Discuss games on Apple platforms.

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Please treat me as a beginner of Unity. Now I want to learn to develop visionOS VR App through unity. I try to find a relatively complete route and start learning, but Unity's official website does not have much explanation for visionOS VR App, so I hope you can give me a comparison. The whole route, thank you!
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Wanted to reach out for some assistance with troublshooting my watch app not detecting collision, I have set up a few breakpoints and determined that it is not running the game over struct even if it had detected the collision, I have also tried to generate a log file when a collision is detected and that does not work either. I have considered that the objects may not be on the same layer so they are now in the same zstack.
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Hi! I have a new game and I have setup the leaderboards and achievements in App Store Connect but all of them are "not live" and in console I see this warning: "No AchievementDescription could be found for Achievement with ID: {my_ID}" I did not do a fresh Game Center setup for a long time, but is there any way to test if achievements and leaderboards are working for nonreleased game? Thank you!
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Hello, I want to change the name of the app, but even though I have changed it everywhere in AppStore Connect, the old name is still displayed. Where should I change it? Thank you very much. If you want to Download it, feel free to do it and play: https://acortar.link/zDRgyy
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App Store Connect says that the name for my app is taken, but when I search on the App Store, there aren't any apps with that name. Is this a bug? Is there a way to contact Apple so that we can claim the name we'd like? Thank you!
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I've installed the GPTK before, but it pops up with some problems so I want to reinstall it again. So I deleted home brew and redownload all the materials I needed. But when it comes to install the game-porting-toolkit formula, I can't download it, did anyone have the same problem with me? jimmy@Jimmymbp14 ~ % brew -v install apple/apple/game-porting-toolkit Error: Formulae found in multiple taps: * apple/apple/game-porting-toolkit-compiler * gcenx/apple/game-porting-toolkit-compiler Please use the fully-qualified name (e.g. apple/apple/game-porting-toolkit-compiler) to refer to a specific formula. jimmy@Jimmymbp14 ~ %
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We have built the game on Unreal engine 4 and we have optimised the game to run on tvOS devices newer than 2017 (viz. Apple TV 4k and above). We could not bring it down to support Apple TV HD (2015) due to its visual and memory requirements. Is there a way to exclude Apple TV HD from support list. We couldnt find any required device capability to add to info.plist (eg: iphone-ipad-minimum-performance-a12, we tried it but this does not work for tvOS build).
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I am trying to test a two-player game that I am building on XCode. I am using my iPhone and an iPhone simulator but the simulator always displays a popup with the error message "Failed to find players" when I try to connect using Game Center's match-maker. I have had this issue with my phone as well but it is an issue with the simulator 100% and I can connect successfully if I replace the simulator with my friend's iPhone for testing. I am wondering what I can do to use the simulator so that I can test the project on my own. Both devices are using sandbox accounts. Here is some more info incase it is helpful: Date and time of issue: Sat Mar 16 2024 12:03PM (GMT-5) run on iPhone 15 simulator with iOS version 17.2 and iPhone SE with iOS version 17.3.1 Xcode Version 15.3 (15E204a)
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Hi everyone, Last month, my endless runner game set in a crypto world was rejected for using the Bitcoin logo, labeled as a "Copycats" issue. We were asked to remove the logo and Bitcoin prices, even though the Bitcoin logo is public domain. I noticed other Bitcoin games on the AppStore were updated recently without any problems. I couldn't find any rules against using Bitcoin in the guidelines. When I appealed, they just told me to remove it again but didn't explain why. We've updated our game several times before, and only this small bug fix was rejected. Any advice on what are the next step? Anyone experienced this? Cheers
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I need clarification on the GKLocalPlayer.local.isMultiplayerGamingRestricted behavior which check's user's device capability (whether it is set up to allow or disallow multiplayer) I am referring to this from Apple documentation at : https://developer.apple.com/documentation/gamekit/authenticating_a_player if GKLocalPlayer.local.isMultiplayerGamingRestricted { // Disable multiplayer game features. } The issue is that this is a boolean (true/false value ) However I have noticed that iOS ( latest version and preceding versions) allow people to have the following options: ( you can set these under screen time -> content restrictions -> Multiplayer games ) Disallow all multiplayer games - presumably your API returns a false for this. Allow multiplayer with friends only -???? what does GKLocalPlayer.local.isMultiplayerGamingRestricted return here?? if True, how is the Friends only restriction handled? Are we supposed to do something to force it? Note: So far I am relying on Apple's Game Center native experience and have not added wrappers to do additional filtering etc. I hope that I shall be able to keep doing so. Allow all multiplayer games - presumably your API returns a false for this. You can see how there are three choices but this is modeled as a boolean. Choice number 2. is not addressed. Has anyone come across this? Note: This is very different from checking for underage users. No matter what I do, in my post above, it won't set the correct numbers for numbered bullet -points. I call them 1, 2, 3 it posts 1,1,2 or 1.,2,1 etc. ( side nit ) Apologies if this isn't as readable as it should be.
