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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!
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Oct ’25
RealityKit migration
Hey there, I’m currently planning to use RealityKit in a new multiplatform app I’m building. Unfortunately, I noticed that WatchOS is not supported for RealityKit, while SceneKit is getting deprecated. However, I’d like to maintain the same codebase across platforms. What are my options?
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Oct ’25
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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Jul ’25
How do I test a new leaderboard added to a Published app with prior leaderboard?
Hi I have attempted to find a fix for my issue via documentation online and one phone support ( not code level support ) call to no end. I could continue to try various things but would like to see if someone else has encountered this issue and a fix for it. Background: My Game app is live on App Store and has 1 classic leaderboard . I am now getting ready to submit an update to the app and it also entails adding a new recurring leaderboard. I added the leaderboard in App Store. I however have NOT uploaded my new build yet. I have also not added my leaderboards ( currently live and not live ) to any set. When I try to submit scores using GKLeaderboard.submitScore(_:context:player:leaderboardIDs:completionHandler:) to the new non-live leaderboard it works ( gives me no error ) When I try to load the scores from the new non-live leaderboard GKLeaderboard.loadLeaderboards(IDs:completionHandler:) loadEntries(for:timeScope:range:completionHandler:) it fails. Error: "leaderboardID not found" I could try ( and will ) uploading the new build to AppStore connect and associating the new leaderboard to it before testing again. try associating each leaderboard to a set Is there anything else that I should be aware of ? Thanks in advance
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Jul ’25
Testing Achievements - Apple Documentation out of Date
New to achievements. I added them in App Store Connect and want to test them. Apple Documentation says this: "Before you begin testing your GameKit configuration, you need to enable Debug Mode. In Xcode, choose Product > Scheme > Edit Scheme. From the Run configuration, select Options and toggle Enable Debug Mode. To begin testing your achievement configuration, open the game Progress Manager. In Xcode, choose Debug > GameKit > Manage Game Progress." Sounds easy enough, but there is no "GameKit" under Debug in Xcode 16.2.
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May ’25
Blurry Game Center Achievement Images?
Hey all — I’ve been building out my first set of Game Center Achievements for a game I’m working on, and I’ve run into something odd with the image quality. The specs say to upload icons at 512x512 or 1024x1024@2x. I’ve been uploading 1024x1024 PNGs (without explicitly naming them “@2x” since there’s only one upload slot), assuming that Game Center would just handle the scaling automatically — kind of like how a lot of things are getting more streamlined across platforms lately. But in testing, the icons are showing up a bit blurry, especially in the Game Center interface. It’s not horrible, but it’s definitely softer than I expected — more like low-res than Retina. All my test devices (outside the Simulator) are running iOS 26, so I’m also wondering if this might be a beta-related display bug? Has anyone else run into this? Curious if I’m missing a best practice here, or if I really do need to ensure I’m uploading it with the @2x suffix, or maybe something else entirely? Thanks!
