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Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3
I want to address the missing or incomplete DirectX calls from D3DMetal and Game Porting Toolkit 3. These missing calls have in part caused issue with our porting process and we are reconsidering. Missing or Incomplete Calls DXGI_FEATURE_PRESENT_ALLOW_TEARING — IDXGIFactory5::CheckFeatureSupport — this calls has to do with how VSync is handled and some modern games require it to initialize. Currently D3DMetal return 0 maybe by design but most likely because it’s not integrated. Adding a stub that returns 1 can fix this. I’m my use case I simply Noped the check and forced it to continue. D3D12_FEATURE_D3D12_OPTIONS2.DepthBoundsTestSupported — this call is also not present. Which causes games to not initialize rendering. Thankfully this was fixed by once again skipping the check. But this is essential for water rendering. This could be one reason currently water is not rendering in our game. IDXGIOutput6::GetDesc1().ColorSpace — returns DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709 (SDR) on external HDR compatible displays. We were able to fix this by forcing HDR to be enabled. It should return HDR support. These calls may exist but they need to be updated to return the correct values. Specifically for depth bound test you can reference MoltenVK which sets it up on top of Metal since it’s not a native feature. The water issue could be also an issue with how the shaders are compiled. But I’m unable to check because of the closed source nature of GPTK and its debuggers. What is a better way we can debug our game to see why the water isn’t rendering. Does D3DMetal have some debug options or something similar? Feedback Number FB22330617 - Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3 We hope these issues are resolved quickly because we were thinking of a simultaneous release with our Windows version, but we can't ship with such large bugs.
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3
655
Apr ’26
Best Way to Use MetalFX in Unreal Engine 5.7 for macOS Port?
Hi everyone, We’re currently porting a high-fidelity AA+ PC title built on Unreal Engine 5.7 to macOS (Apple Silicon), and we’re looking for guidance from anyone with experience in this area. At the moment, the game is already runnable on Mac, but not yet at a playable level — we’re seeing performance around 10–15 FPS on an M4 device. We’re actively analyzing and defining the work needed to reach production-quality performance on macOS. One of the key areas we’re exploring is leveraging MetalFX to improve frame rate. However, it seems there’s no official MetalFX plugin or direct integration available for Unreal Engine. Has anyone here successfully integrated MetalFX into a UE5 rendering pipeline, or found a recommended approach to do so? Any insights on best practices, workflows, or references (docs, samples, etc.) would be greatly appreciated. Thanks in advance!
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912
Apr ’26
SpriteKit FPS drops significantly on iOS 26.3.1 when touching screen, even in minimal scene
Title: SpriteKit FPS drops significantly on iOS 26.3.1 when touching screen, even in a minimal scene Summary: On a real device running iOS 26.3.1, FPS drops significantly in a very simple SpriteKit scene when touching or moving a finger on the screen. This happens even with a minimal setup where update(_:), touchesBegan, and touchesMoved are not overridden. Because the issue reproduces in a minimal scene, I suspect a performance regression in SpriteKit and/or iOS rather than in app-specific logic. Environment: OS: iOS 26.3.1 Device: iPhone 12 Xcode: 26.3 Build Configuration: Release Framework: SpriteKit FPS measurement: SKView.showsFPS = true Steps to Reproduce: Present a minimal SpriteKit scene. Enable SKView.showsFPS = true. Add only a very small number of nodes to the scene. Do not override update(_:), touchesBegan, or touchesMoved. Repeatedly tap the screen or move a finger around. Actual Result: The scene stays around 60 FPS when idle. FPS drops significantly when touching or moving a finger on the screen. The drop appears to get worse as the node count increases. The issue still reproduces even if touchesMoved is empty or not overridden at all. Expected Result: A minimal scene like this should remain close to 60 FPS even while touching the screen. At minimum, FPS should not drop this much when the app does not perform meaningful touch handling. Notes: Time Profiler does not point to a clear heavy app-specific function; instead, frame time worsens during touch interaction. Since this also reproduces in a minimal scene, I do not believe the root cause is only in my game logic. Similar reports exist describing SpriteKit framerate drops on recent iOS versions, including cases where the issue appears in very simple scenes. Minimal Reproducible Code: import SpriteKit final class TestScene: SKScene { override func didMove(to view: SKView) { backgroundColor = .black scaleMode = .resizeFill let textures = [ SKTexture(imageNamed: "title1"), SKTexture(imageNamed: "title2"), SKTexture(imageNamed: "title3"), SKTexture(imageNamed: "title4"), SKTexture(imageNamed: "title5"), ] let node = SKSpriteNode(texture: textures[0]) node.position = CGPoint(x: size.width * 0.5, y: size.height * 0.5) addChild(node) let anim = SKAction.animate( with: textures, timePerFrame: 8.0 / 60.0, resize: false, restore: false ) node.run(.repeatForever(anim)) } } import UIKit import SpriteKit final class GameViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() let skView = SKView(frame: view.bounds) skView.showsFPS = true skView.showsNodeCount = true skView.ignoresSiblingOrder = true skView.preferredFrameRate = 60 view.addSubview(skView) let scene = TestScene(size: skView.bounds.size) skView.presentScene(scene) } }
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373
Apr ’26
Xcode Metal Capture crash when using MTLSamplerState
The sample code just draw a triangle and sample texture. both sample code can draw a correct triangle and sample texture as expected. there are no error message from terminal. Sample code using constexpr Sampler can capture and replay well. Sample code using a argumentTable to bind a MTLSamplerState was crashed when using Metal capture and replay on Xcode. Here are sample codes. Sample Code Test Environment: M1 Pro MacOS 26.3 (25D125) Xcode Version 26.2 (17C52) Feedback ID: FB22031701
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502
Apr ’26
D3DMetal Extreme Over Synchronization Issues