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I am developing a mobile gaming app where players can either collect the app's virtual currency through winning tournaments or by purchasing virtual currency, which will be used to purchase real prizes and gift cards/vouchers. The application will be cross-platform where players can access their account on other platforms outside of the mobile app. My question is whether the purchase of the virtual currency would be treated as an IAP or not since there is a physical value of the virtual currency outside of the app because it can be used to purchase gift cards and other real prizes? Any guidance would be greatly appreciated it. Thanks!
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Detecting touching a SKSpriteNode within a touchesBegan event? My experience to date has focused on using GamepadControllers with Apps, not a touch-activated iOS App. Here are some short code snippets: Note: the error I am trying to correct is noted in the very first snippet = touchesBegan within the comment <== shows "horse" Yes, there is a "horse", but it is no where near the "creditsInfo" SKSpriteNode within my .sksfile. Please note that this "creditsInfo" SKSpriteNode is programmatically generated by my addCreditsButton(..) and will be placed very near the top-left of my GameScene. override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) { if let ourScene = GameScene(fileNamed: "GameScene") { if let touch:UITouch = touches.first { let location = touch.location(in: view) let node:SKNode = ourScene.atPoint(location) print("node.name = \(node.name!)") // <== shows "horse" if (node.name == "creditsInfo") { showCredits() } } } // if let ourScene } // touchesBegan The above touchesBegan function is an extension GameViewController which according to the docs is okay, namely, touchesBegan is a UIView method besides being a UIViewController method. Within my primary showScene() function, I have: if let ourScene = GameScene(fileNamed: "GameScene") { #if os(iOS) addCreditsButton(toScene: ourScene) #endif } with: func addCreditsButton(toScene: SKScene) { if thisSceneName == "GameScene" { itsCreditsNode.name = "creditsInfo" itsCreditsNode.anchorPoint = CGPoint(x: 0.5, y: 0.5) itsCreditsNode.size = CGSize(width: 2*creditsCircleRadius, height: 2*creditsCircleRadius) itsCreditsNode.zPosition = 3 creditsCirclePosY = roomHeight/2 - creditsCircleRadius - creditsCircleOffsetY creditsCirclePosX = -roomWidth/2 + creditsCircleRadius + creditsCircleOffsetX itsCreditsNode.position = CGPoint(x: creditsCirclePosX, y: creditsCirclePosY) toScene.addChild(itsCreditsNode) } // if thisSceneName } // addCreditsButton To finish, I repeat what I stated at the very top: The error I am trying to correct is noted in the very first snippet = touchesBegan within the comment <== shows "horse"
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Hello, I've a team for developing game in my small company. And we've developed an Obstacle game in Unity from scratch. every single UI, logic & even sound is implemented by our own developers and musicians. It means, every single element is proprietory of our own. I suggest you folks to try out the game in Android playstore by searching the game name as "Cherry Blossom Hills Obstacle" . But once I submitted the same game in iOS App store, the reviewers continously saying, it's a 4.3.0 Design Spam without any to the point feedback basically :( Could you anyone help me resolving this issue? A definitive but even single help/suggestion would be highly appreciated. Regards, Md. Rezoanul Alam.