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Jul ’25
SCNTechnique clearColor Always Shows sceneBackground When Passes Share Depth Buffer
Problem Description I'm encountering an issue with SCNTechnique where the clearColor setting is being ignored when multiple passes share the same depth buffer. The clear color always appears as the scene background, regardless of what value I set. The minimal project for reproducing the issue: https://www.dropbox.com/scl/fi/30mx06xunh75wgl3t4sbd/SCNTechniqueCustomSymbols.zip?rlkey=yuehjtk7xh2pmdbetv2r8t2lx&st=b9uobpkp&dl=0 Problem Details In my SCNTechnique configuration, I have two passes that need to share the same depth buffer for proper occlusion handling: "passes": [ "box1_pass": [ "draw": "DRAW_SCENE", "includeCategoryMask": 1, "colorStates": [ "clear": true, "clearColor": "0 0 0 0" // Expecting transparent black ], "depthStates": [ "clear": true, "enableWrite": true ], "outputs": [ "depth": "box1_depth", "color": "box1_color" ], ], "box2_pass": [ "draw": "DRAW_SCENE", "includeCategoryMask": 2, "colorStates": [ "clear": true, "clearColor": "0 0 0 0" // Also expecting transparent black ], "depthStates": [ "clear": false, "enableWrite": false ], "outputs": [ "depth": "box1_depth", // Sharing the same depth buffer "color": "box2_color", ], ], "final_quad": [ "draw": "DRAW_QUAD", "metalVertexShader": "myVertexShader", "metalFragmentShader": "myFragmentShader", "inputs": [ "box1_color": "box1_color", "box2_color": "box2_color", ], "outputs": [ "color": "COLOR" ] ] ] And the metal shader used to display box1_color and box2_color with splitting: fragment half4 myFragmentShader(VertexOut in [[stage_in]], texture2d<half, access::sample> box1_color [[texture(0)]], texture2d<half, access::sample> box2_color [[texture(1)]]) { half4 color1 = box1_color.sample(s, in.texcoord); half4 color2 = box2_color.sample(s, in.texcoord); if (in.texcoord.x < 0.5) { return color1; } return color2; }; Expected Behavior Both passes should clear their color targets to transparent black (0, 0, 0, 0) The depth buffer should be shared between passes for proper occlusion Actual Behavior Both box1_color and box2_color targets contain the scene background instead of being cleared to transparent (see attached image) This happens even when I explicitly set clearColor: "0 0 0 0" for both passes Setting scene.background.contents = UIColor.clear makes the clearColor work as expected, but I need to keep the scene background for other purposes What I've Tried Setting different clearColor values - all are ignored when sharing depth buffer Using DRAW_NODE instead of DRAW_SCENE - didn't solve the issue Creating a separate pass to capture the background - the background still appears in the other passes Various combinations of clear flags and render orders Environment iOS/macOS, running with "My Mac (Designed for iPad)" Xcode 16.2 Question Is this a known limitation of SceneKit when passes share a depth buffer? Is there a workaround to achieve truly transparent clear colors while maintaining a shared depth buffer for occlusion testing? The core issue seems to be that SceneKit automatically renders the scene background in every DRAW_SCENE pass when a shared depth buffer is detected, overriding any clearColor settings. Any insights or workarounds would be greatly appreciated. Thank you!
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Jun ’25
Physics bug in WWE 2K25 with GPTK2.1
The game physics work as expected using GTPK 2.0 using Crossover 24 or Whisky. However, using GPTK 2.1 with Crossover 25, the player and camera physics misbehave. See https://www.reddit.com/r/WWEGames/comments/1jx9mph/the_siamese_elbow/ and https://www.reddit.com/r/WWEGames/comments/1jx9ow4/camera_glitch/ Full video also linked in the Reddit post. I have also submitted this bug via the feedback assistant.
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Apr ’25
BlendShapes don’t animate while playing animation in RealityKit
Hi everyone, I’m running into an issue with RealityKit when trying to animate BlendShapes (ShapeKeys) while a skeletal animation is playing. The model is a rigged character in .usdz format with both predefined skeletal animations and BlendShapes (exported from Blender). The problem: when I play any animation using entity.playAnimation(...), the BlendShapes stop responding. Calling setBlendShapes(...) still logs that weights are being updated, but the visual changes are not visible. The exact same blend shape animation works perfectly when no animation is playing. In SceneKit the same model works as expected: shape keys get animated during animation playback. But not in realitykit Still, as soon as an animation starts, the shape keys don’t animate anymore. Here’s the test project on GitHub that demonstrates the issue clearly: https://github.com/IAMTHEBURT/RealityKitWitnBlendShapesSample The goal is to play facial expressions (like blinking or talking) while a body animation (like waving) is playing. Is this a known limitation in RealityKit? Or is there a recommended way to combine skeletal animations with real-time BlendShape updates? Thanks in advance for any insights.
