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Learn Metal
I am interested in learning the Metal framework for rendering development. However, most of Apple’s official documentation uses Objective-C code. Therefore, I am seeking guidance on whether it is more advantageous for me to focus solely on learning Swift to gain proficiency in Metal.
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832
Jan ’25
Black Screen in GPTK – DX 12.1 / Shader Model 6.5 Issue?
Hey everyone, I’m trying to run Kingdom Come: Deliverance 2 using the Game Porting Toolkit, but I’m encountering a black screen when launching the game. From what I know about the game’s requirements, it might be using Shader Model 6.5, which supports advanced features like DirectX Raytracing (DXR) Tier 1.1. This leads me to suspect that the issue could be related to missing support for DirectX 12.1 Features or Shader Model 6.5 in GPTK. Does anyone know if these features are currently supported by GPTK? If not, are there any plans to implement them in future updates? Alternatively, is there any workaround for games that rely on Shader Model 6.5 and ray tracing? Thanks a lot for your help!
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667
Feb ’25
Can't link metal-cpp to Modern Rendering With Metal sample
There is a sample project from Apple here. It has a scene of a city at night and you can move in it. It basically has 2 parts: application code written in what looks like Objective-C (I am more familiar with C++), which inherits from things like NSObject, MTKView, NSViewController and so on - it processes input and all app-related and window-related stuff. rendering code that also looks like Objective-C. Btw both parts are mostly in .mm files (Obj-C++ AFAIK). The application part directly uses only one class from the rendering part - AAPLRenderer. I want to move the rendering part to C++ using metal-cpp. For that I need to link metal-cpp to the project. I did it successfully with blank projects several times before using this tutorial. But with this sample project Xcode can't find Foundation/Foundation.hpp (and other metal-cpp headers). The error says this: Did not find header 'Foundation.hpp' in framework 'Foundation' (loaded from '/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX15.0.sdk/System/Library/Frameworks') Pls help
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856
Feb ’25
Unknown CHHapticError.Code (1852797029 == 'nope') in iOS 18+ on iPhone 11 Pro
Hello, I'm getting this error when launching a SpriteKit Swift game in iOS 18+ on an iPhone 11 Pro, whose shell is partly damaged in the back: CHHapticEngine.mm:1206 -[CHHapticEngine doStartWithCompletionHandler:]_block_invoke: ERROR: Player start failed: The operation couldn’t be completed. (com.apple.CoreHaptics error 1852797029.) Haptics do not work on this device, due to the damaged shell, so some error — which obviously occurs when calling start(completionHandler:) — is definitely expected; what is not expected is the main thread sometimes blocking for up to 5 seconds — although the method is not called from the main thread... the error itself is always displayed from some other secondary (system) thread. During this time, the main thread does not access the haptics engine at all; on average, it blocks once every four or five launches. In each launch (blocking or not), the 'nope' error is displayed ~5 seconds after trying to start the engine. After going nuts with all kinds of breakpoints and instrumentation, I'm at a loss as to why the main thread would sometimes block... Ideas, anyone? Thank you, D.
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201
Jul ’25
Error this SDK is not supported by the compiler - Xcode version 16.2 (16C5032a) to 16.3(16E140)
In Xcode version 16.2 (16C5032a) I created: One [ScenekitApp] [File/New/Project/iOS/Game/Game Technology: SceneKit]. Three custom Frameworks [File/New/Project/iOS/Framework] [ASCSource.framework, ASCCommon.framework and ASCCoreData.framework]. In the four projects the [Minimum Deployments=iOS 15.0], [Swift version=6.0] and [BUILD_LIBRARY_FOR_DISTRIBUTION=Yes]. I directly installed the [Zip.framework] in [ASCSource.framework] without [pod init/pod install] and in the [General tab] [Frameworks, Libraries and Embeded Content] [Zip.framework Embed&Sign]. I installed the three frameworks [ASCSource.framework, ASCCommon.framework and ASCCoreData.framework] in [ScenekitApp] and everything works perfectly in Xcode version 16.2(16C5032a). I updated Xcode version 16.2(16C5032a) to Xcode version 16.3(16E140) and some errors in the SDKs were indicated. [Failed to build module 'ASCSource'; this SDK is not supported by the compiler (the SDK is built with 'Apple Swift version 6.0.3 effective-5.10 (swiftlang-6.0.3.1.10 clang-1600.0.30.1)', while this compiler is 'Apple Swift version 6.1 effective-5.10 (swiftlang-6.1.0.110.21 clang-1700.0.13.3)'). Please select a toolchain which matches the SDK]. [Failed to build module 'Zip'; this SDK is not supported by the compiler (the SDK is built with 'Apple Swift version 6.0.3 effective-5.10 (swiftlang-6.0.3.1.10 clang-1600.0.30.1)', while this compiler is 'Apple Swift version 6.1 effective-5.10 (swiftlang-6.1.0.110.21 clang-1700.0.13.3)'). Please select a toolchain which matches the SDK]. If I recompile all frameworks in Xcode version 16.3 (16E140) it will work, but I don't think it will be a good solution. I found some discussions in links like the following without success. https://github.com/firebase/firebase-ios-sdk/issues/13727 https://stackoverflow.com/questions/70556401/swift-version-conflict-this-sdk-is-not-supported-by-the-compiler-please-select Any help is welcome. Thanks everyone!!!