Explanation Currently, D3DMetal’s GPU synchronization approach introduces significant compute overhead on the CPU. This specifically affects D3D12 games that use modern rendering pipelines on Apple Silicon. Specifically, I’ve tested Death Stranding 2 On the Beach for how it handles its rendering. And the results are extreme: frame times are suffering from a 42% decrease from synchronization. Although there are obviously other effects at play, such as the overhead introduced by Rosetta and Wine, both of them don’t introduce as much overhead as D3DMetal. This issue isn’t just specific to Death Stranding 2 On the Beach; most games running through D3DMetal suffer from this. Most games still seem to force synchronization to ~30 ms to reach the 30 fps amount. But it could be better with better synchronization, such as how DXMT handles it. Instead of doubling the work, it allows Metal to single-handedly track resource dependencies internally. This is in part due to the unfortunate bad mapping of D3D12 calls onto shared logic between D3D11 and D3D12. System M2 Max Mac Studio — 32 GBs — 30-core GPU macOS 26.4 Tahoe CrossOver 26.1 RC Death Stranding 2 On the Beach — Steam Assassin’s Creed Valhalla — Steam & Ubisoft Connect Thank you for your commitment. Another game that I recommend testing to really see this swell is Assassin’s Creed Valhalla. Feedback FB22426600 - D3DMetal Extereme Over Syncranization Issues
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708
Apr ’26
Blending walk and run animations in RealityKit
Hi everybody, I have 2 separate animations run.usdz and walk.usdz animation files which are loaded perfectly in Reality Composer Pro and in the RealityKit application. I want to gradually increase the speed of my player by switching blending weight values from 0.0 (walking) to 1.0 (full speed running). let rabbit = await RabbitBuilder.loadWalkingRabbit() let runningRabbit = await RabbitBuilder.loadRunningRabbit() rabbit.scale = SIMD3(0.05, 0.05, 0.05) runningRabbit.scale = SIMD3(0.05, 0.05, 0.05) let walkAnimation = rabbit.availableAnimations let runAnimation = runningRabbit.availableAnimations RabbitWalker.walkAnim = walkAnimation.first! RabbitWalker.runAnim = runAnimation.first! guard let walk = RabbitWalker.walkAnim, let run = RabbitWalker.runAnim else { return } let blendTree = BlendTreeAnimation<JointTransforms>( BlendTreeBlendNode(sources: [ BlendTreeSourceNode(source: walk.definition, name: "walk", weight: .value(1 - weight)), BlendTreeSourceNode(source: run.definition, name: "run", weight: .value(weight)) ]), name: "rabbitLocomotion", repeatMode: .repeat, offset: TimeInterval(elapsed) ) // I have runtime error after executing this line: "Cannot add incompatible timeline type to blend tree." guard let resource = try? AnimationResource.generate(with: blendTree) else { return } entity.playAnimation(resource) static func loadWalkingRabbit() async -> Entity? { do { let scene = try await Entity(named: "Scene", in: realityKitEnvironmentBundle) guard let rabbit = await scene.findEntity(named: "RabbitWalk") else { return nil } await rabbit.removeFromParent() return rabbit } catch { return nil } } static func loadRunningRabbit() async -> Entity? { do { let scene = try await Entity(named: "Scene", in: realityKitEnvironmentBundle) guard let rabbit = await scene.findEntity(named: "RabbitRun") else { return nil } await rabbit.removeFromParent() return rabbit } catch { return nil } } But when I run this code I have this error; Cannot add incompatible timeline type to blend tree. By the way I have looked to developer's sample codes from here but I couldn't find any relevant BlendTreeAnimation sample which blends 2 animations. I would very happy if someone could direct me to a solution. Regards.
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519
Apr ’26
Gestures not working correctly when setting the fov orientation to .horizontal
Hi there, I've discovered an issue with gesture handling in RealityKit when setting the camera’s fieldOfViewOrientation to horizontal. For instance, if I render a simple box at the center of the view with a collision shape that exactly matches its dimensions, the actual hit area behaves as if it's smaller than the box. Additionally, when attempting to drag the box away from the center, the hit area appears misaligned—offset slightly towards the center. Since the default fieldOfViewOrientation is vertical and everything works as expected in that mode, it seems that the gesture system might be assuming a vertical FOV. Given that the API allows setting it to horizontal, perhaps gestures should function correctly regardless of the orientation? Thank you!
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967
Apr ’26
Game Center Access Point does not appear on iOS 26 (Simulator)
Attempting to bring up the access point yields the following error log: [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy [GameCenterOverlayService] Could not create endpoint for service name: com.apple.GameOverlayUI.dashboard-service [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy [GameCenterOverlayService] Could not create endpoint for service name: com.apple.GameOverlayUI.dashboard-service [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy The same code (which is a single line setting 'active' to true) works on physical devices and on the simulator in iOS 18.6 I haven't been able to find any mention of this issue online. Any suggestions or help greatly appreciated.
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1.2k
Apr ’26
MatchMaker VC not showing existing matches after upgrade.
Updated my app to include turn-based matches. Beta testing through FlightTest and all was well between iOS 18.x and 26.2 devices. One beta tester upgraded to 26.2 during beta testing and now when the MatchMaker VC is opened, it does not show existing matches. Worse, he can create new matches and play his turn, but the new match won't even show up in MMVC, even after opponent takes turn. My app has been reviewed and is ready for release, but I'd like to know how to solve this before I release. He has tried re-installing the app, including an updated FlightTest version that is the same as the about-to-be-released reviewed version.
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1.3k
Apr ’26
Cannot submit Game Center leaderboard – asks for app version although app is already live
Hi, I’m stuck with submitting a Game Center leaderboard and wanted to ask if others are seeing the same issue. My setup: App is already live on the App Store Game Center capability is enabled Leaderboard works perfectly in TestFlight (scores are submitted and visible) Problem: When I try to submit the leaderboard for review, I get: “A Game Center enabled app version must be added for review.” This is confusing because: The app already includes Game Center The app is already approved and published Apple documentation says Game Center components can be submitted without a new app version I also tried recreating the leaderboard and checking all settings, but the issue persists. Is this a known App Store Connect issue? Or is there something I’m missing? Thanks!