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Jul ’25
PhotogrammetrySession fails with internal errors 4011 / 4012 when using iOS Object Capture (Area Mode) images
Hi all, I’m running into an issue when trying to reconstruct a 3D model using PhotogrammetrySession on macOS from a set of images captured via the iOS Object Capture sample app, specifically in Area mode. When I attempt to create the model from these images (using the raw Images/ folder exported directly from the capture session), I get the following errors: ERROR cv3dapi.pg: Internal error codes (2): 4011 4012 WARN cv3dapi.pg: Internal warning codes (1): 4507 Output error with code = -15 requestError: CoreOC.PhotogrammetrySession.Error.processError I use the "Images" directory directly exported from Object Capture with my iphone 12 pro max (has lidar) set to "area mode" in the object capture app here is an example heic image metadata from the sequence. heif-info Images/00044.869568833.HEIC MIME type: image/heic main brand: heic compatible brands: mif1, MiHE, MiPr, miaf, MiHB, heic image: 3024x4032 (id=49), primary tiles: 6x8, tile size: 512x512 colorspace: YCbCr, 4:2:0 bit depth: 8 thumbnail: 240x320 color profile: nclx alpha channel: no depth channel: yes size: 192x256 bits per pixel: 8 z-near: 1.173828 z-far: 2.552734 d-min: undefined d-max: undefined representation: uniform Z metadata: Exif: 960 bytes uri /tag:apple.com,2023:ObjectCapture#CameraTrackingState: 4 bytes uri /tag:apple.com,2023:ObjectCapture#CameraCalibrationData: 1015 bytes uri /tag:apple.com,2023:ObjectCapture#ObjectTransform: 48 bytes uri /tag:apple.com,2023:ObjectCapture#ObjectBoundingBox: 48 bytes uri /tag:apple.com,2023:ObjectCapture#RawFeaturePoints: 832 bytes uri /tag:apple.com,2023:ObjectCapture#PointCloudData: 23984 bytes uri /tag:apple.com,2023:ObjectCapture#BundleVersion: 5 bytes uri /tag:apple.com,2023:ObjectCapture#SegmentID: 4 bytes uri /tag:apple.com,2024:ObjectCapture#SessionUUID: 36 bytes uri /tag:apple.com,2024:ObjectCapture#CaptureMode: 4 bytes uri /tag:apple.com,2023:ObjectCapture#Feedback: 4 bytes uri /tag:apple.com,2023:ObjectCapture#WideToDepthCameraTransform: 48 bytes uri /tag:apple.com,2023:ObjectCapture#TemporalDepthPointClouds: 864026 bytes transformations: angle (ccw): 270 region annotations: none properties: camera intrinsic matrix: focal length: 2813.695557; 2813.695557 principal point: 1522.338502; 2002.843018 skew: 0.000000 camera extrinsic matrix: rotation matrix: -0.695 0.344 -0.632 0.007 -0.875 -0.483 -0.719 -0.340 0.606 Questions: • What do internal error codes 4011 and 4012 refer to? • Is there something specific about Area mode captures that require preprocessing before they’re compatible with PhotogrammetrySession? • Has anyone successfully reconstructed a model from an Area mode session using the stock Apple tools? NOTE: I can provide the folder of images for debugging if that would help!
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1k
Jul ’25
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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May ’25
Compute kernel fails to compile when calling texture.read()
If I compile a compute kernel with a call to texture.read(), it fails with the following error: "Error Domain=AGXMetalG13X Code=3 "Encountered unlowered function call to air.get_read_sampler" UserInfo={NSLocalizedDescription=Encountered unlowered function call to air.get_read_sampler}." This error occurs on both macOS and iOS 26 Beta 5, but not when running on a simulator or in a playground. It does not occur on a macOS Sequoia VM. It occurs whether I use the old metal 3 or new metal 4 compilation method. A workaround would be to use a sampler, but according to the feature tables, all platforms support reading from textures of all formats. Below is a minimal example which produces the error: let device = MTLCreateSystemDefaultDevice()! let library = device.makeDefaultLibrary()! let computeFunction = library.makeFunction(name: "compute_test")! do { let pipeline = try device.makeComputePipelineState(function: computeFunction) debugPrint(pipeline) } catch { debugPrint("Metal 3 failed with error:\n\(error)") } #import <metal_stdlib> using namespace metal; kernel void compute_test(uint2 gid [[thread_position_in_grid]], texture2d<float, access::read> in [[texture(0)]], texture2d<float, access::write> out [[texture(1)]]) { out.write(in.read(gid), gid); } I filed feedback FB19530049.