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We noticing below crash mainly happening in iOS 17. Can someone check and confirm what is the root cause for this and how to fix the crash. GKAppLevelSignInVisibility fetchAppLevelVisibilityConstraintsWithHandler Thread 36 Crashed: 0 CoreFoundation 0x00000001904a9d6c -[__NSDictionaryM setObject:forKeyedSubscript:] + 452 (NSDictionaryM.m:202) 1 GameCenterUICore 0x000000020fe6d508 __76+[GKAppLevelSignInVisibility fetchAppLevelVisibilityConstraintsWithHandler:]_block_invoke_3 + 84 (GKAppLevelSignInVisibility.m:82) 2 GameCenterFoundation 0x00000001c8b8971c @objc closure #1 in LimitedPresentationManager.presentationDisabled(config:context:) + 268 3 GameCenterFoundation 0x00000001c8b8b111 partial apply for @objc closure #1 in LimitedPresentationManager.presentationDisabled(config:context:) + 1 4 GameCenterFoundation 0x00000001c8b8b101 thunk for @escaping @callee_guaranteed @Sendable @async () -> () + 1 5 GameCenterFoundation 0x00000001c8b8b105 partial apply for thunk for @escaping @callee_guaranteed @Sendable @async () -> () + 1 6 GameCenterFoundation 0x00000001c8b8aa0d specialized thunk for @escaping @callee_guaranteed @Sendable @async () -> (@out A) + 1 (:0) 7 GameCenterFoundation 0x00000001c8b8ab6d partial apply for specialized thunk for @escaping @callee_guaranteed @Sendable @async () -> (@out A) + 1 (:0) 8 libswift_Concurrency.dylib 0x000000019b78da41 completeTaskWithClosure(swift::AsyncContext*, swift::SwiftError*) + 1 (Task.cpp:463) Full iOS crash log
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help me understand the crash report this started happening from last update only Translated Report (Full Report Below) Process: dota2 [7353] Path: /Users/USER/Library/Application Support/Steam/*/dota2.app/Contents/MacOS/dota2 Identifier: com.valvesoftware.dota2 Version: 1.0.0 Code Type: X86-64 (Translated) Parent Process: launchd [1] User ID: 501 Date/Time: 2024-02-18 18:00:45.9766 -0500 OS Version: macOS 14.3.1 (23D60) Report Version: 12 Anonymous UUID: 0F5E4D0D-9839-DF78-5C28-93F6D26A5763 Sleep/Wake UUID: 52D18CB1-ADD8-4A75-B6A1-C0CF4CF2A306 Time Awake Since Boot: 85000 seconds Time Since Wake: 1722 seconds System Integrity Protection: enabled Notes: PC register does not match crashing frame (0x0 vs 0x1032D1C08) Crashed Thread: 0 MainThrd Dispatch queue: com.apple.main-thread Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_INVALID_ADDRESS at 0x0000441f0f660002 Exception Codes: 0x0000000000000001, 0x0000441f0f660002 Termination Reason: Namespace SIGNAL, Code 11 Segmentation fault: 11 Terminating Process: exc handler [7353] VM Region Info: 0x441f0f660002 is not in any region. Bytes after previous region: 48357375344643 Bytes before following region: 65536781844478 REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION DETAIL Memory Tag 255 1823fb340000-1823fb380000 [ 256K] rw-/rwx SM=PRV ---> GAP OF 0x67960cc80000 BYTES MALLOC_MEDIUM 7fba08000000-7fba10000000 [128.0M] rw-/rwx SM=PRV Error Formulating Crash Report: PC register does not match crashing frame (0x0 vs 0x1032D1C08) Kernel Triage: VM - (arg = 0x3) mach_vm_allocate_kernel failed within call to vm_map_enter
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How to integrate UIDevice rotation and creating a new UIBezierPath after rotation? My challenge here is to successfully integrate UIDevice rotation and creating a new UIBezierPath every time the UIDevice is rotated. (Please accept my apologies for this Post’s length .. but I can’t seem to avoid it) As a preamble, I have bounced back and forth between NotificationCenter.default.addObserver(self, selector: #selector(rotated), name: UIDevice.orientationDidChangeNotification, object: nil) called within my viewDidLoad() together with @objc func rotated() { } and override func viewWillLayoutSubviews() { // please see code below } My success was much better when I implemented viewWillLayoutSubviews(), versus rotated() .. so let me provide detailed code just for viewWillLayoutSubviews(). I have concluded that