How to solve the problem of using Model3D to load a local model file in Unity project, clicking on NavigationLink multiple times to load the local model file, and receiving a prompt "assertion failure: 'stagingBuffer.buffer.isValid()' (createMetalBuffer:line 2971) Failed to create staging buffer for texture upload"?
Apple Unity Plug-Ins
RSS for tagConnect your game to Game Center, Core Haptics, PHASE audio, accessibility, and game controller frameworks.
Posts under Apple Unity Plug-Ins tag
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This may be a bit dumb but I've really been having trouble with understanding the documentation for Apple's Unity Plugins. I wanted to implement Game Center functionality on my game. So far the only line of code I've managed to get working is the authentication, in which I did
async void Start()
{
await Login();
}
public async Task Login()
{
if (!GKLocalPlayer.Local.IsAuthenticated)
{
var player = await GKLocalPlayer.Authenticate();
var localPlayer = GKLocalPlayer.Local;
]
}
However, I'm at a complete loss as to how to open leaderboards. I followed the documentation given:
void OpenLeaderboard()
{
var allLeaderboards = await GKLeaderboard.LoadLeaderboards();
var filteredLeaderboards = await GKLeaderboard.LoadLeaderboards("leaderboardIwant1");
}
But it did not work. What did I do wrong? Am I missing a function to get it to work? Why can't Apple write proper documentation to properly implement this in a simple way?
My apologies for my frustration. Up until now I've used another plugin from the Unity Asset Store which is shockingly easy to use, but I decided to attempt to use Apple's system because the plugin I had used deprecated functions and I was afraid the App Store would not approve it. But Apple's own plugins are stunningly opaque and hard to test.
As additional questions (but not the main ones), I'm also completely at a loss how to submit scores or load specific leaderboards and Apple's documentation does nothing to help there either.
Any help or thoughts are appreciated. Thanks.
Hi,
I'm looking to implement PHASEStreamNode in Unity, but the current provided PHASE library for Unity doesn't contain this new typos of nodes yet.
https://developer.apple.com/documentation/phase/phasestreamnode
When you will be looking into releasing the beta of the Unity Plugins as well?
This is very important for spatial audio in Unity to be consistent with Apple's standards.
Best,
Antonio
I am using ArKit to create an augmented reality application in Unity. Following the addition of an object reference object Because it tracks the object in front of it slowly and inaccurately, the application does not update the screen quickly.
How can I track objects more quickly?
I'm using the Apple Unity Plugins to use Game Center to authenticate Playfab accounts for my game and when I test this on testflight, everything works fine for me and the people I've tested with, however, when I send the build to review, they are getting GameKitException 37 which states "This game is not listed in a marketplace that supports Game Center" and upon further research I found this page https://developer.apple.com/documentation/gamekit/gkerror/code/appunlisted which I'm assuming is the same thing.
This seems to suggest that I need my app to be listed on the App Store which is strange because this has created a what comes first, the chicken or the egg problem. I need to pass review to get the game listed in the App Store and they can't test the game because accounts cannot be authenticated with Game Center which apparently needs to be listed on the App Store.
So far, I can't find the reason why this doesn't happen on testflight and only happens when I send it to review. I opened a ticket to Apple Developer Support and haven't recieved a response. I asked app review about it and they replied
"Hello,
Thank you for your response. Since all apps must pass App Review before they can be approved, it should not be necessary to have a "store page".
We look forward to reviewing your app once all issues have been addressed and the new build has been received and queued for review.
Best regards,
App Review"
Which doesn't really help me. I am quite pressed for time and I really need assistance in resolving this issue which I cannot replicate. Has anyone encountered this issue or know how to solve it?
Hey, i have created a game in unity with the apple core and apple gamekit plugins present. I setup 5 leaderboards on the app store connect. I made a unity build and did the whole testflight build loop to test everything. When i open my gamecenter panel via the button i see my leaderboards but they show as MISSING TITLE which is weird because i have for sure set them up correctly they have a leaderboard reference name and leaderboard id as well. When debugging i can see that when i call my submit score function it gets submitted with no error but then i also dont see the score appear anywhere .