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Aug ’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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Jun ’25
App not showing in Game Center “All Activity” after release
Hello — I shipped an App Store build that signs in to Game Center using the Apple Unity Plugins (GameKit). The login banner appears, but my app still doesn’t show up in Game Center’s “All activity” (You started playing XXX 2d ago) What I’ve done Call await GKLocalPlayer.Authenticate(); “Game Center” is enabled for the current version in App Store Connect Confirmed: other App Store games do appear under “All Activity” on the same device/account Timeline: This is the first version that enables Game Center (not the app’s first release), and it has been about 2 hours since this build went live. Questions Is authentication alone sufficient for “Recently Played,” or is at least one Game Center component (leaderboards, achievements, activities, multiplayer) required? Is there a typical propagation delay before “Recently Played” starts showing a newly enabled app/version? Is there anything else I should configure in App Store Connect or entitlements to make “Recently Played” visible? Thanks for any help.
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Aug ’25
Will OpenGL API and Drivers be removed after appleOS 26?
Hi, I am a Multimedia and Graphics researcher and I am wondering if OpenGL API and drivers will be removed after appleOS 26? macOS 26 iOS 26 iPadOS 26 visionOS 26 I am asking this because most of the libraries I use depends on OpenGL. Like CGAL, libigl, immediate mode ui, nanovg, nanogui, bullet physics. Transitioning from Vulkan and metal while using and learning those libraries is just not viable. I would like to ask you that. I am the sole developer and I just want to ask you that. Regards.
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Aug ’25
Is migrating from ARView to RealityView recommended?
We're using RealityKit to create a science education AR app for iOS, iPadOS, and visionOS. In the WWDC25 session video "Bring your SceneKit project to RealityKit" https://developer.apple.com/videos/play/wwdc2025/288 at 8:15, it's explained that when using RealityKit, RealityView should be used in all cases, whereas in the past, SceneKit required SCNView, SceneView, or ARSCNView, depending on an app's requirements. Because the initial development of our app on iOS predates iOS 18's RealityView, our app currently uses ARView to render RealityKit AR content on iOS and iPadOS. Is it recommended that we migrate to RealityView, or can we safely continue using our existing ARView implementation? We'd prefer to avoid unnecessary development cost. If migrating from ARView to RealityView is recommended, what specific benefits should we expect from this transition? Thank you.
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Jun ’25
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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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!
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2
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0
Views
600
Activity
Oct ’25
WebGPU for WebView on iOS not supported
Dear Apple, there is still no support for WebGPU via WebView. Do you have a roadmap on when you plan to support it? That would be very helpful to release our new game.
Replies
2
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1
Views
186
Activity
Apr ’25
RealityKit migration
Hey there, I’m currently planning to use RealityKit in a new multiplatform app I’m building. Unfortunately, I noticed that WatchOS is not supported for RealityKit, while SceneKit is getting deprecated. However, I’d like to maintain the same codebase across platforms. What are my options?
Replies
2
Boosts
0
Views
546
Activity
Oct ’25
Subject: Handling Z-Up Blender USDZ Models in RealityKit (visionOS) for Transform Updates
Hello everyone, I'm working on a visionOS application using RealityKit and am encountering a common coordinate system challenge when integrating 3D models created in Blender. My goal is to display and dynamically update the Transform (position, rotation, scale) of models created in Blender within RealityKit. The issue arises because Blender's default coordinate system is Z-up, and while exporting to USD/USDZ, I don't have a reliable "Y-up" export option that correctly reorients the model and its transform data for RealityKit's Y-up convention. This means I'm essentially exporting models with their "up" direction along the Z-axis. When I load these Z-up exported models into RealityKit, they are often oriented incorrectly. To then programmatically update their Transform (e.g., move them, rotate them based on game logic, or apply physics), I need to ensure that the Transform values I set align with RealityKit's Y-up system, even though the original model data was authored in a Z-up context. My questions are: What is the recommended transformation process (e.g., using simd_quatf or simd_float4x4) to convert a Transform that was conceptually defined in a Z-up coordinate system to RealityKit's Y-up coordinate system? Specifically, when I have a Transform (or its translation, rotation, scale components) from a Z-up context, how should I apply this to a RealityKit Entity so it appears and behaves correctly in a Y-up world? Are there any existing convenience APIs or helper functions within RealityKit, simd, or other Apple frameworks that simplify this Z-up to Y-up Transform conversion process? Or is a manual application of a transformation quaternion (e.g., simd_quatf(angle: -.pi / 2, axis: [1, 0, 0])) the standard approach? Any guidance, code examples, or best practices from those who have faced similar challenges would be greatly appreciated! Thank you.
