My app is being rejected and all I'm being told is that it is spam.
I've tried improving various aspects of the game, but I just receive the same copy and paste rejection message each time.
I have no idea if I'm moving in the right direction or what part of my game needs to be changed or improved. Is there a game quality benchmark document or some kind of resource I can use to better understand why my game is being rejected and how to bring it to a level that meets apple's standards.
Delve into the world of graphics and game development. Discuss creating stunning visuals, optimizing game mechanics, and share resources for game developers.
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I'm new here so I don't know what's this function belongs to which topic... Sorry about that!
I watched the WWDC stream and I am really interested in this function, I'm wondering if this function could be used in my apps.
I looked up the document but I find it only support visionOS(i'm not sure about that, but I saw the demo is base on the visionOS)
Hi everyone,
I’m developing an iPad app that will be running continuously with the screen always on — similar to a restaurant ordering system.
I understand that some of the newer iPad Pro models are equipped with OLED displays. I'm concerned about the potential risk of screen burn-in due to static UI elements being displayed for extended periods.
Does burn-in occur on the OLED iPad Pro models under such usage?
Would it be advisable to implement a screen saver or periodically animate/change parts of the UI to prevent this?
Any insights or best practices would be greatly appreciated. Thank you!
Topic:
Graphics & Games
SubTopic:
General
I'm implementing optimized matmul on metal: https://github.com/crynux-ai/metal-matmul/blob/main/metal/1_shared_mem.metal
I notice that performance is significantly different with different threadgroup memory set in
[computeEncoder setThreadgroupMemoryLength]
All other lines are exactly same, the only difference is this parameter.
Matmul performance is roughly 250 GFLops if I set 32768 (max bytes allowed on this M1 Max),
but 400 GFLops if I set 8192.
Why does this happen? How can I optimize it?
Topic:
Graphics & Games
SubTopic:
Metal
Hello !
We are working on a real-time 2-player online game targeting multiple Apple devices.
The following issue only occurs on tvOS:
When selecting matchmaking to connect with another random player, the native Game Center interface opens and begins the matchmaking process.
Almost immediately after clicking "start", the following log appears in the console, and the matchmaking screen remains indefinitely without completing:
Timeout while starting matching with request: <GKMatchRequestInternal 0x30d62f690> {
defaultNumberOfPlayers : 0
isLateJoin : 0
localPlayerID : U:bea182d69b85f0839e3958742fbc4609
matchType : 0
maxPlayers : 2
minPlayers : 2
playerAttributes : 4294967295
playerGroup : 1
preloadedMatch : 0
recipientPlayerIDs : <__NSArrayM 0x3034ed5c0> {}
recipients : <__NSArrayM 0x3034ee280> {}
restrictToAutomatch : 0
version : 1
archivedSharePlayInviteeTokensFromProgrammaticInvite, inviteMessage, localizableInviteMessage, messagesBasedRecipients, properties, queueName, recipientProperties, rid, sessionToken : (null)
} . Error: (null)
However, as shown in the code snippet below, the task does not complete when the log appears. But when we manually cancel the matchmaking process, the "User cancel" log is correctly triggered.
var gkMatchRequest = GKMatchRequest.Init();
gkMatchRequest.MinPlayers = 2;
gkMatchRequest.MaxPlayers = 2;
var matchRequestTask = GKMatchmakerViewController.Request(gkMatchRequest);
matchRequestTask.ContinueWith(t => { Debug.LogException(t.Exception); }, TaskContinuationOptions.OnlyOnFaulted);
matchRequestTask.ContinueWith(t => { Debug.Log("User cancel"); }, TaskContinuationOptions.OnlyOnCanceled);
matchRequestTask.ContinueWith(t => { Debug.Log("Success"); }, TaskContinuationOptions.OnlyOnRanToCompletion);
We have tested this on multiple Apple TV and network types (Wi-Fi, 5G, Ethernet), but we consistently encounter this bug along with the same log message.
Could you please help us understand or resolve this issue?
Thank you.
Had anyone experienced convexCast causing a crash and what might be behind it?
Here's the call stack:
I’m trying to play an Apple Immersive video in the .aivu format using VideoPlayerComponent using the official documentation found here:
https://developer.apple.com/documentation/RealityKit/VideoPlayerComponent
Here is a simplified version of the code I'm running in another application:
import SwiftUI
import RealityKit
import AVFoundation
struct ImmersiveView: View {
var body: some View {
RealityView { content in
let player = AVPlayer(url: Bundle.main.url(forResource: "Apple_Immersive_Video_Beach", withExtension: "aivu")!)
