With the M2/M4 Mac mini fan design, is there a risk of thermal throttling during 10+ hours of continuous operation (simultaneous CoreML + 3D rendering)? Is the Mac Studio recommended over the Mac mini for this thermal profile? Long-running Speech API Are there any known issues (memory leaks, API limits) when using Spherch framework and AVSpeechSynthesizer continuously for over 10 hours daily? 3D Display Output Are there any macOS constraints for rendering a SwiftUI window in a specific 3D format (e.g., Side-by-Side) and outputting it via HDMI to a 3D digital signage display (fixed refresh rate/resolution)? Thank you for your assistance.
0
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341
Jan ’26
Many CGECreateKeyboardEvent in quick succession causing function and dictation buttons to be pressed?
Hi! I hope everyone reading is doing well. I am working on developing a reinforcement learning agent that involves sending scan codes to a window, which I've been doing by sending virtual scan codes with CGEventCreateKeyboardEvent per the docs. There is no event source when I send the keyboard events. However, when many keyboard events are happening (with the keys 'q', 'w', 'e', 'r', 'f', 'd', 's', space, arrow keys) in quick succession (<250ms), the enable dictation popup or the function button emojis popup appear for seemingly no reason. I have verified that I am using the correct scan codes for these keypresses, so I am wondering what else could cause this to happen. It is as if I am choosing to press f5 or fn. It does not happen when 'a' is the only button being pressed in quick succession. One thing that I have not been able to easily find is the scan code inputs for dictation nor the function button. do these scan codes overlap somehow? Thank you all for the help! Hunter
2
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616
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!
0
0
297
Jan ’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
0
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157
Jan ’26
How can I uninstall game-porting-toolkit completely
So, I'm done with GPTK and decided to delete it. The only thing I installed was brew -v install apple/apple/game-porting-toolkit and the external libraries from the ditto command. Now, I tried to remove it, but even after brew remove game-porting-toolkit brew autoremove all of the dependencies installed with brew are still there. The most obvious was game-porting-toolkit-compiler, but even after removing this there are so many libraries that are now orphaned and it's just impossible to manually identify those. Is there a way or is the easiest way to simply uninstall Homebrew completely and reinstall it again?
0
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297
May ’25
Unable to profile Metal app on M2 Ultra (profiling works on M3 Pro)
On MacBook Pro M3 14" I can profile the Metal App performance by running it, then clicking on the M icon and choosing profile after replay. On Mac Studio M2 Ultra I cannot: the profiler starts and crashes. I have tried everything including reinstalling the OS, Xcode, the Metal SDK, you name it. The app uses the Metal 4 API. The content of the replayer errorinfo report is shown at the end. Any ideas what is going on here and/or what else I can do do root cause this and fix it? FWIW, it was worse on 26.1 (Xcode just reported Metal 4 profiling not available). In 26.2 Xcode attempts to profile and invariably crashes. === Error summary: === 1x DYErrorDomain (512) - guest app crashed (512) 1x com.apple.gputools.MTLReplayer (100) - Abort trap: 6 === First Error === Domain: DYErrorDomain Error code: 512 Description: guest app crashed (512) GTErrorKeyPID: 26913 GTErrorKeyProcessName: GPUToolsReplayService GTErrorKeyCrashDate: 2026-01-09 