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353
Apr ’25
[tvOS] Reacting to button taps
I've just started working on my first SpriteKit game that will eventually run on both tvOS and iOS and am looking at how to build a "button". So far, I've got a custom node that looks like: class MyButton: SKSpriteNode { ... #if os(tvOS) override var canBecomeFocused: Bool { true } override func didUpdateFocus(...) { ... } #endif } The above let me nicely handle focus changes in tvOS and now I'm looking at reacting to selecting the button. Searching around, all the articles/questions/posts are from 2015-2016 - which is a LOOOONG time ago. Most of the guidance appears to be to add a tap gesture recognizer in the owning scene and getting the scene to hand it off to the button. That seems pretty brittle and I'd much prefer if the button itself is responsible for its own tap management. So, I guess my question is whether I should just add a gesture recognizer to my custom button class? Is this inefficient if I end up having 7-8 buttons on the screen and each one has its own gesture recognizer? Somewhat related, all of the 10-year-old advice is that if we add recognizers to scenes, then they need to be removed from the view controller... however, in the modern day world with SwiftUI, my project doesn't even have a view controller (yet, anyway)... what gesture recognizer lifecycle management do I need in a SpriteKit scene that is presented within a SpriteKitView? Or, is there a better way? I was kind of hoping that overriding pressesBegan() (or something similar) in my custom button might have been triggered on tvOS (like touchesBegan() lets me manage touches for the iOS variant of my app) Any pointers or suggestions would be gladly received. Thanks.
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746
Jan ’25
MetalFX upscaler/denoiser and instant changes
Hi, What's the best way to handle drastic changes in scene charateristics with the new MTLFXTemporalDenoisedScaler? Let's say a visible object of the scene radically changes its material properties. I can modify the albedo and roughness textures consequently. But I suspect the history will be corrupted. Blending visual information between the new frame and the previous ones might be a nonsense. I guess the problem should be the same when objects appear or disappear instantly. Is the upsacler manage these events for us (by lowering blending), or should we use the reactive or the denoise strength mask or something like that to handle them?
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134
Jul ’25
Fullscreen detection using Core Graphic
Hi, I am trying to detect if all the screen are in fullscreen mode. The current approach is to get all windows' information from CGWindowListCopyWindowInfo and then compare the frame and coordinate with the frame of NSScreen.screens. However, there is a problem, the y position of the window seems to be relative to the screen. As it is not absolute position, I cannot compare it with the coordinate of the screen. Does anyone know if there are other information that I can use? Or is there a way to retrieve the absolute position or screen ID from the GCWIndow object?
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120
Apr ’25
Metal IR reference
Hello! I'm developing a GPU (shader) language, where I aim to target multiple backends with a common frontend. I wanted to avoid having to round trip through Metal, and go straight to IR just like I have with SPIRV, in order to have a fast and efficient compilation process. I've been looking for a reference page where I can read about Metals IR, and as far as I'm aware, it exists, but I can't seem to find it anywhere. Furthermore, if such a reference is available, is there also a toolkit where I can run validation on the output IR, and perhaps even run optimizations, much like spv-tools for SPIRV? Any help would be appreciated! Thanks, Gustav
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285
Jul ’25
Shader compiler crash on MacOS Sequoia+Radeon
Hello, Apple! This post is a bug report for Metal driver in MacOS Sequoia. I'm working on opensource game engine and one of my users reported a bug, on "MacOS Sequoia" + "AMD Radeon RX 6900 XT".  Engine crashes, when liking a compute pipeline, with following NSError: "Compiler encountered an internal error: I" Offended shader (depth aware blur): https://shader-playground.timjones.io/27565de40391f62f078c891077ba758c On my end, compiling same shader on M1 (Sonoma) or with offline compiler doesn't reproduce the issue. Post with bug-report on github: https://github.com/Try/OpenGothic/issues/712 Looking forward for your help and driver fix ;)
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709
Jan ’25
RealityKit fails with EXC_BAD_ACCESS at CMClockGetAnchorTime in the simulator
Starting with iOS 18.0 beta 1, I've noticed that RealityKit frequently crashes in the simulator when an app launches and presents an ARView. I was able to create a small sample app with repro steps that demonstrates the issue, and I've submitted feedback: FB16144085 I've included a crash log with the feedback. If possible, I'd appreciate it if an Apple engineer could investigate and suggest a workaround. It's awkward to be restricted to the iOS 17 simulator, which does not exhibit this behavior. Please let me know if there's anything I can do to help. Thank you.