let videoEntity = Entity()
var videoPlayerComponent = VideoPlayerComponent(avPlayer: player)
videoPlayerComponent.desiredImmersiveViewingMode = .full
videoPlayerComponent.desiredViewingMode = .stereo
player.play()
videoEntity.components.set(videoPlayerComponent)
content.add(videoEntity)
}
}
}
Full code is here:
https://github.com/tomkrikorian/AIVU-VideoPlayerComponentIssueSample
But the video does not play in my project even though the file is correct (It can be played in Apple Immersive Video Utility) and I’m getting this error when the app crashes:
App VideoPlayer+Component Caption: onComponentDidUpdate Media Type is invalid
Domain=SpatialAudioServicesErrorDomain Code=2020631397 "xpc error" UserInfo={NSLocalizedDescription=xpc error}
CA_UISoundClient.cpp:436 Got error -4 attempting to SetIntendedSpatialAudioExperience
[0x101257490|InputElement #0|Initialize] Number of channels = 0 in AudioChannelLayout does not match number of channels = 2 in stream format.
Video I’m using is the official sample that can be found here but tried several different files shot from my clients and the same error are displayed so the issue is definitely not the files but on the RealityKit side of things:
https://developer.apple.com/documentation/immersivemediasupport/authoring-apple-immersive-video
Steps to reproduce the issue:
- Open AIVUPlayerSample project and run. Look at the logs.
All code can be found in ImmersiveView.swift
Sample file is included in the project
Expected results:
If I followed the documentation and samples provided, I should see my video played in full immersive mode inside my ImmersiveSpace.
Am i doing something wrong in the code? I'm basically following the documentation here.
Feedback ticket: FB19971306
Hello, I am quite new to using the metal API and was wondering if it was common (or even possible) if you knew that, when a pipeline was created, you never needed to make another one with the same shaders again, if it is safe to release the library the was used to reference the shaders? Only asking because this is possible in other apis, but apple never mentions (as far as I have found) if this is safe or not safe to do.
Topic:
Graphics & Games
SubTopic:
Metal
I rewrote my graphics pipeline to use Load/Store better for clearing and don't care cases. All my tests pass, and in the Metal debugger, all the draw calls succeed.
But when I present drawables (before [commandBuffer commit]) I only get a pink screen. I've tried everything I can think of: making sure the pixel formats are the same for the back buffer as my render targets, etc. But it's still pink.
Could you point me in the right direction so I can fix this, or help describe why it's pink. That would be really helpful.
Thank you,
Brian Hapgood
Topic:
Graphics & Games
SubTopic:
Metal
Developing a prototype Vision Pro app and would like to render a 3D scene made from Reality Composer Pro on an image anchor in a RealityView. But I have no luck so far to make it work and need some guidance to move on.
I got the image file stored in the assets like below:
And from below is the source codes:
import SwiftUI
import RealityKit
import RealityKitContent
struct AnchorView: View {
@State var imageEntity: Entity = {
let anchorEntity = AnchorEntity(.image(group: "AR Resources", name: "reanchor"))
return anchorEntity
}()
var body: some View {
RealityView { content in
do
{
// Add the initial RealityKit content
if let scene = try? await Entity(named: "Scene", in: realityKitContentBundle)
{
imageEntity.addChild(scene)
content.add(imageEntity)
}
}
catch
{
print("Error occurs when adding reality view content: \(error)")
}
}
}
}
Recently, I adopted MetalFX for Upscale feature.
However, I have encountered a persistent build failure for the iOS Simulator with the error message, 'MetalFX is not available when building for iOS Simulator.'
To address this, I modified the MetalFX.framework status to 'Optional' within Build Phases > Link Binary With Libraries, adding the linker option (-weak_framework). Despite this adjustment, the build process continues to fail.
Furthermore, I observed that the MetalFX sample application provided by Apple, specifically the one found at https://developer.apple.com/documentation/metalfx/applying-temporal-antialiasing-and-upscaling-using-metalfx, also fails to build for the iOS Simulator target.
Has anyone encountered this issue?
Hello,
We are working on a real-time 2-player online game targeting multiple Apple devices. The following issue only occurs on tvOS:
When selecting matchmaking to connect with another player, the native Game Center interface opens and begins the matchmaking process.
Almost immediately, the following log appears in the console, and the matchmaking screen remains indefinitely without completing:
Timeout while starting matching with request: <GKMatchRequestInternal 0x30d62f690> {
defaultNumberOfPlayers : 0
isLateJoin : 0
localPlayerID : U:bea182d69b85f0839e3958742fbc4609
matchType : 0
maxPlayers : 2
minPlayers : 2
playerAttributes : 4294967295
playerGroup : 1
preloadedMatch : 0
recipientPlayerIDs : <__NSArrayM 0x3034ed5c0> {}
recipients : <__NSArrayM 0x3034ee280> {}
restrictToAutomatch : 0
version : 1
archivedSharePlayInviteeTokensFromProgrammaticInvite, inviteMessage, localizableInviteMessage, messagesBasedRecipients, properties, queueName, recipientProperties, rid, sessionToken : (null)
} . Error: (null)
However, the task does not complete when the log appears (our Debug.Log are nerver called).