19:22:52 +0000 === Underlying Error #1 === Domain: com.apple.gputools.MTLReplayer Error code: 100 Description: Abort trap: 6 Call stack: 0 GPUToolsReplay 0x0000000249c25850 MakeNSError + 284 1 GPUToolsReplay 0x0000000249c26428 HandleCrashSignal + 252 2 libsystem_platform.dylib 0x00000001856c7744 _sigtramp + 56 3 libsystem_pthread.dylib 0x00000001856bd888 pthread_kill + 296 4 libsystem_c.dylib 0x00000001855c2850 abort + 124 5 libsystem_c.dylib 0x00000001855c1a84 err + 0 6 IOGPU 0x00000001a9ea60a8 -[IOGPUMetal4CommandQueue _commit:count:commitFeedback:].cold.1 + 0 7 IOGPU 0x00000001a9ea0df8 __77-[IOGPUMetal4CommandQueue commitFillArgs:count:args:argsSize:commitFeedback:]_block_invoke + 0 8 IOGPU 0x00000001a9ea1004 -[IOGPUMetal4CommandQueue _commit:count:commitFeedback:] + 148 9 AGXMetalG14X 0x00000001158a2c98 -[AGXG14XFamilyCommandQueue_mtlnext noMergeCommit:count:options:commitFeedback:error:] + 116 10 AGXMetalG14X 0x0000000115a45c14 +[AGXG14XFamilyRenderContext_mtlnext mergeRenderEncoders:count:options:commitFeedback:queue:error:] + 4740 11 AGXMetalG14X 0x00000001158a2b34 -[AGXG14XFamilyCommandQueue_mtlnext commit:count:options:] + 96 12 GPUToolsReplay 0x0000000249bf0644 GTMTLReplayController_defaultDispatchFunction_noPinning + 2744 13 GPUToolsReplay 0x0000000249befb10 GTMTLReplayController_defaultDispatchFunction + 1368 14 GPUToolsReplay 0x0000000249b7a61c _ZL16DispatchFunctionP21GTMTLReplayControllerPK11GTTraceFuncRb + 476 15 GPUToolsReplay 0x0000000249b8603c ___ZN35GTUSCSamplingStreamingManagerHelper19StreamFrameTimeDataEv_block_invoke + 456 16 Foundation 0x0000000186f6c878 __NSBLOCKOPERATION_IS_CALLING_OUT_TO_A_BLOCK__ + 24 17 Foundation 0x0000000186f6c740 -[NSBlockOperation main] + 96 18 Foundation 0x0000000186f6c6d8 __NSOPERATION_IS_INVOKING_MAIN__ + 16 19 Foundation 0x0000000186f6c308 -[NSOperation start] + 640 20 Foundation 0x0000000186f6c080 __NSOPERATIONQUEUE_IS_STARTING_AN_OPERATION__ + 16 21 Foundation 0x0000000186f6bf70 __NSOQSchedule_f + 164 22 libdispatch.dylib 0x00000001855104d0 _dispatch_block_async_invoke2 + 148 23 libdispatch.dylib 0x000000018551aad4 _dispatch_client_callout + 16 24 libdispatch.dylib 0x00000001855056e4 _dispatch_continuation_pop + 596 25 libdispatch.dylib 0x0000000185504d58 _dispatch_async_redirect_invoke + 580 26 libdispatch.dylib 0x0000000185512fc8 _dispatch_root_queue_drain + 364 27 libdispatch.dylib 0x0000000185513784 _dispatch_worker_thread2 + 180 28 libsystem_pthread.dylib 0x00000001856b9e10 _pthread_wqthread + 232 29 libsystem_pthread.dylib 0x00000001856b8b9c start_wqthread + 8 Replayer breadcrumbs: [ ] GTErrorKeyProcessSignal: SIGABRT === Setup === Capture device: star.localdomain (Mac14,14) - macOS 26.2 (25C56) - 0BA10D1D-D340-5F2E-934B-536675AF9BA1 Metal version: 370.64.2 Supported graphics APIs: Metal device: Apple M2 Ultra Supported GPU families: Apple1 Apple2 Apple3 Apple4 Apple5 Apple6 Apple7 Apple8 Mac1 Mac2 Common1 Common2 Common3 Metal3 Metal4 Replay device: star (Mac14,14) - macOS 26.2 (25C56) - 0BA10D1D-D340-5F2E-934B-536675AF9BA1 Metal version: 370.64.2 Supported graphics APIs: Metal device: Apple M2 Ultra Supported GPU families: Apple1 Apple2 Apple3 Apple4 Apple5 Apple6 Apple7 Apple8 Mac1 Mac2 Common1 Common2 Common3 Metal3 Metal4 Host: Mac14,14 - macOS 26.2 (25C56) Tool: Xcode (17C52) Known SDKs:
1
0
414
Jan ’26
HidHide on MacOS
I was wondering if there's a method on MacOS to have my application hide a hid device such as a game controller and instead have the receiving game/application see my app's virtual controller? Is this possible via DriverKit or some other form of kernel level coding? On Windows we have a tool known as HidHide that hids a game controller from all other applications. Is it possible to implement such behavior into an app or is that system level?