Replies
1
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1
Views
507
Activity
Jul ’25
How do I test a new leaderboard added to a Published app with prior leaderboard?
Hi I have attempted to find a fix for my issue via documentation online and one phone support ( not code level support ) call to no end. I could continue to try various things but would like to see if someone else has encountered this issue and a fix for it. Background: My Game app is live on App Store and has 1 classic leaderboard . I am now getting ready to submit an update to the app and it also entails adding a new recurring leaderboard. I added the leaderboard in App Store. I however have NOT uploaded my new build yet. I have also not added my leaderboards ( currently live and not live ) to any set. When I try to submit scores using GKLeaderboard.submitScore(_:context:player:leaderboardIDs:completionHandler:) to the new non-live leaderboard it works ( gives me no error ) When I try to load the scores from the new non-live leaderboard GKLeaderboard.loadLeaderboards(IDs:completionHandler:) loadEntries(for:timeScope:range:completionHandler:) it fails. Error: "leaderboardID not found" I could try ( and will ) uploading the new build to AppStore connect and associating the new leaderboard to it before testing again. try associating each leaderboard to a set Is there anything else that I should be aware of ? Thanks in advance
Replies
2
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0
Views
196
Activity
Jul ’25
Testing Achievements - Apple Documentation out of Date
New to achievements. I added them in App Store Connect and want to test them. Apple Documentation says this: "Before you begin testing your GameKit configuration, you need to enable Debug Mode. In Xcode, choose Product > Scheme > Edit Scheme. From the Run configuration, select Options and toggle Enable Debug Mode. To begin testing your achievement configuration, open the game Progress Manager. In Xcode, choose Debug > GameKit > Manage Game Progress." Sounds easy enough, but there is no "GameKit" under Debug in Xcode 16.2.
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2
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0
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160
Activity
May ’25
Blurry Game Center Achievement Images?
Hey all — I’ve been building out my first set of Game Center Achievements for a game I’m working on, and I’ve run into something odd with the image quality. The specs say to upload icons at 512x512 or 1024x1024@2x. I’ve been uploading 1024x1024 PNGs (without explicitly naming them “@2x” since there’s only one upload slot), assuming that Game Center would just handle the scaling automatically — kind of like how a lot of things are getting more streamlined across platforms lately. But in testing, the icons are showing up a bit blurry, especially in the Game Center interface. It’s not horrible, but it’s definitely softer than I expected — more like low-res than Retina. All my test devices (outside the Simulator) are running iOS 26, so I’m also wondering if this might be a beta-related display bug? Has anyone else run into this? Curious if I’m missing a best practice here, or if I really do need to ensure I’m uploading it with the @2x suffix, or maybe something else entirely? Thanks!
