Discuss games on Apple platforms.

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Hello! Help please, after updating the system to Big Sur, my MacBook Pro 13 began to slow down, previously there were no such problems. MacBook Pro (Retina, 13-inch, Early 2015) 2,7 GHz 2‑core processor Intel Core i5 8 GB 1867 MHz DDR3 Intel Iris Graphics 6100 1536 MB
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Hi there, Working on my first game project and I'm really at a loss here. I have Unity Ads installed in my mobile game project and it works perfectly fine in Unity and if I directly upload a build from Xcode to my iPhone. If I try to Archive the build in Xcode and load it for Distribution on the App Store, all of the Ads don't play. I'm not sure how to see if TestFlight is throwing any errors with regards to the Ads, but everything else in the game works perfectly fine including IAPs. I'd greatly appreciate any suggestions, guidance, or just outright instructions. Thanks so much in advance!
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Hi! I am trying to use the Apple Unity Plugins to add VoiceOver support to my game. I have built the plugins, and followed along with the video shown at https://developer.apple.com/videos/play/wwdc2022/10151/ However, I am seeing odd behaviour that I hope someone could help me with. For what it's worth, I am using Unity 2021.3.10f1 to build my game. I used the recommended version of Unity (2020.3.33f1) to build the plugins. Odd behaviour #1: I cannot work out what determines the order of AccessibilityNodes. If I have three GameObjects at the same level in the hierarchy, all marked with the trait button, using VoiceOver's single swipe right to go to each element in turn, seems to go to the last element first, then the first, then the second. At first I wondered if it was related to alphabetical order (GameObjects are called 'Music', 'SFX', 'Delete'), but renaming them to prefix numbers to the start of the names doesn't change the order. I have also tried removing the Label from the AccessibilityNode, but this did not help. Odd behaviour #1.5: The video says that Buttons don't need labels, and that if you use standard Unity UI controls, the label should be picked up automatically. I am not seeing this behaviour. I have a GameObject with a Button component, with a child GameObject with a TextMeshPro component. The label is not being picked up automatically. Odd behaviour #2: Once I have a button selected, I am unable to trigger it, with a VoiceOver 1-finger double tap. It just seems to repeat the label of the button. The GameObject I am trying to trigger just has a Button component, and the configuration looks the same as in the video. Does anyone have any successful experience using this plugin and could give me any insight? Thanks, Stephen
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I love Xcode as an IDE and want to develop my UE5 games using Xcode. However, Xcode's "Jump to Definition" and "Auto-completion" props seems not working with non-Swift projects. I have tried to add UE5 source files' path to the Project/Build Settings/Search Paths but it did not work. I could do that via VS Code but I do want to use Xcode for development. Any help please?
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Hello community this post is for show my complete unsatisfied with Apple specially on developing games for Apples platforms there is lack of support for it for example some new gaming technologies and still that there is no profit or worth from all the work and money invested to develop for it I will close the journey with Apple very unsatisfied I'm going to give opportunities with my business to other platforms that are really worth it and give support to all new technologies in gaming and yes Apple destroyed other gaming makers with their new services like arcade and seems no future for gaming in Apples platforms. Quit goodbye and good luck to everyone.
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An issue appeared on IOS 16.4 when presenting GKMatchmakerViewController with the matchmakingMode set to inviteOnly. The view controller appears with the invite option as expected. But trying to tap it, the GKMatchmakerViewController disappears immediately. No problem on the previous IOS versions. It works also when matchmakingMode is not used at all.
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Trying to figure out a particularly odd crash report. Crashed: com.apple.root.user-initiated-qos.cooperative 0 GameCenterFoundation 0xe2054 __swift_project_boxed_opaque_existential_1 + 19952 1 libswift_Concurrency.dylib 0x41948 swift::runJobInEstablishedExecutorContext(swift::Job*) + 416 2 libswift_Concurrency.dylib 0x42868 swift_job_runImpl(swift::Job*, swift::ExecutorRef) + 72 3 libdispatch.dylib 0x15944 _dispatch_root_queue_drain + 396 4 libdispatch.dylib 0x16158 _dispatch_worker_thread2 + 164 5 libsystem_pthread.dylib 0xda0 _pthread_wqthread + 228 6 libsystem_pthread.dylib 0xb7c start_wqthread + 8 We're using Unity 2021.3.16f1, we haven't touched the gamecenter login code for ages but this error started happening. It looks like it's only appearing on iOS 16.4 and subversions.