But if we manually cancel the matchmaking process, the "User cancel" log is correctly triggered.
Here is a code snippet for the request :
var gkMatchRequest = GKMatchRequest.Init();
gkMatchRequest.MinPlayers = 2;
gkMatchRequest.MaxPlayers = 2;
var matchRequestTask = GKMatchmakerViewController.Request(gkMatchRequest);
matchRequestTask.ContinueWith(t => { Debug.LogException(t.Exception); }, TaskContinuationOptions.OnlyOnFaulted);
matchRequestTask.ContinueWith(t => { Debug.LogInfo("User cancel"); }, TaskContinuationOptions.OnlyOnCanceled);
matchRequestTask.ContinueWith(t => { Debug.LogInfo("Success"); }, TaskContinuationOptions.OnlyOnRanToCompletion);
We have tested this on multiple devices and network types (Wi-Fi, 5G, Ethernet), but we consistently encounter this bug along with the same log message.
Could you please help us understand or resolve this issue?
Thank you.
var allLeaderboards = await GKLeaderboard.LoadLeaderboards();
Log(allLeaderboards.Count); // returns 0
What am I missing??
What doesn’t work:
await GKGameActivityDefinition.LoadGameActivityDefinitions() → count = 0
await GKLeaderboard.LoadLeaderboards() (no args) → 0 leaderboards
await GKLeaderboard.LoadLeaderboards("MY ID") → returns 0
GkGameActivity.SetScoreOnLeaderboard(Leaderboard, score, context); returns an error since my Leaderboard is null.
Activities and leaderboards are defined in GameCenterResources.gamekit in Xcode.
Achievements that I add locally in the .gamekit file do not appear at runtime either; only ASC live ones show.
**
What works:**
xcode- debug- Gamekit- Manage Game progress- I can submit new scores with the plus button and see the notification on my device.
await GKLocalPlayer.Authenticate() succeeds.
await GKAchievement.LoadAchievements() returns the list of achievements configured in App Store Connect- but not any new local achievements created in Xcode in GameCenterResources.gamekit
Environment
Device/OS: iPhone on iOS 26.0 beta (Game Center sandbox)
Xcode: 26.0 beta 6
Unity: 2022.3.21
Apple GameKit Unity plugin: 2025-beta1 (GameKit package)
Signing: Game Center capability enabled; using development provisioning profile
GameKit resources: GameCenterResources.gamekit in project (Target: Unity-iPhone), appears under Build Phases → Copy Bundle Resources
Hi,
I’m using the latest iPad Pro (13-inch) and I can see that Metal offers an rgb10a2unorm texture for rendering, but when I render a grey ramp and measure the actual luminance, I get a pattern that I would expect from an 8-bit texture (see below). Before I start ripping apart all my code, is there anything else I need to do to convince iOS to render my texture in 10-bit?
I already tried setting the PixelFormat in my CMetalLayer to rgb10a2unorm, but that didn’t change anything.
I'm using a class with tangents to render on RealityKit for VisionOS but in Vision26 it cause a crash on App and there not documentation how implement cp_drawable_compute_projection I have tried a few options but without success. Could you help me to implement it ?
The part of code is:
return drawable.views.map { view in
let userViewpointMatrix = (simdDeviceAnchor * view.transform).inverse
let projectionMatrix = ProjectiveTransform3D(
leftTangent: Double(view.tangents[0]),
rightTangent: Double(view.tangents[1]),
topTangent: Double(view.tangents[2]),
bottomTangent: Double(view.tangents[3]),
nearZ: Double(drawable.depthRange.y),
farZ: Double(drawable.depthRange.x),
reverseZ: true
)
let screenSize = SIMD2(x: Int(view.textureMap.viewport.width),
y: Int(view.textureMap.viewport.height))
return ModelRendererViewportDescriptor(viewport: view.textureMap.viewport,
projectionMatrix: .init(projectionMatrix),
viewMatrix: userViewpointMatrix * translationMatrix * rotationMatrix * scalingMatrix * commonUpCalibration,
screenSize: screenSize)
}
Can't seem to get the Metal HUD to display value range's (pre 26 Tahoe). The documented environment variable MTL_HUD_SHOW_VALUE_RANGE doesn't seem to work.
https://developer.apple.com/documentation/xcode/monitoring-your-metal-apps-graphics-performance#Display-the-value-range-of-metrics
Anyone having any luck?
Topic:
Graphics & Games
SubTopic:
Metal
I need a MeshResource from ModelEntity to generate a box collider, but ModelEntity fails to load USDZ files from the Reality Composer Pro (RCP) bundle.