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2
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1
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494
Activity
Jul ’25
SCNTechnique clearColor Always Shows sceneBackground When Passes Share Depth Buffer
Problem Description I'm encountering an issue with SCNTechnique where the clearColor setting is being ignored when multiple passes share the same depth buffer. The clear color always appears as the scene background, regardless of what value I set. The minimal project for reproducing the issue: https://www.dropbox.com/scl/fi/30mx06xunh75wgl3t4sbd/SCNTechniqueCustomSymbols.zip?rlkey=yuehjtk7xh2pmdbetv2r8t2lx&st=b9uobpkp&dl=0 Problem Details In my SCNTechnique configuration, I have two passes that need to share the same depth buffer for proper occlusion handling: "passes": [ "box1_pass": [ "draw": "DRAW_SCENE", "includeCategoryMask": 1, "colorStates": [ "clear": true, "clearColor": "0 0 0 0" // Expecting transparent black ], "depthStates": [ "clear": true, "enableWrite": true ], "outputs": [ "depth": "box1_depth", "color": "box1_color" ], ], "box2_pass": [ "draw": "DRAW_SCENE", "includeCategoryMask": 2, "colorStates": [ "clear": true, "clearColor": "0 0 0 0" // Also expecting transparent black ], "depthStates": [ "clear": false, "enableWrite": false ], "outputs": [ "depth": "box1_depth", // Sharing the same depth buffer "color": "box2_color", ], ], "final_quad": [ "draw": "DRAW_QUAD", "metalVertexShader": "myVertexShader", "metalFragmentShader": "myFragmentShader", "inputs": [ "box1_color": "box1_color", "box2_color": "box2_color", ], "outputs": [ "color": "COLOR" ] ] ] And the metal shader used to display box1_color and box2_color with splitting: fragment half4 myFragmentShader(VertexOut in [[stage_in]], texture2d<half, access::sample> box1_color [[texture(0)]], texture2d<half, access::sample> box2_color [[texture(1)]]) { half4 color1 = box1_color.sample(s, in.texcoord); half4 color2 = box2_color.sample(s, in.texcoord); if (in.texcoord.x < 0.5) { return color1; } return color2; }; Expected Behavior Both passes should clear their color targets to transparent black (0, 0, 0, 0) The depth buffer should be shared between passes for proper occlusion Actual Behavior Both box1_color and box2_color targets contain the scene background instead of being cleared to transparent (see attached image) This happens even when I explicitly set clearColor: "0 0 0 0" for both passes Setting scene.background.contents = UIColor.clear makes the clearColor work as expected, but I need to keep the scene background for other purposes What I've Tried Setting different clearColor values - all are ignored when sharing depth buffer Using DRAW_NODE instead of DRAW_SCENE - didn't solve the issue Creating a separate pass to capture the background - the background still appears in the other passes Various combinations of clear flags and render orders Environment iOS/macOS, running with "My Mac (Designed for iPad)" Xcode 16.2 Question Is this a known limitation of SceneKit when passes share a depth buffer? Is there a workaround to achieve truly transparent clear colors while maintaining a shared depth buffer for occlusion testing? The core issue seems to be that SceneKit automatically renders the scene background in every DRAW_SCENE pass when a shared depth buffer is detected, overriding any clearColor settings. Any insights or workarounds would be greatly appreciated. Thank you!
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0
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435
Activity
Jun ’25
No depth attachment in the new MTL4RenderPipelineDescriptor ?
Hello everyone, I must have missed something but why isn't there a depthAttachmentPixelFormat to the new Metal 4 MTL4RenderPipelineDescriptor, unlike the old MTLRenderPipelineDescriptor? So how do you set the depth pixel format? Thanks in advance!
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4
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1.1k
Activity
Jul ’25
Physics bug in WWE 2K25 with GPTK2.1
The game physics work as expected using GTPK 2.0 using Crossover 24 or Whisky. However, using GPTK 2.1 with Crossover 25, the player and camera physics misbehave. See https://www.reddit.com/r/WWEGames/comments/1jx9mph/the_siamese_elbow/ and https://www.reddit.com/r/WWEGames/comments/1jx9ow4/camera_glitch/ Full video also linked in the Reddit post. I have also submitted this bug via the feedback assistant.