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Hello fellow developers. I am struggling with this app submitting to appstore. I was transfering my app from another store to my store. I built the app, uploaded it to appstore. but on the final step, I received this. And I thought it was okay. I could clearly saw that version 1.0.33 was on the testflight page I waited a few minutes and it's gone ! Now it has been a day, still like that. Can you guy help me out? Thank you so much
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I render with func drawIndexedPrimitives( type primitiveType: MTLPrimitiveType, indexType: MTLIndexType, indexBuffer: MTLBuffer, indexBufferOffset: Int, indirectBuffer: MTLBuffer, indirectBufferOffset: Int ), when I use Argument Buffer to set textures(e.g. to fragnent shader), everything is fine. But is there a way to set textures without Argument Buffer? Argument Buffer is the only way?
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Hi all, I installed the game porting toolkit, installed Battle.net.exe, and finished downloading Diablo IV. Clicking the Play button returns "No GPUs found! A GPU is required to play Diablo IV. This might occur if you are currently installing GPU drivers." Could anyone tell me how to fix this issue? How can I install the driver and run the game? I am not good at typing command lines so I really appreciate it if you guys can show me some codes to fix it. Thanks!
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hey i want my character to add a jumping animation to my doodlejump clone style. I think I know how to specify the sprites but I fail with the query isJumping = true. can someone help me? the coin provides the platform on which the player lands the ground is only at the start // GameScene.swift // megaJump // // Created by Dennis Sergel on 26.06.23. // import Foundation import SpriteKit class GameScene: SKScene, SKPhysicsContactDelegate{ let background = SKSpriteNode(imageNamed: "background") let player = SKSpriteNode(imageNamed: "Monster2") let ground = SKSpriteNode(imageNamed: "ground") let coin = SKSpriteNode(imageNamed: "coin") enum bitmasks: UInt32 { case player = 0b1 case coin = 0b10 } override func didMove(to view: SKView) { self.size = CGSize(width: UIScreen.main.bounds.width, height: UIScreen.main.bounds.height) self.anchorPoint = .zero background.position = CGPoint(x: size.width / 2, y: 1060) background.zPosition = 1 background.setScale(1.3) addChild(background) physicsWorld.contactDelegate = self ground.position = CGPoint(x: size.width / 2, y: 80) ground.zPosition = 5 ground.setScale(2.5) ground.physicsBody = SKPhysicsBody(rectangleOf: ground.size) ground.physicsBody?.isDynamic = false ground.physicsBody?.affectedByGravity = false addChild(ground) player.position = CGPoint(x: size.width / 2, y: 150) player.zPosition = 80 player.setScale(0.14) player.physicsBody = SKPhysicsBody(circleOfRadius: player.size.height / 2) player.physicsBody?.isDynamic = false // later is true player.physicsBody?.restitution = 1 player.physicsBody?.friction = 0 player.physicsBody?.angularDamping = 0 player.physicsBody?.categoryBitMask = bitmasks.player.rawValue player.physicsBody?.collisionBitMask = 0 player.physicsBody?.contactTestBitMask = bitmasks.coin.rawValue addChild(player) animatePlayer(isJumping: true) makeCoin() } func animatePlayer (isJumping: Bool){ if isJumping { player.texture = SKTexture(imageNamed: "monster") }else{ player.texture = SKTexture(imageNamed: "Monster2") } } func didBegin(_ contact: SKPhysicsContact) { let contactA: SKPhysicsBody let contactB: SKPhysicsBody if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask{ contactA = contact.bodyA // player contactB = contact.bodyB // Coin } else { contactA = contact.bodyB // player contactB = contact.bodyA // coin } if contactA.categoryBitMask == bitmasks.player.rawValue && contactB.categoryBitMask == bitmasks.coin.rawValue{ if player.physicsBody!.velocity.dy < 0 { player.physicsBody?.velocity = CGVector(dx: player.physicsBody!.velocity.dx, dy: 120) } } } override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) { for touch in touches { let location = touch.location(in: self) player.position.x = location.x } } override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) { player.physicsBody?.isDynamic = true player.physicsBody?.applyImpulse(CGVector(dx: 0, dy: 120)) } func makeCoin() { coin.position = CGPoint(x: size.width / 2, y: 150) coin.zPosition = 5 coin.setScale(0.14) coin.physicsBody = SKPhysicsBody(rectangleOf: coin.size) coin.physicsBody?.isDynamic = false coin.physicsBody?.allowsRotation = false coin.physicsBody?.affectedByGravity = false coin.physicsBody?.categoryBitMask = bitmasks.coin.rawValue coin.physicsBody?.collisionBitMask = 0 coin.physicsBody?.contactTestBitMask = bitmasks.player.rawValue addChild(coin) } }