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932
Dec ’25
Can Game Mode be activated when a child (Java) process's window is fullscreened?
Imagine a native macOS app that acts as a "launcher" for a Java game.** For example, the "launcher" app might use the Swift Process API or a similar method to run the java command line tool (lets assume the user has installed Java themselves) to run the game. I have seen How to Enable Game Mode. If the native launcher app's Info.plist has the following keys set: LSApplicationCategoryType set to public.app-category.games LSSupportsGameMode set to true (for macOS 26+) GCSupportsGameMode set to true The launcher itself can cause Game Mode to activate if the launcher is fullscreened. However, if the launcher opens a Java process that opens a window, then the Java window is fullscreened, Game Mode doesn't seem to activate. In this case activating Game Mode for the launcher itself is unnecessary, but you'd expect Game Mode to activate when the actual game in the Java window is fullscreened. Is there a way to get Game Mode to activate in the latter case? ** The concrete case I'm thinking of is a third-party Minecraft Java Edition launcher, but the issue can also be demonstrated in a sample project (FB13786152). It seems like the official Minecraft launcher is able to do this, though it's not clear how. (Is its bundle identifier hardcoded in the OS to allow for this? Changing a sample app's bundle identifier to be the same as the official Minecraft launcher gets the behavior I want, but obviously this is not a practical solution.)
2
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407
Jun ’25
Game Porting Toolkit: Any .exe exits immediately with no output
Hi Apple & devs, I'm trying to test various Windows .exe files using the Game Porting Toolkit (GPTK), but I’m hitting a wall: no matter what .exe I try, the command returns instantly with no output — no error, no logs, nothing. Here's what I'm doing: I'm using macOS Sequioa 15.5 on M1 macbook pro. I installed gameportingtoolkt GPTK 2.1 through brew from gcenx: brew install gcenx/wine/game-porting-toolkit When I run any .exe using GPTK's wine64, like this, e.g. with steam user@JMacBook-Pro / % WINEPREFIX=~/wine_prefix /usr/local/bin/gameportingtoolkit 'C:\SteamSetup.exe' --verbose user@JMacBook-Pro / % Immediate exit without any return code, output, nor errors. No output, no crash, no logs. Same result with simple test apps Running with WINEDEBUG=+all (still no output) Even running wine64 does the same thing. I’ve tried: Removing and reinstalling GPTK Creating a fresh WINEPREFIX Checking /tmp and ~/Library/Logs for logs — nothing Has anyone else experienced this or have any idea how to debug it? Is there ANY Apple support for this?? Thanks in advance.
1
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262
Jun ’25
RealityKit - Full 3D experience
I have a question I guess more for the Apple team. But why are there no totally 3D experiences for the Vision Pro lineup? I know they have given us tools to implement unity 3D games into iPhone and I guess you can also build it in RealityKit. But why at this moment are 3D games limited to just iPad and iPhone and can't you bring that into Vision Pro? Just to explain. When I say a totally 3D game, I mean games like Gorn. I mean the Vision Pro is definitely powerful enough, but it just feels limited to tabletop games and AR games. Is this something Apple is thinking about implementing?
1
0
1.4k
Mar ’26
MTLCaptureManager.sharedCaptureManager generates corrupted .gputrace files (0KB, invalid internal structure)
Hello, I am experiencing an issue with programmatically capturing a GPU trace using MTLCaptureManager. The .gputrace file that is generated appears to be corrupted, and I'm looking for guidance or a solution. Description of the Problem: I am using MTLCaptureManager.sharedCaptureManager to capture a Metal frame and save it to disk. The generated .gputrace file is consistently reported as 0 bytes in size by the file system. Crucially, when I compress this 0-byte .gputrace file into a .zip archive, the resulting archive contains the full, expected data. After unzipping, the file can be opened and viewed correctly in Xcode. However,When inspecting the file's contents using NSFileManager in Objective-C (treating it as a directory), the internal structure is different from a .gputrace file captured directly from Xcode's Metal Debugger. capture in xcode capture in file Finally,When capturing multiple frames programmatically, the first captured frame contains valid buffer data. However, for subsequent frames (starting from the second frame), the corresponding buffer contents are all zero-filled. Frame 1: All MTLBuffer data is correctly captured and populated. Frame 2 and onward: The same MTLBuffer objects are present in the trace, but their contents are entirely 0 (i.e., the data is not captured or is corrupted). In this case, the on-screen display is normal, but the captured frame is incorrect. The frame captured directly in Xcode is also correct. Only the frame captured to a file is abnormal.