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2
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233
Activity
Apr ’25
BlendShapes don’t animate while playing animation in RealityKit
Hi everyone, I’m running into an issue with RealityKit when trying to animate BlendShapes (ShapeKeys) while a skeletal animation is playing. The model is a rigged character in .usdz format with both predefined skeletal animations and BlendShapes (exported from Blender). The problem: when I play any animation using entity.playAnimation(...), the BlendShapes stop responding. Calling setBlendShapes(...) still logs that weights are being updated, but the visual changes are not visible. The exact same blend shape animation works perfectly when no animation is playing. In SceneKit the same model works as expected: shape keys get animated during animation playback. But not in realitykit Still, as soon as an animation starts, the shape keys don’t animate anymore. Here’s the test project on GitHub that demonstrates the issue clearly: https://github.com/IAMTHEBURT/RealityKitWitnBlendShapesSample The goal is to play facial expressions (like blinking or talking) while a body animation (like waving) is playing. Is this a known limitation in RealityKit? Or is there a recommended way to combine skeletal animations with real-time BlendShape updates? Thanks in advance for any insights.
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3
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3
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348
Activity
Jul ’25
SwiftCharts to add candlestick and OHLC types to their stable?
I didn't find a suggestion box on Swift's website so I'll post it here. SwiftCharts are great but limited. I need more data on a single chart. Candlestick and OHLC type charts would be an excellent addition. Hopefully, influencers from Apple can make that happen. Thanks.
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3
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276
Activity
Jun ’25
PhotogrammetrySession fails with internal errors 4011 / 4012 when using iOS Object Capture (Area Mode) images
Hi all, I’m running into an issue when trying to reconstruct a 3D model using PhotogrammetrySession on macOS from a set of images captured via the iOS Object Capture sample app, specifically in Area mode. When I attempt to create the model from these images (using the raw Images/ folder exported directly from the capture session), I get the following errors: ERROR cv3dapi.pg: Internal error codes (2): 4011 4012 WARN cv3dapi.pg: Internal warning codes (1): 4507 Output error with code = -15 requestError: CoreOC.PhotogrammetrySession.Error.processError I use the "Images" directory directly exported from Object Capture with my iphone 12 pro max (has lidar) set to "area mode" in the object capture app here is an example heic image metadata from the sequence. heif-info Images/00044.869568833.HEIC MIME type: image/heic main brand: heic compatible brands: mif1, MiHE, MiPr, miaf, MiHB, heic image: 3024x4032 (id=49), primary tiles: 6x8, tile size: 512x512 colorspace: YCbCr, 4:2:0 bit depth: 8 thumbnail: 240x320 color profile: nclx alpha channel: no depth channel: yes size: 192x256 bits per pixel: 8 z-near: 1.173828 z-far: 2.552734 d-min: undefined d-max: undefined representation: uniform Z metadata: Exif: 960 bytes uri /tag:apple.com,2023:ObjectCapture#CameraTrackingState: 4 bytes uri /tag:apple.com,2023:ObjectCapture#CameraCalibrationData: 1015 bytes uri /tag:apple.com,2023:ObjectCapture#ObjectTransform: 48 bytes uri /tag:apple.com,2023:ObjectCapture#ObjectBoundingBox: 48 bytes uri /tag:apple.com,2023:ObjectCapture#RawFeaturePoints: 832 bytes uri /tag:apple.com,2023:ObjectCapture#PointCloudData: 23984 bytes uri /tag:apple.com,2023:ObjectCapture#BundleVersion: 5 bytes uri /tag:apple.com,2023:ObjectCapture#SegmentID: 4 bytes uri /tag:apple.com,2024:ObjectCapture#SessionUUID: 36 bytes uri /tag:apple.com,2024:ObjectCapture#CaptureMode: 4 bytes uri /tag:apple.com,2023:ObjectCapture#Feedback: 4 bytes uri /tag:apple.com,2023:ObjectCapture#WideToDepthCameraTransform: 48 bytes uri /tag:apple.com,2023:ObjectCapture#TemporalDepthPointClouds: 864026 bytes transformations: angle (ccw): 270 region annotations: none properties: camera intrinsic matrix: focal length: 2813.695557; 2813.695557 principal point: 1522.338502; 2002.843018 skew: 0.000000 camera extrinsic matrix: rotation matrix: -0.695 0.344 -0.632 0.007 -0.875 -0.483 -0.719 -0.340 0.606 Questions: • What do internal error codes 4011 and 4012 refer to? • Is there something specific about Area mode captures that require preprocessing before they’re compatible with PhotogrammetrySession? • Has anyone successfully reconstructed a model from an Area mode session using the stock Apple tools? NOTE: I can provide the folder of images for debugging if that would help!