Keep in mind the leaderboards are not live and are being tested on testflight first
Hey!
I'm facing a problem I have 0 idea how to solve it. I'm building a project with Unity 2022.3.21 for visionOS and after a lot of exhausting problems I'm having the last one, I am kinda new to Xcode.
I get the error "No Apple plug-in library path found", at the root of the project there Xcode should find the ApplePluginLibraries folder, and it's actually there with two folders inside Apple.Core and Apple.GameKit. Xcode is saying the path was not found and I can see it exists through finder.
In Search Paths > Framework Search Paths I have:
$(PROJECT_DIR)/ApplePluginLibraries/Apple.GameKit
$(PROJECT_DIR)/ApplePluginLibraries/Apple.Core
Also in Other Linker Flags I have:
-L$(PROJECT_DIR)/ApplePluginLibraries/Apple.GameKit
-L$(PROJECT_DIR)/ApplePluginLibraries/Apple.Core
I was having a few errors and the last one is: Command PhaseScriptExecution failed with a nonzero exit code, and the description says about the path not found.
My info:
MacOS: Apple M1 Pro Sonoma 14.5
Xcode: 15.4
Unity: 2022.3.21f1
Any idea?
Thanks!!
I want to do an app transfer,
but TeamPlayerID is inconsistent and I'm screwed.
What can I do?
There are 170,000 accounts.
help me.
I have a unity scene which i have created for vision pro and i have also created a biomatric authentication application for vision os using Xcode and swift. What i want to do is call unity scene after the authentication has taken place form the xcode. now i have seen medium post but it only shows how we can do that for apps, I am not bale to do that for vision Pro
I have followed this post : https://medium.com/mop-developers/launch-a-unity-game-from-a-swiftui-ios-app-11a5652ce476
All this i am doing because as far as i know Apple vision pro is not currently supporting optic id authentication with unity's polyspatial plugin.
Any help on this will be appreciated.
Thank you in advace.
I'm trying to integrate the option to the player to save their data in the cloud, I integrate the CloudKit, change some stuff to make it work and build in Xcode to my phone.
But when I try to integrate the CloudSave, 50 unnasigned symbols jump,like this one:
Undefined symbol: _CKContainer_Default
I managed to fix them by updating the recommended settings for Xcode.
But then 4 more errors appear:
Sandbox: il2cpp(12538) deny(1) file-read-data /Users/Username/Test Apple Kit
2022/Build/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp
So, don't let me build and I've looked everywhere but no one seems to had this same error
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!
When I distribute a app that includes Apple Unity plugin, I got an error of asset validation failed.
The bundle 'Payload/{app name}/Frameworks/AppleCoreNative.framework' is missing plist key. The Info.plist file is missing the required key: CFBundleShortVersionString.
Does anyone get this?
Hello,
I am currently testing microphone features on VisionOS through Unity App.
I’m stuck with a bug, related to the calling of simulated microphone device.
Would you please help me to find a solution to work through this bug ?
Choses are the results of the Xcode console while debugging my simulated VisionOS app.
Unity functions :
StartRecording()
InteractionControllerScript:Update()
Microphone.Start(Microphone.devices[0], false, duration, 44000); (where the line of code crash).
Simulated Xcode VisionOS side :
MEMixerChannel.cpp:1006 MEMixerChannel::EnableProcessor: failed to open processor type 0x726f746d
AURemoteIO.cpp:1162 failed: -10851 (enable 1, outf< 2 ch, 0 Hz, Float32, deinterleaved> inf< 1 ch, 44100 Hz, Int16>)
Starting microphone failed: "An error occured trying to initialize the recording device. " (70)
Unity version : 2022.3.24f1
Xcode version : 15.3
Mac Version : MacBook Air M3 2024
Mac Os : 14.3 (23D2057)
Thx a lot.