1
0
526
Aug ’25
Validation error, when I try to upload a game to Testflight
Hello everyone and thank you for you're time! I got an issue with uploading several icons to testflight. I'm using Game Maker Studio as my engine for the game. This is the error that I'm getting, even when I try to use the old icons for the game, that worked in the past. I tried to transform the icons, using this site "https://makeappicon.com/", but I still got the same validation error. Can you help me fixing the issue - thank you so much!
Replies
2
Boosts
0
Views
600
Activity
Oct ’25
Leaderboard not available to edit points
When I go to the leadership section, I have 8 currently active leaderboards. When I select "manage scores and players" I see 9 leaderboards, from which 5 are legacy and my 4 new ones are not listed (also it comes in a very old design). New players will score in the 4 new leaderboards but I need to remove the top score which was the developer score, to give them a chance, but the new leaderboards are not accessible.
Replies
0
Boosts
0
Views
125
Activity
3w
Deterministic RNG behaviour across Mac M1 CPU and Metal GPU – BigCrush pass & structural diagnostics
Hello, I am currently working on a research project under ENINCA Consulting, focused on advanced diagnostic tools for pseudorandom number generators (structural metrics, multi-seed stability, cross-architecture reproducibility, and complementary indicators to TestU01). To validate this diagnostic framework, I prototyped a small non-linear 64-bit PRNG (not as a goal in itself, but simply as a vehicle to test the methodology). During these evaluations, I observed something interesting on Apple Silicon (Mac M1): • bit-exact reproducibility between M1 ARM CPU and M1 Metal GPU, • full BigCrush pass on both CPU and Metal backends, • excellent p-values, • stable behaviour across multiple seeds and runs. This was not the intended objective, the goal was mainly to validate the diagnostic concepts, but these results raised some questions about deterministic compute behaviour in Metal. My question: Is there any official guidance on achieving (or expecting) deterministic RNG or compute behaviour across CPU ↔ Metal GPU on Apple Silicon? More specifically: • Are deterministic compute kernels expected or guaranteed on Metal for scientific workloads? • Are there recommended patterns or best practices to ensure reproducibility across GPU generations (M1 → M2 → M3 → M4)? • Are there known Metal features that can introduce non-determinism? I am not sharing the internal recurrence (this work is proprietary), but I can discuss the high-level diagnostic observations if helpful. Thank you for any insight, very interested in how the Metal engineering team views deterministic compute patterns on Apple Silicon. Pascal ENINCA Consulting
Replies
0
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0
Views
297
Activity
Nov ’25
VisionOS Spatial Accessory inputs help
The “explore spatial accessory input on visionOS” presentation from WDC25 interests me. I bought both the MUSE Logitech stylus and the PS VR2 sense controllers to try out with the sculpting app presented by the author, engineer Amanda Han. Unfortunately the app itself was not included. Could the app be made available for downloading as well as the Xcode project? I appreciate any assistance the author and your team could provide. Thank you.
Replies
0
Boosts
0
Views
310
Activity
Nov ’25
Game Center leaderboards not posting scores
My app is live but the leaderboards still aren’t updating. App was built with unreal engine 5 with blueprints. I have the leaderboard stat info entered into the node for write integer to leaderboard and a node for show platform specific leaderboard. The leaderboards are shown as live on app connect. When I run the app, the Game Center login functions and the leaderboard interface launches as expected but it just lists a group of friends to invite. There are no scores listed and it says number of players 0 even though I have scored on two different devices and accounts. I have the Game Center entitlement added in Xcode. Not sure where else to look.