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1
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1k
Activity
Jul ’25
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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297
Activity
May ’25
Compute kernel fails to compile when calling texture.read()
If I compile a compute kernel with a call to texture.read(), it fails with the following error: "Error Domain=AGXMetalG13X Code=3 "Encountered unlowered function call to air.get_read_sampler" UserInfo={NSLocalizedDescription=Encountered unlowered function call to air.get_read_sampler}." This error occurs on both macOS and iOS 26 Beta 5, but not when running on a simulator or in a playground. It does not occur on a macOS Sequoia VM. It occurs whether I use the old metal 3 or new metal 4 compilation method. A workaround would be to use a sampler, but according to the feature tables, all platforms support reading from textures of all formats. Below is a minimal example which produces the error: let device = MTLCreateSystemDefaultDevice()! let library = device.makeDefaultLibrary()! let computeFunction = library.makeFunction(name: "compute_test")! do { let pipeline = try device.makeComputePipelineState(function: computeFunction) debugPrint(pipeline) } catch { debugPrint("Metal 3 failed with error:\n\(error)") } #import <metal_stdlib> using namespace metal; kernel void compute_test(uint2 gid [[thread_position_in_grid]], texture2d<float, access::read> in [[texture(0)]], texture2d<float, access::write> out [[texture(1)]]) { out.write(in.read(gid), gid); } I filed feedback FB19530049.
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226
Activity
Aug ’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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2
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407
Activity
Jun ’25
App not showing in Game Center “All Activity” after release
Hello — I shipped an App Store build that signs in to Game Center using the Apple Unity Plugins (GameKit). The login banner appears, but my app still doesn’t show up in Game Center’s “All activity” (You started playing XXX 2d ago) What I’ve done Call await GKLocalPlayer.Authenticate(); “Game Center” is enabled for the current version in App Store Connect Confirmed: other App Store games do appear under “All Activity” on the same device/account Timeline: This is the first version that enables Game Center (not the app’s first release), and it has been about 2 hours since this build went live. Questions Is authentication alone sufficient for “Recently Played,” or is at least one Game Center component (leaderboards, achievements, activities, multiplayer) required? Is there a typical propagation delay before “Recently Played” starts showing a newly enabled app/version? Is there anything else I should configure in App Store Connect or entitlements to make “Recently Played” visible? Thanks for any help.
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2
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590
Activity
Aug ’25
Will OpenGL API and Drivers be removed after appleOS 26?
Hi, I am a Multimedia and Graphics researcher and I am wondering if OpenGL API and drivers will be removed after appleOS 26? macOS 26 iOS 26 iPadOS 26 visionOS 26 I am asking this because most of the libraries I use depends on OpenGL. Like CGAL, libigl, immediate mode ui, nanovg, nanogui, bullet physics. Transitioning from Vulkan and metal while using and learning those libraries is just not viable. I would like to ask you that. I am the sole developer and I just want to ask you that. Regards.
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241
Activity
Aug ’25
Is migrating from ARView to RealityView recommended?
We're using RealityKit to create a science education AR app for iOS, iPadOS, and visionOS. In the WWDC25 session video "Bring your SceneKit project to RealityKit" https://developer.apple.com/videos/play/wwdc2025/288 at 8:15, it's explained that when using RealityKit, RealityView should be used in all cases, whereas in the past, SceneKit required SCNView, SceneView, or ARSCNView, depending on an app's requirements. Because the initial development of our app on iOS predates iOS 18's RealityView, our app currently uses ARView to render RealityKit AR content on iOS and iPadOS. Is it recommended that we migrate to RealityView, or can we safely continue using our existing ARView implementation? We'd prefer to avoid unnecessary development cost. If migrating from ARView to RealityView is recommended, what specific benefits should we expect from this transition? Thank you.
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1
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337
Activity
Jun ’25
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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1
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526
Activity
Aug ’25