This code works for loading an Entity:
// Successfully loads as generic Entity
previewEntity = try await Entity(named: fileName, in: realityKitContentBundle)
But this fails when trying to load as ModelEntity:
// Fails to load as ModelEntity
modelEntity = try await ModelEntity(named: fileName, in: realityKitContentBundle)
I found this thread mentioning:
"You'll likely go from USDZ to Entity which contains a MeshResource when you load/init the USDZ file."
But it doesn't explain how to actually extract the MeshResource. Could anyone advise:
How to properly load USDZ files as ModelEntity from RCP bundles?
How to extract MeshResource from a successfully loaded Entity?
Alternative approaches to generate box colliders if direct extraction isn't possible?
Sample code for extraction or workarounds would be greatly appreciated!
Hello,
When testing GameKit "Manage Game Progress" in Xcode 26:
On iOS devices, achievements, leaderboards, and party code data display and work correctly.
On macOS devices, none of these data appear in "Manage Game Progress."
Is this a known issue with macOS GameKit, or is there a limitation compared to iOS?
If it is not a bug, is there any additional configuration needed to make achievements and leaderboards visible on macOS?
I also included the GameKit bundle in my macOS app and enabled Enable Debug Mode in GameKit Configuration in the scheme options.
Thank you.
I am suspecting that setting GCController.shouldMonitorBackgroundEvents = true does not actually make the game controllers inputs accessible to the app when it is in the background.
About this value the official documentation says:
A Boolean value that indicates whether the app needs to respond to controller events when it isn’t the frontmost app.
Now the behavior is that when the app is in focus the users inputs do get correctly recognized but as soon as the app enters the background no inputs get recognized. The controller does not get reported as disconnecting and still works for example in launchpad.
I am sure that about 2 months ago when I first used this it did work as one would expect. I also have seen that an app which lets users execute certain actions using their controller has stoped working recently, adding to my suspicion of the feature being broken.
Here is a minimum reproducible example:
import SwiftUI
import GameController
@main
struct TestingControllerConnectionApp: App {
@NSApplicationDelegateAdaptor(AppDelegate.self) var appDelegate
var body: some Scene {
WindowGroup {
ContentView()
}
}
}
class AppDelegate: NSObject, NSApplicationDelegate {
var statusItem: NSStatusItem?
var controller: GCController?
func applicationDidFinishLaunching(_ notification: Notification) {
setupMenuBar()
GCController.shouldMonitorBackgroundEvents = true
NotificationCenter.default.addObserver(
self,
selector: #selector(controllerDidConnect),
name: .GCControllerDidConnect,
object: nil
)
NotificationCenter.default.addObserver(
self,
selector: #selector(controllerDidDisconnect),
name: .GCControllerDidDisconnect,
object: nil
)
}
@objc private func setupMenuBar() {
let menu = NSMenu()
menu.addItem(NSMenuItem(title: "Quit", action: #selector(quitApp), keyEquivalent: "q"))
statusItem = NSStatusBar.system.statusItem(withLength: NSStatusItem.variableLength)
statusItem?.button?.image = NSImage(resource: .controllerBar)
statusItem?.menu = menu
}
@objc private func quitApp() {
NSApp.terminate(nil)
}
@objc private func controllerDidConnect(_ notification: Notification) {
if let controller = notification.object as? GCController {
print("Controller connected")
self.controller = controller
if let gamepad = controller.extendedGamepad {
gamepad.buttonA.pressedChangedHandler = { _, _, pressed in
print("Button A pressed: \(pressed)")
}
}
}
}
@objc private func controllerDidDisconnect(_ notification: Notification) {
print("Controller disconnected")
}
}
This is created in a completely fresh Xcode project and NSHumanInterfaceDeviceUsageDescription has been added.
I am using a PS5 Controller and a Mac running MacOS 15.4.1 which has been restarted and only Xcode and the app have been opened.
I have tested this with setting a multitude of different entitlements and capabilities including:
NSHumanInterfaceDeviceUsageDescription
Supports Controller User Interaction
Required background modes -> App communicates with an accessory
com.apple.security.device.bluetooth
com.apple.security.device.hid
com.apple.security.device.usb
I have also set this value at different points in the code with no change of effect.
Does anybody see if there is any fault in my code or my understanding of the effect of the value 'shouldMonitorBackgroundEvents'? Or is this the functionality actually being broken on Apples part?
I am trying to learn Metal development on my MacBook Pro M1 Pro (Sequoia 15.3.1) on Xcode Playground, but when I write these two lines of code:
import Metal
let device = MTLCreateSystemDefaultDevice()!
I get the error The LLDB RPC server has crashed. Any ideas as to what I can do to solve this? I have rebooted the machine and reinstalled Xcode...