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328
Apr ’26
Issue with Apple Search Ads Attribution Callback (SKAdNetwork / AdAttributionKit)
Dear Apple Developer Technical Support Team, We are currently integrating Apple Search Ads attribution (SKAdNetwork / AdAttributionKit) for our application, but we have been unable to receive any attribution callbacks from Apple. We would appreciate your assistance in diagnosing this issue. App Information: App ID: 1531290216 Bundle ID: com.volvapps.tk2.cn Callback Endpoint: Our server endpoint for receiving attribution postbacks is: https://volvgames.com/.well-known/skadnetwork/report-attribution Issue Description: We have conducted multiple tests under different scenarios, but in all cases, our server has not received any callback from Apple. Test Scenarios: ① Xcode Installation Test Built and launched the app directly via Xcode. Called the following APIs within the app: SKAdNetwork registerAppForAdNetworkAttribution SKAdNetwork updateConversionValue:value Result: No callback received on our server. ②On-Device Developer Mode Test (AdAttributionKit) Enabled AdAttributionKit Developer Mode on a physical iPhone. Configured a development postback using the app’s Bundle ID. Used either the provided developer postback URL or manually entered our endpoint. Created and triggered the postback via “Send Development Postback”. Result: No callback received. ③Additional Attempts Modified the callback URL from: https://volvgames.com/.well-known/skadnetwork/report-attribution to: https://volvgames.com/ Repeated tests under both Xcode and Developer Mode environments. Also attempted triggering postbacks after calling the attribution APIs within the app. Result: Still no callback received in all cases. Additional Question: We understand that certain files may be required for review or troubleshooting. However, we were unable to find where to upload attachments when submitting this request. We would like to provide the following files for your reference: info.plist AdAttribution.mm Could you please advise how we can submit these files to assist with the investigation? We would greatly appreciate any guidance or suggestions you may have regarding this issue. Please let us know if further information is required. Thank you for your support.
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539
Apr ’26
How to load and draw texture with opacity in Metal
The background I'm finally working to convert my very old Mac kaleidoscope application, ScopeWorks, which was written in OpenGL and Objective-C, to a Multiplatform app in SwiftUI and Metal. I'm using the MetalKit MTKView class, wrapped for SwiftUI as an NSViewRepresentable or UIViewRepresentable. I then provide an MTKViewDelegate that provides a draw method. The draw method fetches the current render pass descriptor, creates a command buffer, sets up a render pipeline, and does its drawing. My renderer's makePipeline method looks like this: func makePipeline() { let library = device.makeDefaultLibrary() let pipelineDesc = MTLRenderPipelineDescriptor() pipelineDesc.vertexFunction = library?.makeFunction(name: "vertex_main") pipelineDesc.fragmentFunction = library?.makeFunction(name: "fragment_main") pipelineDesc.colorAttachments[0].pixelFormat = .bgra8Unorm pipeline = try! device.makeRenderPipelineState(descriptor: pipelineDesc) } And my shaders look like this: struct VertexOut { float4 position [[position]]; float2 texCoord; }; vertex VertexOut vertex_main(const device float2* position [[buffer(0)]], uint vid [[vertex_id]]) { VertexOut out; float2 pos = position[vid]; out.position = float4(pos, 0, 1); out.texCoord = pos * 0.5 + 0.5; // basic mapping return out; } fragment float4 fragment_main(VertexOut in [[stage_in]], texture2d<float> tex [[texture(0)]], constant float4& color [[buffer(1)]]) { constexpr sampler s(address::repeat, filter::linear); // float4 texColor = tex.sample(s, in.texCoord); // return texColor * color; float4 textureColor = {1, 2, 3, 4}; if (all(color == textureColor)) { return tex.sample(s, in.texCoord); } else { return color; } // Sample the texture directly — no color tint applied return tex.sample(s, in.texCoord); } The first part of my MTKViewDelegate's draw method looks like this: func draw(in view: MTKView) { guard let drawable = view.currentDrawable, let descriptor = view.currentRenderPassDescriptor, let pipeline = pipeline, let texture = texture else { return } let commandBuffer = commandQueue.makeCommandBuffer()! let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: descriptor)! encoder.setRenderPipelineState(pipeline) encoder.setFragmentTexture(texture, index: 0) descriptor.colorAttachments[0].clearColor = MTLClearColor(red: 0.0, green: 0, blue: 0, alpha: 1.0) // Draw six equilateral triangles forming the hexagon let radius: Float = 0.6 for i in 0..<6 { let angle = Float(i) * (.pi / 3) let cosA = cos(angle) let sinA = sin(angle) let nextA = Float(i+1) * (.pi / 3) let cosB = cos(nextA) let sinB = sin(nextA) let verts: [simd_float2] = [ simd_float2(0, 0), simd_float2(radius * cosA, radius * sinA), simd_float2(radius * cosB, radius * sinB) ] encoder.setVertexBytes(verts, length: MemoryLayout<simd_float2>.stride * 3, index: 0) // Tell the fragment shader to use the texture color. var textureColor: simd_float4 = simd_float4(1, 2, 3, 4) encoder.setFragmentBytes(&textureColor, length: MemoryLayout<SIMD4<Float>>.stride, index: 1) encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3) One of the things the existing app does is load PNG or TIFF images with an alpha channel, and then overlay parts of the image on top of themselves flipped, so you get interesting Moiré patterns in the lines in the resulting kaleidoscope. For now I'm working on a single sample image, loading it into a texture in Metal, and just rendering it as a hexagon and drawing lines for the triangles that make up the hexagon. (For now I'm using the vertex coordinates as the texture coordinates, so I get a hexagonal part of my texture rather than a single triangular part tessellated into a hexagon. I'll fix that later.) In both iOS and OS I set the clear color to black at the beginning of the draw function. The issue: The source image is mostly transparent, but with a lot of partly transparent pixels. Here's what it looks like in Photoshop, where you can see the transparent parts as a checkerboard pattern: (I tried to crop the original image to show the approximate part that I'm rendering in a hexagon, but it's not exact. Look for the same shapes in the different images to compare them.) When I render my hexagon in the Metal view in the iOS version of the app, it looks like it's forcing each pixel to fully opaque or fully transparent: And in the macOS version of the app, it seems to force ALL the pixels to opaque: I haven't shown all the setup code, because it's' a lot. Is there some rendering mode setup I'm missing in order to get it to draw the pixels into the output based on their opacity, including partial opacity?