every time I rotate the UIDevice, a new UIBezierPath needs to be generated because positions and sizes of my various SKSprieNodes change. I am definitely not saying that I have to create a new UIBezierPath with every rotation .. just saying I think I have to. Start of Code // declared at the top of my `GameViewController`: var myTrain: SKSpriteNode! var savedTrainPosition: CGPoint? var trackOffset = 60.0 var trackRect: CGRect! var trainPath: UIBezierPath! My UIBezierPath creation and SKAction.follow code is as follows: // called with my setTrackPaths() – see way below func createTrainPath() { // savedTrainPosition initially set within setTrackPaths() // and later reset when stopping + resuming moving myTrain // via stopFollowTrainPath() trackRect = CGRect(x: savedTrainPosition!.x, y: savedTrainPosition!.y, width: tracksWidth, height: tracksHeight) trainPath = UIBezierPath(ovalIn: trackRect) trainPath = trainPath.reversing() // makes myTrain move CW } // createTrainPath func startFollowTrainPath() { let theSpeed = Double(5*thisSpeed) var trainAction = SKAction.follow( trainPath.cgPath, asOffset: false, orientToPath: true, speed: theSpeed) trainAction = SKAction.repeatForever(trainAction) createPivotNodeFor(myTrain) myTrain.run(trainAction, withKey: runTrainKey) } // startFollowTrainPath func stopFollowTrainPath() { guard myTrain == nil else { myTrain.removeAction(forKey: runTrainKey) savedTrainPosition = myTrain.position return } } // stopFollowTrainPath Here is the detailed viewWillLayoutSubviews I promised earlier: override func viewWillLayoutSubviews() { super.viewWillLayoutSubviews() if (thisSceneName == "GameScene") { // code to pause moving game pieces setGamePieceParms() // for GamePieces, e.g., trainWidth setTrackPaths() // for trainPath reSizeAndPositionNodes() // code to resume moving game pieces } // if (thisSceneName == "GameScene") } // viewWillLayoutSubviews func setGamePieceParms() { if (thisSceneName == "GameScene") { roomScale = 1.0 let roomRect = UIScreen.main.bounds roomWidth = roomRect.width roomHeight = roomRect.height roomPosX = 0.0 roomPosY = 0.0 tracksScale = 1.0 tracksWidth = roomWidth - 4*trackOffset // inset from screen edge #if os(iOS) if UIDevice.current.orientation.isLandscape { tracksHeight = 0.30*roomHeight } else { tracksHeight = 0.38*roomHeight } #endif // center horizontally tracksPosX = roomPosX // flush with bottom of UIScreen let temp = roomPosY - roomHeight/2 tracksPosY = temp + trackOffset + tracksHeight/2 trainScale = 2.8 trainWidth = 96.0*trainScale // original size = 96 x 110 trainHeight = 110.0*trainScale trainPosX = roomPosX #if os(iOS) if UIDevice.current.orientation.isLandscape { trainPosY = temp + trackOffset + tracksHeight + 0.30*trainHeight } else { trainPosY = temp + trackOffset + tracksHeight + 0.20*trainHeight } #endif } // setGamePieceParms // a work in progress func setTrackPaths() { if (thisSceneName == "GameScene") { if (savedTrainPosition == nil) { savedTrainPosition = CGPoint(x: tracksPosX - tracksWidth/2, y: tracksPosY) } else { savedTrainPosition = CGPoint(x: tracksPosX - tracksWidth/2, y: tracksPosY) } createTrainPath() } // if (thisSceneName == "GameScene") } // setTrackPaths func reSizeAndPositionNodes() { myTracks.size = CGSize(width: tracksWidth, height: tracksHeight) myTracks.position = CGPoint(x: tracksPosX, y: tracksPosY) // more Nodes here .. } End of Code My theory says when I call setTrackPaths() with every UIDevice rotation, createTrainPath() is called. Nothing happens of significance visually as far as the UIBezierPath is concerned .. until I call startFollowTrainPath(). Bottom Line It is then that I see for sure that a new UIBezierPath has not been created as it should have been when I called createTrainPath() when I rotated the UIDevice. The new UIBezierPath is not new, but the old one. If you’ve made it this far through my long code, the question is what do I need to do to make a new UIBezierPath that fits the resized and repositioned SKSpriteNode?
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