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I have a Macbook Pro 16 M1Pro 16Gb Ram MacOS 14 Sonoma Beta 4 and GPT 1.0.2 and currently testing Diablo 4 V 1.04 (latest Update on 08.08.2023). The game is awesome and it runs in 2560x1440 in 50-60fps on my 4K-LG Display over HDMI very smoothly, until .... see Problem 1 and Problem 2 Graphics details are in full detail. smooth shadows and even FSR2 works perfectly. Diablo4 needs around 9-11 GB Ram on my system. There are no background activities running! Problem 1: exploring new areas causes Ram Buffer overflow, freezes the screen, and crashes, and a new system reboot is needed. Problem 2: when trying to buy/sell an item, or just the characters menu will be opened, the game freezes. A game reboot is necessary! While running the HUD in games I can see what's going on and could analyze, that while it's the case Problem 1 and Problem 2 happening, The RAM jumps from 9-11 GB to 16-18 GB. This is much more than the System can deliver and cause the screen freezes and crash. Either the whole system reboot or mostly just the game reboot is needed. Would be very nice if Apple could fix/adjusts GPT in the next versions of Diablo 4. Many thanks in advanced
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`shauryajetty@Shauryas-MBP ~ % brew -v install apple/apple/game-porting-toolkit Warning: apple/apple/game-porting-toolkit 1.0.2 is already installed, it's just not linked. To link this version, run: brew link game-porting-toolkit Error: /usr/local/opt/game-porting-toolkit is not a valid keg` how the heck do I fix this?? I am on macOS 14 dev beta 3, and my computer ran out of battery during the install (face palm) but then it stopped and I tried install Game Porting Toolkit and got this. I tried the command but nothing happened.
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Hi everyone! We have a web browser game with an audience and we have made its mobile version for Apple AppStore, the game has built-in purchases. Question: is it possible to use a domain name in the game logo and its name in the AppStore? we noticed that some applications change their name and logo to a domain name. This practice is mostly common for apps like Booking.com, etc., but also it is commonly used by GameDev companies like EasyBrain, MiniClip, Voodoo for some of their games. In addition, they changed their logo on the loading screen to a logo with a domain name. I looked through the application naming rules and did not find any direct prohibitions on the use of a domain name. We checked the games from EasyBrain and they have In-App Purchases. Here is a list of the apps with a domain name in the title: Sudoku.com, Booking.com, Nonogram.com, Agai.io and so on..
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Does anyone have any income after downloading the game on Apple arcade? Can arcade be put on the shelves of visionOS games?
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Hi everyone, I want to develop some game with a friend for fun. So what is the best MacBook for game development, to run unreal engine or unity ? Thx
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Hello, I am on windows and I am an apple developer. Quite the match right. Well, I have a huge bug on my unity game and I received a crash log file. But, only one problem. I can't understand it. I do not have xcode. I have the file itself and it says it's a bugtype 309. I can't symbolicate it either. Anyone have any suggestions? Thank you. here's a little snippet, if anyone can help me out. "ime" : 7500, "procRole" : "Foreground", "version" : 2, "userID" : 501, "deployVersion" : 210, "modelCode" : "iPhone11,8", "coalitionID" : 916, "osVersion" : { "isEmbedded" : true, "train" : "iPhone OS 17.0", "releaseType" : "User", "build" : "21A329" }, "captureTime" : "2023-09-19 09:56:34.6392 -0700", "codeSigningMonitor" : 1, "incident" : "A3F5FA70-7C68-498A-A534-A55E23E88263", "pid" : 903, "cpuType" : "ARM-64", "roots_installed" : 0, "bug_type" : "309", "procLaunch" : "2023-09-19 09:56:15.5922 -0700", "procStartAbsTime" : 180831869743, "procExitAbsTime" : 181288438801, "procName" : "El", "procPath" : "/private/var/containers/Bundle/Application/EC7A3162-12FE-4340-B40A-172D8C554969/EndlessFall.app/EndlessFall", "bundleInfo" : {"CFBundleShortVersionString":"1.9","CFBundleVersion":"0.9.18","CFBundleIdentifier":"com.Bl","DTAppStoreToolsBuild":"1a"}, "storeInfo" : {"itemID":"641","deviceIdentifierForVendor":"5557A5A3-438E-4341-9D8D-3256CE7DDCCD","thirdParty":true,"softwareVersionExternalIdentifier":"859958770"}, "parentProc" : "launchd", "parentPid" : 1,"
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