Replies
0
Boosts
0
Views
832
Activity
Nov ’25
Open Shading Language (OSL) in Metal
Hi. I'm a 3D designer, using Blender for most of my work. The most recent Blender conference discussed utilizing the Open Shading Language (OSL) in their latest versions, which allows designers to write custom shaders for their workflows. At the moment, only Nvidia Optix GPU's can utilize this language for rendering (from what I understand), but Blender developers stated they are waiting on other GPU manufacturers to implement this feature as well. I'm not sure if there are any licensing issues here, but would this be something Apple could implement in Metal to make their hardware more attractive to the 3D design community? Any help or knowledge on this topic would be greatly appreciated.
Replies
0
Boosts
0
Views
288
Activity
Feb ’26
screencapturekit
I have code that captures a window and displays a cropped image. The problem is 2 fold. Kit doesn't seem to allow to modify stop and recapture image in window mode to capture a portion of the screen. So this makes me having to crop and display the cropped image via a published variable. This all works find. But seems to stop after some time. Using an M1 16gig ram. program is taking less than 100meg of mem with 40-70%cpu as the crow flies. printing captured success in debug mode and sometimes frame isn't valid so guarding against it. any ideas on how to improve my strategy?
Replies
0
Boosts
0
Views
158
Activity
Jun ’25
Has anyone been able to create a window/portal using metal.
I am trying to create a simple portal like that in RealityKit, but using metal instead of RealityKit. Has anyone been able to create a window or portal like thing to show a skybox outside in mixed Reality?
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0
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0
Views
229
Activity
Jan ’26
macOS SwiftUI app with external 4K camera & sensors for Hospital Avatar: ARKit, MLX, and Thermal feasibility?
We are developing a standalone AI avatar application for hospital reception kiosks using Mac mini (M2/M4). The app runs on SwiftUI + RealityKit, displays on a 75-inch monitor, and utilizes a USB-connected 4K camera and external sensors (LiDAR/mmWave). We have several technical concerns regarding the transition from iPadOS to macOS. Could you please provide insights on the following? ARKit/Vision Framework on macOS with External Camera On iPadOS, ARKit provides robust Face Tracking. On macOS with an external USB 4K camera: Can we achieve real-time face tracking (expression/gaze/depth) with Vision framework or ARKit comparable to iPadOS performance? Are there any specific limitations for accessing the Neural Engine via Vision framework for real-time 4K video analysis on macOS? Accessing External Hardware (LiDAR/Sensors) in Sandbox We plan to connect external LiDAR and mmWave sensors (e.g., Akara) via USB/Bluetooth. Is it feasible to communicate with these custom drivers/devices within the App Sandbox environment? Would DriverKit be required, or can we use standard serial communication APIs? On-Device LLM (MLX) & Thermals We intend to run a local LLM (e.g., Llama 3 using MLX framework) for offline conversation, alongside 3D rendering. With the M2/M4 Mac mini fan design, is there a risk of thermal throttling during 10+ hours of continuous operation (simultaneous CoreML + 3D rendering)? Is the Mac Studio recommended over the Mac mini for this thermal profile? Long-running Speech API Are there any known issues (memory leaks, API limits) when using Spherch framework and AVSpeechSynthesizer continuously for over 10 hours daily? 3D Display Output Are there any macOS constraints for rendering a SwiftUI window in a specific 3D format (e.g., Side-by-Side) and outputting it via HDMI to a 3D digital signage display (fixed refresh rate/resolution)? Thank you for your assistance.
Replies
0
Boosts
0
Views
341
Activity
Jan ’26
Many CGECreateKeyboardEvent in quick succession causing function and dictation buttons to be pressed?