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1.1k
Mar ’26
Does VisionOS have the equivalent of ARView.physicsOrigin?
I'm trying to scale the physics of a scene without changing the apparent size to avoid the low-speed zeroing-out of motion that the physics simulation does. I found a technique for using separate simulation and physics roots in the docs, but it relies on ARView, which VisionOS doesn't have. This seems more elegant than scaling absolutely everything with shared root -- any chance I'm just failing in my searches to find the equivalent functionality?
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912
Mar ’26
RealityKit .Kinematic + collisions (visionOs)
Hi everyone, I'm new to visionOS development. I'm trying to create a physics-based scene (with gravity) where users can pick up and move objects on a workbench. I am struggling with physics interactions during the drag gesture: Kinematic Mode: If I switch to .kinematic during the drag, the object moves smoothly but clips through other objects (no collisions). Dynamic Mode: I tried keeping it .dynamic and applying linear velocity toward the hand position, but the movement feels laggy and unresponsive. Hybrid Approach: I tried switching to .kinematic during DragGesture.onChange and back to .dynamic on collision, but this causes the entity to jitter/shake violently when touching other objects. Has anyone found a clean way to drag objects while maintaining solid collisions. Thanks for your help!
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1k
Mar ’26
ScreenCaptureKit recording output is corrupted when captureMicrophone is true
Hello everyone, I'm working on a screen recording app using ScreenCaptureKit and I've hit a strange issue. My app records the screen to an .mp4 file, and everything works perfectly until the .captureMicrophone is false In this case, I get a valid, playable .mp4 file. However, as soon as I try to enable the microphone by setting streamConfig.captureMicrophone = true, the recording seems to work, but the final .mp4 file is corrupted and cannot be played by QuickTime or any other player. This happens whether capturesAudio (app audio) is on or off. I've already added the "Privacy - Microphone Usage Description" (NSMicrophoneUsageDescription) to my Info.plist, so I don't think it's a permissions problem. I have my logic split into a ScreenRecorder class that manages state and a CaptureEngine that handles the SCStream. Here is how I'm configuring my SCStream: ScreenRecorder.swift // This is my main SCStreamConfiguration private var streamConfiguration: SCStreamConfiguration { var streamConfig = SCStreamConfiguration() // ... other HDR/preset config ... // These are the problem properties streamConfig.capturesAudio = isAudioCaptureEnabled streamConfig.captureMicrophone = isMicCaptureEnabled // breaks it if true streamConfig.excludesCurrentProcessAudio = false streamConfig.showsCursor = false if let region = selectedRegion, let display = currentDisplay { // My region/frame logic (works fine) let regionWidth = Int(region.frame.width) let regionHeight = Int(region.frame.height) streamConfig.width = regionWidth * scaleFactor streamConfig.height = regionHeight * scaleFactor // ... (sourceRect logic) ... } streamConfig.pixelFormat = kCVPixelFormatType_32BGRA streamConfig.colorSpaceName = CGColorSpace.sRGB streamConfig.minimumFrameInterval = CMTime(value: 1, timescale: 60) return streamConfig } And here is how I'm setting up the SCRecordingOutput that writes the file: ScreenRecorder.swift private func initRecordingOutput(for region: ScreenPickerManager.SelectedRegion) throws { let screeRecordingOutputURL = try RecordingWorkspace.createScreenRecordingVideoFile( in: workspaceURL, sessionIndex: sessionIndex ) let recordingConfiguration = SCRecordingOutputConfiguration() recordingConfiguration.outputURL = screeRecordingOutputURL recordingConfiguration.outputFileType = .mp4 recordingConfiguration.videoCodecType = .hevc let recordingOutput = SCRecordingOutput(configuration: recordingConfiguration, delegate: self) self.recordingOutput = recordingOutput } Finally, my CaptureEngine adds these to the SCStream: CaptureEngine.swift class CaptureEngine: NSObject, @unchecked Sendable { private(set) var stream: SCStream? private var streamOutput: CaptureEngineStreamOutput? // ... (dispatch queues) ... func startCapture(configuration: SCStreamConfiguration, filter: SCContentFilter, recordingOutput: SCRecordingOutput) async throws { let streamOutput = CaptureEngineStreamOutput() self.streamOutput = streamOutput do { stream = SCStream(filter: filter, configuration: configuration, delegate: streamOutput) // Add outputs for raw buffers (not used for file recording) try stream?.addStreamOutput(streamOutput, type: .screen, sampleHandlerQueue: videoSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .audio, sampleHandlerQueue: audioSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .microphone, sampleHandlerQueue: micSampleBufferQueue) // Add the file recording output try stream?.addRecordingOutput(recordingOutput) try await stream?.startCapture() } catch { logger.error("Failed to start capture: \(error.localizedDescription)") throw error } } // ... (stopCapture, etc.) ... } When I had the .captureMicrophone value to be false, I get a perfect .mp4 video playable everywhere, however, when its true, I am getting corrupted video which doesn't play at all :-
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890
Mar ’26
Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3
I want to address the missing or incomplete DirectX calls from D3DMetal and Game Porting Toolkit 3. These missing calls have in part caused issue with our porting process and we are reconsidering. Missing or Incomplete Calls DXGI_FEATURE_PRESENT_ALLOW_TEARING — IDXGIFactory5::CheckFeatureSupport — this calls has to do with how VSync is handled and some modern games require it to initialize. Currently D3DMetal return 0 maybe by design but most likely because it’s not integrated. Adding a stub that returns 1 can fix this. I’m my use case I simply Noped the check and forced it to continue. D3D12_FEATURE_D3D12_OPTIONS2.DepthBoundsTestSupported — this call is also not present. Which causes games to not initialize rendering. Thankfully this was fixed by once again skipping the check. But this is essential for water rendering. This could be one reason currently water is not rendering in our game. IDXGIOutput6::GetDesc1().ColorSpace — returns DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709 (SDR) on external HDR compatible displays. We were able to fix this by forcing HDR to be enabled. It should return HDR support. These calls may exist but they need to be updated to return the correct values. Specifically for depth bound test you can reference MoltenVK which sets it up on top of Metal since it’s not a native feature. The water issue could be also an issue with how the shaders are compiled. But I’m unable to check because of the closed source nature of GPTK and its debuggers. What is a better way we can debug our game to see why the water isn’t rendering. Does D3DMetal have some debug options or something similar? Feedback Number FB22330617 - Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3 We hope these issues are resolved quickly because we were thinking of a simultaneous release with our Windows version, but we can't ship with such large bugs.