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651
Apr ’25
unable to find boardcast extension
Issue Summary: In our Flutter application, we utilize Tencent's TRTC API for voice and video communication. While the broadcast functionality operates correctly on Android, it fails to respond on iOS devices. Attempting to initiate a broadcast results in no action, and long-pressing the broadcast button does not reveal the broadcast extension. Steps to Reproduce: Add Broadcast Upload Extension: In Xcode, navigate to File > New > Target. Select Broadcast Upload Extension and add it to the project. 2. Build the Project: Attempt to build the project. Encounter the error: "Cycle inside Runner; building could produce unreliable results." 3. Resolve Build Cycle Error: Go to the project’s Build Phases. Locate the Embed App Extensions phase. Move Embed App Extensions just below Copy Bundle Resources. Ensure the Copy only when installing option is selected. Rebuild the project; the cycle error is resolved. 4.Test Broadcast Functionality: Install the app on an iOS device. Tap the broadcast button; observe no response. Long-press the broadcast button in the top right hand scroll down menu; the broadcast extension is not listed. 5. Isolate the Issue: Create a new Flutter project. Repeat the above steps to add the broadcast upload extension. The issue persists: broadcast functionality remains unresponsive on iOS.
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548
Feb ’25
Issues with installing Game Porting Toolkit 2.1
I am trying to install the Game Porting Toolkit 2.1 according to the Readme file provided with the toolkit. When I run the following command: WINEPREFIX=~/my-game-prefix brew --prefix game-porting-toolkit/bin/wine64 winecfg I get an error message: zsh: no such file or directory: /usr/local/opt/game-porting-toolkit/bin/wine64 I don't know how to resolve this. When I type in the command which brew , I get the path /usr/local/bin/brew What am I doing wrong?
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296
Apr ’25
How to Apple Unity Plugins
When running my game in the Unity Editor on Windows platform I get an error: DllNotFoundException: GameKitWrapper assembly:<unknown assembly> type:<unknown type> member:(null) Apple.GameKit.DefaultNSErrorHandler.Init () (at ./Library/PackageCache/com.apple.unityplugin.gamekit@0abcad546f73/Source/DefaultHandlers.cs:35) This is because GameKitWrapper dynamically linked library is not available under Windows platform. Besides, "Apple Build Settings" are declared under UNITY_EDITOR_OSX and also not available under Windows platform. Does anyone managed to solve this?
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444
Jul ’25
RealityKit particleEmitter delay starting when toggling isEmitting
I have a scene built up in RealityComposerPro, in which I've added a ParticleEmitter with isEmitting set to False and 'Loop' set to True. In my app, when I toggle isEmitting to True there can be a delay of a few seconds before the ParticleEmitter starts. However, if I programatically add the emitter in code at that point, it starts immediately. To be clear, I'm seeing this on the VisionOS simulator - I don't have access to a device at this time. Am I misunderstanding how to control the ParticleEmitter when I need precise control on when it starts.
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548
Feb ’25
Game Rejected as Spam
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.
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106
Apr ’25
Game Center achievements global players percent is 0%.
Hello, I’m the developer of the “stepsquad” app. Our app uses the Game Center achievement feature, but we’ve been encountering a problem: the “Global Players” always shows 0%, even though there are friends who have already achieved these achievements. Initially, I thought it might be because the app was newly launched. However, it’s now been over two months since release, and it’s still showing 0%. If anyone has any insight into this issue, please leave a comment.
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583
Jan ’25
Matchmaking issue on tvOS with GKMatchmakerViewController.Request
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.
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141
Apr ’25
Support for clock() shader instruction in MSL similar to VK_KHR_shader_clock instructions
Hi, seems MSL is missing support for a clock() shader instruction available in other graphics APIs like Vulkan or OpenGL for example.. useful for counting cost in number of clock cycles of some code insider shader with much finer granularity than launching a micro kernel with same instructions and measuring cycles cost from CPU.. also useful for MoltenVK to support that extensions.. thanks..
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128
Apr ’25