Hi! I hope everyone reading is doing well. I am working on developing a reinforcement learning agent that involves sending scan codes to a window, which I've been doing by sending virtual scan codes with CGEventCreateKeyboardEvent per the docs. There is no event source when I send the keyboard events. However, when many keyboard events are happening (with the keys 'q', 'w', 'e', 'r', 'f', 'd', 's', space, arrow keys) in quick succession (<250ms), the enable dictation popup or the function button emojis popup appear for seemingly no reason. I have verified that I am using the correct scan codes for these keypresses, so I am wondering what else could cause this to happen. It is as if I am choosing to press f5 or fn. It does not happen when 'a' is the only button being pressed in quick succession. One thing that I have not been able to easily find is the scan code inputs for dictation nor the function button. do these scan codes overlap somehow? Thank you all for the help! Hunter
Replies
2
Boosts
0
Views
616
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!
Replies
0
Boosts
0
Views
297
Activity
Jan ’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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Jan ’26
How can I uninstall game-porting-toolkit completely
So, I'm done with GPTK and decided to delete it. The only thing I installed was brew -v install apple/apple/game-porting-toolkit and the external libraries from the ditto command. Now, I tried to remove it, but even after brew remove game-porting-toolkit brew autoremove all of the dependencies installed with brew are still there. The most obvious was game-porting-toolkit-compiler, but even after removing this there are so many libraries that are now orphaned and it's just impossible to manually identify those. Is there a way or is the easiest way to simply uninstall Homebrew completely and reinstall it again?
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Activity
May ’25
Unable to profile Metal app on M2 Ultra (profiling works on M3 Pro)
On MacBook Pro M3 14" I can profile the Metal App performance by running it, then clicking on the M icon and choosing profile after replay. On Mac Studio M2 Ultra I cannot: the profiler starts and crashes. I have tried everything including reinstalling the OS, Xcode, the Metal SDK, you name it. The app uses the Metal 4 API. The content of the replayer errorinfo report is shown at the end. Any ideas what is going on here and/or what else I can do do root cause this and fix it? FWIW, it was worse on 26.1 (Xcode just reported Metal 4 profiling not available). In 26.2 Xcode attempts to profile and invariably crashes. === Error summary: === 1x DYErrorDomain (512) - guest app crashed (512) 1x com.apple.gputools.MTLReplayer (100) - Abort trap: 6 === First Error === Domain: DYErrorDomain Error code: 512 Description: guest app crashed (512) GTErrorKeyPID: 26913 GTErrorKeyProcessName: GPUToolsReplayService GTErrorKeyCrashDate: 2026-01-09 19:22:52 +0000 === Underlying Error #1 === Domain: com.apple.gputools.MTLReplayer Error code: 100 Description: Abort trap: 6 Call stack: 0 GPUToolsReplay 0x0000000249c25850 MakeNSError + 284 1 GPUToolsReplay 0x0000000249c26428 HandleCrashSignal + 252 2 libsystem_platform.dylib 0x00000001856c7744 _sigtramp + 56 3 libsystem_pthread.dylib 0x00000001856bd888 pthread_kill + 296 4 libsystem_c.dylib 0x00000001855c2850 abort + 124 5 libsystem_c.dylib 0x00000001855c1a84 err + 0 6 IOGPU 0x00000001a9ea60a8 -[IOGPUMetal4CommandQueue _commit:count:commitFeedback:].cold.1 + 0 7 IOGPU 0x00000001a9ea0df8 __77-[IOGPUMetal4CommandQueue commitFillArgs:count:args:argsSize:commitFeedback:]_block_invoke + 0 8 IOGPU 0x00000001a9ea1004 -[IOGPUMetal4CommandQueue _commit:count:commitFeedback:] + 148 9 AGXMetalG14X 0x00000001158a2c98 -[AGXG14XFamilyCommandQueue_mtlnext noMergeCommit:count:options:commitFeedback:error:] + 116 10 AGXMetalG14X 0x0000000115a45c14 +[AGXG14XFamilyRenderContext_mtlnext mergeRenderEncoders:count:options:commitFeedback:queue:error:] + 4740 11 AGXMetalG14X 0x00000001158a2b34 -[AGXG14XFamilyCommandQueue_mtlnext commit:count:options:] + 96 12 GPUToolsReplay 0x0000000249bf0644 GTMTLReplayController_defaultDispatchFunction_noPinning + 2744 13 GPUToolsReplay 0x0000000249befb10 GTMTLReplayController_defaultDispatchFunction + 1368 14 GPUToolsReplay 0x0000000249b7a61c _ZL16DispatchFunctionP21GTMTLReplayControllerPK11GTTraceFuncRb + 476 15 GPUToolsReplay 0x0000000249b8603c ___ZN35GTUSCSamplingStreamingManagerHelper19StreamFrameTimeDataEv_block_invoke + 456 16 Foundation 0x0000000186f6c878 __NSBLOCKOPERATION_IS_CALLING_OUT_TO_A_BLOCK__ + 24 17 Foundation 0x0000000186f6c740 -[NSBlockOperation main] + 96 18 Foundation 0x0000000186f6c6d8 __NSOPERATION_IS_INVOKING_MAIN__ + 16 19 Foundation 0x0000000186f6c308 -[NSOperation start] + 640 20 Foundation 0x0000000186f6c080 __NSOPERATIONQUEUE_IS_STARTING_AN_OPERATION__ + 16 21 Foundation 0x0000000186f6bf70 __NSOQSchedule_f + 164 22 libdispatch.dylib 0x00000001855104d0 _dispatch_block_async_invoke2 + 148 23 libdispatch.dylib 0x000000018551aad4 _dispatch_client_callout + 16 24 libdispatch.dylib 0x00000001855056e4 _dispatch_continuation_pop + 596 25 libdispatch.dylib 0x0000000185504d58 _dispatch_async_redirect_invoke + 580 26 libdispatch.dylib 0x0000000185512fc8 _dispatch_root_queue_drain + 364 27 libdispatch.dylib 0x0000000185513784 _dispatch_worker_thread2 + 180 28 libsystem_pthread.dylib 0x00000001856b9e10 _pthread_wqthread + 232 29 libsystem_pthread.dylib 0x00000001856b8b9c start_wqthread + 8 Replayer breadcrumbs: [ ] GTErrorKeyProcessSignal: SIGABRT === Setup === Capture device: star.localdomain (Mac14,14) - macOS 26.2 (25C56) - 0BA10D1D-D340-5F2E-934B-536675AF9BA1 Metal version: 370.64.2 Supported graphics APIs: Metal device: Apple M2 Ultra Supported GPU families: Apple1 Apple2 Apple3 Apple4 Apple5 Apple6 Apple7 Apple8 Mac1 Mac2 Common1 Common2 Common3 Metal3 Metal4 Replay device: star (Mac14,14) - macOS 26.2 (25C56) - 0BA10D1D-D340-5F2E-934B-536675AF9BA1 Metal version: 370.64.2 Supported graphics APIs: Metal device: Apple M2 Ultra Supported GPU families: Apple1 Apple2 Apple3 Apple4 Apple5 Apple6 Apple7 Apple8 Mac1 Mac2 Common1 Common2 Common3 Metal3 Metal4 Host: Mac14,14 - macOS 26.2 (25C56) Tool: Xcode (17C52) Known SDKs:
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Activity
Jan ’26
HidHide on MacOS
I was wondering if there's a method on MacOS to have my application hide a hid device such as a game controller and instead have the receiving game/application see my app's virtual controller? Is this possible via DriverKit or some other form of kernel level coding? On Windows we have a tool known as HidHide that hids a game controller from all other applications. Is it possible to implement such behavior into an app or is that system level?
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932
Activity
Dec ’25
Can Game Mode be activated when a child (Java) process's window is fullscreened?
Imagine a native macOS app that acts as a "launcher" for a Java game.** For example, the "launcher" app might use the Swift Process API or a similar method to run the java command line tool (lets assume the user has installed Java themselves) to run the game. I have seen How to Enable Game Mode. If the native launcher app's Info.plist has the following keys set: LSApplicationCategoryType set to public.app-category.games LSSupportsGameMode set to true (for macOS 26+) GCSupportsGameMode set to true The launcher itself can cause Game Mode to activate if the launcher is fullscreened. However, if the launcher opens a Java process that opens a window, then the Java window is fullscreened, Game Mode doesn't seem to activate. In this case activating Game Mode for the launcher itself is unnecessary, but you'd expect Game Mode to activate when the actual game in the Java window is fullscreened. Is there a way to get Game Mode to activate in the latter case? ** The concrete case I'm thinking of is a third-party Minecraft Java Edition launcher, but the issue can also be demonstrated in a sample project (FB13786152). It seems like the official Minecraft launcher is able to do this, though it's not clear how. (Is its bundle identifier hardcoded in the OS to allow for this? Changing a sample app's bundle identifier to be the same as the official Minecraft launcher gets the behavior I want, but obviously this is not a practical solution.)