Replies
6
Boosts
3
Views
655
Activity
Apr ’26
Best Way to Use MetalFX in Unreal Engine 5.7 for macOS Port?
Hi everyone, We’re currently porting a high-fidelity AA+ PC title built on Unreal Engine 5.7 to macOS (Apple Silicon), and we’re looking for guidance from anyone with experience in this area. At the moment, the game is already runnable on Mac, but not yet at a playable level — we’re seeing performance around 10–15 FPS on an M4 device. We’re actively analyzing and defining the work needed to reach production-quality performance on macOS. One of the key areas we’re exploring is leveraging MetalFX to improve frame rate. However, it seems there’s no official MetalFX plugin or direct integration available for Unreal Engine. Has anyone here successfully integrated MetalFX into a UE5 rendering pipeline, or found a recommended approach to do so? Any insights on best practices, workflows, or references (docs, samples, etc.) would be greatly appreciated. Thanks in advance!
Replies
3
Boosts
0
Views
912
Activity
Apr ’26
SpriteKit FPS drops significantly on iOS 26.3.1 when touching screen, even in minimal scene
Title: SpriteKit FPS drops significantly on iOS 26.3.1 when touching screen, even in a minimal scene Summary: On a real device running iOS 26.3.1, FPS drops significantly in a very simple SpriteKit scene when touching or moving a finger on the screen. This happens even with a minimal setup where update(_:), touchesBegan, and touchesMoved are not overridden. Because the issue reproduces in a minimal scene, I suspect a performance regression in SpriteKit and/or iOS rather than in app-specific logic. Environment: OS: iOS 26.3.1 Device: iPhone 12 Xcode: 26.3 Build Configuration: Release Framework: SpriteKit FPS measurement: SKView.showsFPS = true Steps to Reproduce: Present a minimal SpriteKit scene. Enable SKView.showsFPS = true. Add only a very small number of nodes to the scene. Do not override update(_:), touchesBegan, or touchesMoved. Repeatedly tap the screen or move a finger around. Actual Result: The scene stays around 60 FPS when idle. FPS drops significantly when touching or moving a finger on the screen. The drop appears to get worse as the node count increases. The issue still reproduces even if touchesMoved is empty or not overridden at all. Expected Result: A minimal scene like this should remain close to 60 FPS even while touching the screen. At minimum, FPS should not drop this much when the app does not perform meaningful touch handling. Notes: Time Profiler does not point to a clear heavy app-specific function; instead, frame time worsens during touch interaction. Since this also reproduces in a minimal scene, I do not believe the root cause is only in my game logic. Similar reports exist describing SpriteKit framerate drops on recent iOS versions, including cases where the issue appears in very simple scenes. Minimal Reproducible Code: import SpriteKit final class TestScene: SKScene { override func didMove(to view: SKView) { backgroundColor = .black scaleMode = .resizeFill let textures = [ SKTexture(imageNamed: "title1"), SKTexture(imageNamed: "title2"), SKTexture(imageNamed: "title3"), SKTexture(imageNamed: "title4"), SKTexture(imageNamed: "title5"), ] let node = SKSpriteNode(texture: textures[0]) node.position = CGPoint(x: size.width * 0.5, y: size.height * 0.5) addChild(node) let anim = SKAction.animate( with: textures, timePerFrame: 8.0 / 60.0, resize: false, restore: false ) node.run(.repeatForever(anim)) } } import UIKit import SpriteKit final class GameViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() let skView = SKView(frame: view.bounds) skView.showsFPS = true skView.showsNodeCount = true skView.ignoresSiblingOrder = true skView.preferredFrameRate = 60 view.addSubview(skView) let scene = TestScene(size: skView.bounds.size) skView.presentScene(scene) } }
Replies
1
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0
Views
373
Activity
Apr ’26
Xcode Metal Capture crash when using MTLSamplerState
The sample code just draw a triangle and sample texture. both sample code can draw a correct triangle and sample texture as expected. there are no error message from terminal. Sample code using constexpr Sampler can capture and replay well. Sample code using a argumentTable to bind a MTLSamplerState was crashed when using Metal capture and replay on Xcode. Here are sample codes. Sample Code Test Environment: M1 Pro MacOS 26.3 (25D125) Xcode Version 26.2 (17C52) Feedback ID: FB22031701
Replies
2
Boosts
0
Views
502
Activity
Apr ’26
D3DMetal Extreme Over Synchronization Issues
Explanation Currently, D3DMetal’s GPU synchronization approach introduces significant compute overhead on the CPU. This specifically affects D3D12 games that use modern rendering pipelines on Apple Silicon. Specifically, I’ve tested Death Stranding 2 On the Beach for how it handles its rendering. And the results are extreme: frame times are suffering from a 42% decrease from synchronization. Although there are obviously other effects at play, such as the overhead introduced by Rosetta and Wine, both of them don’t introduce as much overhead as D3DMetal. This issue isn’t just specific to Death Stranding 2 On the Beach; most games running through D3DMetal suffer from this. Most games still seem to force synchronization to ~30 ms to reach the 30 fps amount. But it could be better with better synchronization, such as how DXMT handles it. Instead of doubling the work, it allows Metal to single-handedly track resource dependencies internally. This is in part due to the unfortunate bad mapping of D3D12 calls onto shared logic between D3D11 and D3D12. System M2 Max Mac Studio — 32 GBs — 30-core GPU macOS 26.4 Tahoe CrossOver 26.1 RC Death Stranding 2 On the Beach — Steam Assassin’s Creed Valhalla — Steam & Ubisoft Connect Thank you for your commitment. Another game that I recommend testing to really see this swell is Assassin’s Creed Valhalla. Feedback FB22426600 - D3DMetal Extereme Over Syncranization Issues
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1
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1
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708
Activity
Apr ’26
SceneKit is now deprecated - when it will be removed?
