The notarization process completed after ~36 hours.
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I'm seeing the same error with simple text fields. macOS Sonoma 14.6.1, Xcode 16.0 (16A242).
CLIENT ERROR: TUINSRemoteViewController does not override -viewServiceDidTerminateWithError: and thus cannot react to catastrophic errors beyond logging them
Unfortunately I can also confirm this is still happening. More than 13 hours since submitted, stuck at "In Progress".
Xcode 16.1 beta seems to be having the same issue.
To test, I started from the default "Game" project template with SpriteKit and changed to GameScene.swift file to something simple like this:
// GameScene.swift
import SpriteKit
import GameplayKit
class GameScene: SKScene { // GameScene is @MainActor as a subclass of SKNode
var label : SKLabelNode = SKLabelNode(text: "Initial text")
override func didMove(to view: SKView) {
addChild(label)
}
}
@MainActor final class State: GKState {
unowned private let scene: GameScene
init(scene: GameScene) {
self.scene = scene
}
override func didEnter(from previousState: GKState?) {
scene.label.text = "Entered State" // Main actor-isolated property 'label' can not be referenced from a nonisolated context
// Main actor-isolated property 'text' can not be mutated from a nonisolated context
}
}
It seems that the @MainActor tag on the class State is not working for methods that were overridden. This is most likely because GKState is not marked so its methods are nonisolated. But what is the solution in this case?
Similar to this WWDC video: https://developer.apple.com/videos/play/wwdc2023/10156/?time=1510
It seems to be related to safe areas as it doesn't happen on Touch ID devices.
Another possible bug with this code: in landscape orientation the scrollable content is not clipped, although ScrollView should clip its content, by default. Adding a small horizontal padding to the container clips the content.
Still an issue in Xcode 15.3 (15E204a).
I noticed the same thing, every SKEmitterNode increases the draw call count. Were you able to do anything to batch these draw calls? In my case, all these SKEmitterNodes use the same texture, default blend mode, zero particleColorBlendFactor and have the same targetNode with the same particleZPosition.
I guess the property should be read-write, otherwise it would not make sense for it to exist.
I wonder if we can get Apple's opinion on this, probably a bug report for this would be a good start.
I'm experiencing similar issues, e.g. teamPlayerID and gamePlayerID are both "UnknownID". This just started happening between 2 devices and 2 GC accounts that used to work (my own devices and accounts). Not sure how to fix this so I'm wondering if there's any response from Apple on the bug reports reported by @RajDoshi.
It seems that Xcode 14.1 doesn't ask to install Rosetta anymore.
Related: https://stackoverflow.com/questions/72045165/why-is-spritekits-showfields-property-not-working-properly
Looks like there is more to SKView.showsFields. When showsFields is true, if you have an SKFieldNode.customField({}) in the scene, the custom block is called for what appears to be physics bodies to the far top right, with different positions, zero velocity, 1.0 mass, 0.0 charge.
Same, this can be easily replicated using the Game Playground, by adding an SKFieldNode.customField({}) with a block that prints out the arguments.
If SKView.showsFields is false, the block is not called, as it should be.
Feedback report has been updated but there's no update on it.
It looks like a bug or a change that was introduced in the framework, that is contrary to what the docs say. Consider filling a bug report with Apple https://feedbackassistant.apple.com/