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407
Activity
Jun ’25
Game Porting Toolkit: Any .exe exits immediately with no output
Hi Apple & devs, I'm trying to test various Windows .exe files using the Game Porting Toolkit (GPTK), but I’m hitting a wall: no matter what .exe I try, the command returns instantly with no output — no error, no logs, nothing. Here's what I'm doing: I'm using macOS Sequioa 15.5 on M1 macbook pro. I installed gameportingtoolkt GPTK 2.1 through brew from gcenx: brew install gcenx/wine/game-porting-toolkit When I run any .exe using GPTK's wine64, like this, e.g. with steam user@JMacBook-Pro / % WINEPREFIX=~/wine_prefix /usr/local/bin/gameportingtoolkit 'C:\SteamSetup.exe' --verbose user@JMacBook-Pro / % Immediate exit without any return code, output, nor errors. No output, no crash, no logs. Same result with simple test apps Running with WINEDEBUG=+all (still no output) Even running wine64 does the same thing. I’ve tried: Removing and reinstalling GPTK Creating a fresh WINEPREFIX Checking /tmp and ~/Library/Logs for logs — nothing Has anyone else experienced this or have any idea how to debug it? Is there ANY Apple support for this?? Thanks in advance.
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Activity
Jun ’25
unity游戏在新版本iphone手机上卡渲染
在正常游戏中,如果非常频繁的调用assetBundle.Unload接口,会导致游戏应用画面卡死,但是游戏的背景音乐仍然正常播放。这类问题仅发生在iphone16 和iphone17的手机上,低版本的手机没有任何问题,请问该如何解决这个问题?
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Activity
Nov ’25
RealityKit - Full 3D experience
I have a question I guess more for the Apple team. But why are there no totally 3D experiences for the Vision Pro lineup? I know they have given us tools to implement unity 3D games into iPhone and I guess you can also build it in RealityKit. But why at this moment are 3D games limited to just iPad and iPhone and can't you bring that into Vision Pro? Just to explain. When I say a totally 3D game, I mean games like Gorn. I mean the Vision Pro is definitely powerful enough, but it just feels limited to tabletop games and AR games. Is this something Apple is thinking about implementing?
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Activity
Mar ’26
MTLCaptureManager.sharedCaptureManager generates corrupted .gputrace files (0KB, invalid internal structure)
Hello, I am experiencing an issue with programmatically capturing a GPU trace using MTLCaptureManager. The .gputrace file that is generated appears to be corrupted, and I'm looking for guidance or a solution. Description of the Problem: I am using MTLCaptureManager.sharedCaptureManager to capture a Metal frame and save it to disk. The generated .gputrace file is consistently reported as 0 bytes in size by the file system. Crucially, when I compress this 0-byte .gputrace file into a .zip archive, the resulting archive contains the full, expected data. After unzipping, the file can be opened and viewed correctly in Xcode. However,When inspecting the file's contents using NSFileManager in Objective-C (treating it as a directory), the internal structure is different from a .gputrace file captured directly from Xcode's Metal Debugger. capture in xcode capture in file Finally,When capturing multiple frames programmatically, the first captured frame contains valid buffer data. However, for subsequent frames (starting from the second frame), the corresponding buffer contents are all zero-filled. Frame 1: All MTLBuffer data is correctly captured and populated. Frame 2 and onward: The same MTLBuffer objects are present in the trace, but their contents are entirely 0 (i.e., the data is not captured or is corrupted). In this case, the on-screen display is normal, but the captured frame is incorrect. The frame captured directly in Xcode is also correct. Only the frame captured to a file is abnormal.
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Activity
Aug ’25