Now that SceneKit has been marked as soft deprecated, is there a planned date or timeframe when it will be completely removed from iOS? I’m concerned about how long my existing SceneKit-based game will continue to work, especially as an indie developer without the resources for a quick rewrite to RealityKit.
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5
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1
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842
Activity
Apr ’26
Blending walk and run animations in RealityKit
Hi everybody, I have 2 separate animations run.usdz and walk.usdz animation files which are loaded perfectly in Reality Composer Pro and in the RealityKit application. I want to gradually increase the speed of my player by switching blending weight values from 0.0 (walking) to 1.0 (full speed running). let rabbit = await RabbitBuilder.loadWalkingRabbit() let runningRabbit = await RabbitBuilder.loadRunningRabbit() rabbit.scale = SIMD3(0.05, 0.05, 0.05) runningRabbit.scale = SIMD3(0.05, 0.05, 0.05) let walkAnimation = rabbit.availableAnimations let runAnimation = runningRabbit.availableAnimations RabbitWalker.walkAnim = walkAnimation.first! RabbitWalker.runAnim = runAnimation.first! guard let walk = RabbitWalker.walkAnim, let run = RabbitWalker.runAnim else { return } let blendTree = BlendTreeAnimation<JointTransforms>( BlendTreeBlendNode(sources: [ BlendTreeSourceNode(source: walk.definition, name: "walk", weight: .value(1 - weight)), BlendTreeSourceNode(source: run.definition, name: "run", weight: .value(weight)) ]), name: "rabbitLocomotion", repeatMode: .repeat, offset: TimeInterval(elapsed) ) // I have runtime error after executing this line: "Cannot add incompatible timeline type to blend tree." guard let resource = try? AnimationResource.generate(with: blendTree) else { return } entity.playAnimation(resource) static func loadWalkingRabbit() async -> Entity? { do { let scene = try await Entity(named: "Scene", in: realityKitEnvironmentBundle) guard let rabbit = await scene.findEntity(named: "RabbitWalk") else { return nil } await rabbit.removeFromParent() return rabbit } catch { return nil } } static func loadRunningRabbit() async -> Entity? { do { let scene = try await Entity(named: "Scene", in: realityKitEnvironmentBundle) guard let rabbit = await scene.findEntity(named: "RabbitRun") else { return nil } await rabbit.removeFromParent() return rabbit } catch { return nil } } But when I run this code I have this error; Cannot add incompatible timeline type to blend tree. By the way I have looked to developer's sample codes from here but I couldn't find any relevant BlendTreeAnimation sample which blends 2 animations. I would very happy if someone could direct me to a solution. Regards.
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4
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519
Activity
Apr ’26
Can Apple please add Nintendo Switch 2 Pro Controller support? This is a very popular controller.
Hi Apple, Can you please add support for the Nintendo Switch 2 Pro Controller? The first one is supported but the Switch 2 has been out nearly a year now and a lot of people want to use these controllers with macOS and iOS. Can you please consider adding support? Thank you.
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1
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692
Activity
Apr ’26
Gestures not working correctly when setting the fov orientation to .horizontal
Hi there, I've discovered an issue with gesture handling in RealityKit when setting the camera’s fieldOfViewOrientation to horizontal. For instance, if I render a simple box at the center of the view with a collision shape that exactly matches its dimensions, the actual hit area behaves as if it's smaller than the box. Additionally, when attempting to drag the box away from the center, the hit area appears misaligned—offset slightly towards the center. Since the default fieldOfViewOrientation is vertical and everything works as expected in that mode, it seems that the gesture system might be assuming a vertical FOV. Given that the API allows setting it to horizontal, perhaps gestures should function correctly regardless of the orientation? Thank you!
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2
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0
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967
Activity
Apr ’26
Game Center Access Point does not appear on iOS 26 (Simulator)
Attempting to bring up the access point yields the following error log: [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy [GameCenterOverlayService] Could not create endpoint for service name: com.apple.GameOverlayUI.dashboard-service [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy [GameCenterOverlayService] Could not create endpoint for service name: com.apple.GameOverlayUI.dashboard-service [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy The same code (which is a single line setting 'active' to true) works on physical devices and on the simulator in iOS 18.6 I haven't been able to find any mention of this issue online. Any suggestions or help greatly appreciated.
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3
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1
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1.2k
Activity
Apr ’26
MatchMaker VC not showing existing matches after upgrade.
Updated my app to include turn-based matches. Beta testing through FlightTest and all was well between iOS 18.x and 26.2 devices. One beta tester upgraded to 26.2 during beta testing and now when the MatchMaker VC is opened, it does not show existing matches. Worse, he can create new matches and play his turn, but the new match won't even show up in MMVC, even after opponent takes turn. My app has been reviewed and is ready for release, but I'd like to know how to solve this before I release. He has tried re-installing the app, including an updated FlightTest version that is the same as the about-to-be-released reviewed version.
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7
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0
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1.3k
Activity
Apr ’26
Xcode 26.4 Simulator Won't Load Game Center Data
For apps that support Game Center, calling presentViewController on a GKGameCenterViewController yields no data for leaderboards or achievements, regardless of which iOS version you're simulating (works fine on device, but doesn't work in simulator).