Hello,
As stated in the title, we implemented the GameKit unity package.
We did a lot of testing and never encountered any issue related to the authentication until now, andwe identified that the device with the issue was Intel.
The configurations and provisioning profile used are correctly set.
I was wondering if any of you encountered this issue or had an idea how to debug this?
Thanks!
Hi, Im Unity Developer and using Apple ARkit XR Plugin package for my project development.
I want to access ARkit rgbimage frame and convert to texture2D in my project.
It seems that ARkit overrides camera authorization both back and front, so grabbing wecamtexture using another API(e.g. unitywebcamtexture class) does not allowed.
Also ARKit does not provide official root to directly get frame from AR camera.
Is ther anyone resolved this issue?
Thank you.
I am in Unity 2022.3.21f1 using the Apple plugins for Unity with the following versions:
Apple.Core - 3.1.0
Apple.Accessibility - 1.1.0
Apple.GameController - 1.2.0
Apple.GameKit - 2.2.0
I am on MacOS 14.4 Apple Silicon and Xcode 15.3.
I started working in a file that I haven't worked on in a while, and found that I was getting errors in Unity with the Apple.Accessibility plugin, so I updated the Apple plugins and stopped getting the errors. However, when I went to build my project (which is just for iOS), I now get the following error for each of the four plugins I have installed:
Please ensure that the build invocation (build.py, xcodebuild, or Xcode) compiled cleanly and that the build was configured to support Release on iOS.
UnityEngine.Debug:LogError (object)
Apple.Core.AppleNativeLibraryUtility:ProcessWrapperLibrary (string,UnityEditor.BuildTarget,string,UnityEditor.iOS.Xcode.PBXProject) (at ./Library/PackageCache/com.apple.unityplugin.core@ba71bdbec187/Editor/ApplePlugInEnvironment.cs:604)
Apple.GameController.Editor.AppleGameControllerBuildStep:OnProcessFrameworks (Apple.Core.AppleBuildProfile,UnityEditor.BuildTarget,string,UnityEditor.iOS.Xcode.PBXProject) (at ./Library/PackageCache/com.apple.unityplugin.gamecontroller@4ec66225948e/Editor/AppleGameControllerBuildStep.cs:61)
Apple.Core.AppleBuild:OnPostProcessBuild (UnityEditor.BuildTarget,string) (at ./Library/PackageCache/com.apple.unityplugin.core@ba71bdbec187/Editor/AppleBuild.cs:195)
UnityEditor.EditorApplication:Internal_CallGlobalEventHandler () (at /Users/bokken/build/output/unity/unity/Editor/Mono/EditorApplication.cs:493)
I downloaded these plugins from Github and built with the build.py script, and had no errors in doing so. I've tried rebuilding multiple times and even specifying the platform as Release (although the default is all so it should have built Release anyways). I've tried rolling back to previous versions of the plugins as well with no luck so far. I don't remember which exact versions I used to be on but have had no luck with the approximate ones.
Does anyone know how I can point Unity to the NativeRelease folders? I've checked that the frameworks for my libraries are there (i.e. at ../Library/PackageCache/com.apple.unityplugin.core@287366a1eaa5/NativeLibraries~/Release/iOS/AppleCoreNative.framework)
In VisionOS1.1, when using the com.apple.unityplugin.core-3.1.0 & com.apple.unityplugin.gamekit-2.2.0 to sign in Apple Game Center.
var player = await GKLocalPlayer.Authenticate();
Debug.Log($"GKLocalPlayer Player: {player.DisplayName}");
Debug.Log($"GKLocalPlayer Player Alias: {player.Alias}");
it returns
GKLocalPlayer Player:
GKLocalPlayer Player Alias: Unknown
all other parameters are fine, except for the DisplayName is blank and the Alias returns "Unknown".
However, it works fine on iOS.