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0
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430
Activity
Apr ’26
Cannot submit Game Center leaderboard – asks for app version although app is already live
Hi, I’m stuck with submitting a Game Center leaderboard and wanted to ask if others are seeing the same issue. My setup: App is already live on the App Store Game Center capability is enabled Leaderboard works perfectly in TestFlight (scores are submitted and visible) Problem: When I try to submit the leaderboard for review, I get: “A Game Center enabled app version must be added for review.” This is confusing because: The app already includes Game Center The app is already approved and published Apple documentation says Game Center components can be submitted without a new app version I also tried recreating the leaderboard and checking all settings, but the issue persists. Is this a known App Store Connect issue? Or is there something I’m missing? Thanks!
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328
Activity
Apr ’26
Noob ios 26 for game mobile legend só lag 🤮🤮
Why you don’t fix that ?
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1
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519
Activity
Apr ’26
Issue with Apple Search Ads Attribution Callback (SKAdNetwork / AdAttributionKit)
Dear Apple Developer Technical Support Team, We are currently integrating Apple Search Ads attribution (SKAdNetwork / AdAttributionKit) for our application, but we have been unable to receive any attribution callbacks from Apple. We would appreciate your assistance in diagnosing this issue. App Information: App ID: 1531290216 Bundle ID: com.volvapps.tk2.cn Callback Endpoint: Our server endpoint for receiving attribution postbacks is: https://volvgames.com/.well-known/skadnetwork/report-attribution Issue Description: We have conducted multiple tests under different scenarios, but in all cases, our server has not received any callback from Apple. Test Scenarios: ① Xcode Installation Test Built and launched the app directly via Xcode. Called the following APIs within the app: SKAdNetwork registerAppForAdNetworkAttribution SKAdNetwork updateConversionValue:value Result: No callback received on our server. ②On-Device Developer Mode Test (AdAttributionKit) Enabled AdAttributionKit Developer Mode on a physical iPhone. Configured a development postback using the app’s Bundle ID. Used either the provided developer postback URL or manually entered our endpoint. Created and triggered the postback via “Send Development Postback”. Result: No callback received. ③Additional Attempts Modified the callback URL from: https://volvgames.com/.well-known/skadnetwork/report-attribution to: https://volvgames.com/ Repeated tests under both Xcode and Developer Mode environments. Also attempted triggering postbacks after calling the attribution APIs within the app. Result: Still no callback received in all cases. Additional Question: We understand that certain files may be required for review or troubleshooting. However, we were unable to find where to upload attachments when submitting this request. We would like to provide the following files for your reference: info.plist AdAttribution.mm Could you please advise how we can submit these files to assist with the investigation? We would greatly appreciate any guidance or suggestions you may have regarding this issue. Please let us know if further information is required. Thank you for your support.
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0
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539
Activity
Apr ’26
Deaf friend
I just wonder what to do futures iPhone will change update
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1
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389
Activity
Apr ’26
How to load and draw texture with opacity in Metal
The background I'm finally working to convert my very old Mac kaleidoscope application, ScopeWorks, which was written in OpenGL and Objective-C, to a Multiplatform app in SwiftUI and Metal. I'm using the MetalKit MTKView class, wrapped for SwiftUI as an NSViewRepresentable or UIViewRepresentable. I then provide an MTKViewDelegate that provides a draw method. The draw method fetches the current render pass descriptor, creates a command buffer, sets up a render pipeline, and does its drawing. My renderer's makePipeline method looks like this: func makePipeline() { let library = device.makeDefaultLibrary() let pipelineDesc = MTLRenderPipelineDescriptor() pipelineDesc.vertexFunction = library?.makeFunction(name: "vertex_main") pipelineDesc.fragmentFunction = library?.makeFunction(name: "fragment_main") pipelineDesc.colorAttachments[0].pixelFormat = .bgra8Unorm pipeline = try! device.makeRenderPipelineState(descriptor: pipelineDesc) } And my shaders look like this: struct VertexOut { float4 position [[position]]; float2 texCoord; }; vertex VertexOut vertex_main(const device float2* position [[buffer(0)]], uint vid [[vertex_id]]) { VertexOut out; float2 pos = position[vid]; out.position = float4(pos, 0, 1); out.texCoord = pos * 0.5 + 0.5; // basic mapping return out; } fragment float4 fragment_main(VertexOut in [[stage_in]], texture2d<float> tex [[texture(0)]], constant float4& color [[buffer(1)]]) { constexpr sampler s(address::repeat, filter::linear); // float4 texColor = tex.sample(s, in.texCoord); // return texColor * color; float4 textureColor = {1, 2, 3, 4}; if (all(color == textureColor)) { return tex.sample(s, in.texCoord); } else { return color; } // Sample the texture directly — no color tint applied return tex.sample(s, in.texCoord); } The first part of my MTKViewDelegate's draw method looks like this: func draw(in view: MTKView) { guard let drawable = view.currentDrawable, let descriptor = view.currentRenderPassDescriptor, let pipeline = pipeline, let texture = texture else { return } let commandBuffer = commandQueue.makeCommandBuffer()! let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: descriptor)! encoder.setRenderPipelineState(pipeline) encoder.setFragmentTexture(texture, index: 0) descriptor.colorAttachments[0].clearColor = MTLClearColor(red: 0.0, green: 0, blue: 0, alpha: 1.0) // Draw six equilateral triangles forming the hexagon let radius: Float = 0.6 for i in 0..<6 { let angle = Float(i) * (.pi / 3) let cosA = cos(angle) let sinA = sin(angle) let nextA = Float(i+1) * (.pi / 3) let cosB = cos(nextA) let sinB = sin(nextA) let verts: [simd_float2] = [ simd_float2(0, 0), simd_float2(radius * cosA, radius * sinA), simd_float2(radius * cosB, radius * sinB) ] encoder.setVertexBytes(verts, length: MemoryLayout<simd_float2>.stride * 3, index: 0) // Tell the fragment shader to use the texture color. var textureColor: simd_float4 = simd_float4(1, 2, 3, 4) encoder.setFragmentBytes(&textureColor, length: MemoryLayout<SIMD4<Float>>.stride, index: 1) encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3) One of the things the existing app does is load PNG or TIFF images with an alpha channel, and then overlay parts of the image on top of themselves flipped, so you get interesting Moiré patterns in the lines in the resulting kaleidoscope. For now I'm working on a single sample image, loading it into a texture in Metal, and just rendering it as a hexagon and drawing lines for the triangles that make up the hexagon. (For now I'm using the vertex coordinates as the texture coordinates, so I get a hexagonal part of my texture rather than a single triangular part tessellated into a hexagon. I'll fix that later.) In both iOS and OS I set the clear color to black at the beginning of the draw function. The issue: The source image is mostly transparent, but with a lot of partly transparent pixels. Here's what it looks like in Photoshop, where you can see the transparent parts as a checkerboard pattern: (I tried to crop the original image to show the approximate part that I'm rendering in a hexagon, but it's not exact. Look for the same shapes in the different images to compare them.) When I render my hexagon in the Metal view in the iOS version of the app, it looks like it's forcing each pixel to fully opaque or fully transparent: And in the macOS version of the app, it seems to force ALL the pixels to opaque: I haven't shown all the setup code, because it's' a lot. Is there some rendering mode setup I'm missing in order to get it to draw the pixels into the output based on their opacity, including partial opacity?
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2
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1.1k
Activity
Mar ’26
Does VisionOS have the equivalent of ARView.physicsOrigin?
I'm trying to scale the physics of a scene without changing the apparent size to avoid the low-speed zeroing-out of motion that the physics simulation does. I found a technique for using separate simulation and physics roots in the docs, but it relies on ARView, which VisionOS doesn't have. This seems more elegant than scaling absolutely everything with shared root -- any chance I'm just failing in my searches to find the equivalent functionality?
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3
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1
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912
Activity
Mar ’26
RealityKit .Kinematic + collisions (visionOs)
Hi everyone, I'm new to visionOS development. I'm trying to create a physics-based scene (with gravity) where users can pick up and move objects on a workbench. I am struggling with physics interactions during the drag gesture: Kinematic Mode: If I switch to .kinematic during the drag, the object moves smoothly but clips through other objects (no collisions). Dynamic Mode: I tried keeping it .dynamic and applying linear velocity toward the hand position, but the movement feels laggy and unresponsive. Hybrid Approach: I tried switching to .kinematic during DragGesture.onChange and back to .dynamic on collision, but this causes the entity to jitter/shake violently when touching other objects. Has anyone found a clean way to drag objects while maintaining solid collisions. Thanks for your help!
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3
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1k
Activity
Mar ’26
ScreenCaptureKit recording output is corrupted when captureMicrophone is true
Hello everyone, I'm working on a screen recording app using ScreenCaptureKit and I've hit a strange issue. My app records the screen to an .mp4 file, and everything works perfectly until the .captureMicrophone is false In this case, I get a valid, playable .mp4 file. However, as soon as I try to enable the microphone by setting streamConfig.captureMicrophone = true, the recording seems to work, but the final .mp4 file is corrupted and cannot be played by QuickTime or any other player. This happens whether capturesAudio (app audio) is on or off. I've already added the "Privacy - Microphone Usage Description" (NSMicrophoneUsageDescription) to my Info.plist, so I don't think it's a permissions problem. I have my logic split into a ScreenRecorder class that manages state and a CaptureEngine that handles the SCStream. Here is how I'm configuring my SCStream: ScreenRecorder.swift // This is my main SCStreamConfiguration private var streamConfiguration: SCStreamConfiguration { var streamConfig = SCStreamConfiguration() // ... other HDR/preset config ... // These are the problem properties streamConfig.capturesAudio = isAudioCaptureEnabled streamConfig.captureMicrophone = isMicCaptureEnabled // breaks it if true streamConfig.excludesCurrentProcessAudio = false streamConfig.showsCursor = false if let region = selectedRegion, let display = currentDisplay { // My region/frame logic (works fine) let regionWidth = Int(region.frame.width) let regionHeight = Int(region.frame.height) streamConfig.width = regionWidth * scaleFactor streamConfig.height = regionHeight * scaleFactor // ... (sourceRect logic) ... } streamConfig.pixelFormat = kCVPixelFormatType_32BGRA streamConfig.colorSpaceName = CGColorSpace.sRGB streamConfig.minimumFrameInterval = CMTime(value: 1, timescale: 60) return streamConfig } And here is how I'm setting up the SCRecordingOutput that writes the file: ScreenRecorder.swift private func initRecordingOutput(for region: ScreenPickerManager.SelectedRegion) throws { let screeRecordingOutputURL = try RecordingWorkspace.createScreenRecordingVideoFile( in: workspaceURL, sessionIndex: sessionIndex ) let recordingConfiguration = SCRecordingOutputConfiguration() recordingConfiguration.outputURL = screeRecordingOutputURL recordingConfiguration.outputFileType = .mp4 recordingConfiguration.videoCodecType = .hevc let recordingOutput = SCRecordingOutput(configuration: recordingConfiguration, delegate: self) self.recordingOutput = recordingOutput } Finally, my CaptureEngine adds these to the SCStream: CaptureEngine.swift class CaptureEngine: NSObject, @unchecked Sendable { private(set) var stream: SCStream? private var streamOutput: CaptureEngineStreamOutput? // ... (dispatch queues) ... func startCapture(configuration: SCStreamConfiguration, filter: SCContentFilter, recordingOutput: SCRecordingOutput) async throws { let streamOutput = CaptureEngineStreamOutput() self.streamOutput = streamOutput do { stream = SCStream(filter: filter, configuration: configuration, delegate: streamOutput) // Add outputs for raw buffers (not used for file recording) try stream?.addStreamOutput(streamOutput, type: .screen, sampleHandlerQueue: videoSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .audio, sampleHandlerQueue: audioSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .microphone, sampleHandlerQueue: micSampleBufferQueue) // Add the file recording output try stream?.addRecordingOutput(recordingOutput) try await stream?.startCapture() } catch { logger.error("Failed to start capture: \(error.localizedDescription)") throw error } } // ... (stopCapture, etc.) ... } When I had the .captureMicrophone value to be false, I get a perfect .mp4 video playable everywhere, however, when its true, I am getting corrupted video which doesn't play at all :-
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2
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890
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Mar ’26