Hello, I’m the developer of the “ StepSquad” app. Our app uses the Game Center achievement feature, but we’ve been encountering a problem: the “Global Players” metric always shows 0%, even though there are friends who have already achieved these achievements. Initially, I thought it might be because the app was newly launched. However, it’s now been over two months since release, and it’s still showing 0%. If anyone has any insight into this issue, please leave a comment.
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I facing to many lags in pubgmobile when i m playing its not running properly
Hello, I am making a project in SDL, and with that I am using SDL_Image. I am doing all of this on Xcode.
I've been able to initialize everything just fine, but issues spring up when I try to load an image.
When I give the code a path to look for an image:
Unable to load image! IMG_Error: Couldn't open [Insert image path here]: Operation not permitted
I get that error.
Keep in mind "Unable to load image" is a general error I put in the code should loading said image fail, the specific error which I called with IMG_GetError() is what we really need to know.
I've seen before that this might occur if a program does not have full disk access. Because of this, I've tried giving Xcode full disk access, but this didn't work and I still got the same error.
Hey All,
I would appreciate suggestions on how to resolve this problem as this is my first time publishing app on iOS store.
So, I made a party game which simulates a user urinating into ****** and you have shoot some targets in ****** by controlling motion sensor.
During testing on test flight no problem was shown but during official rollout, App store review says it's to remove the content which is basically the whole gameplay.
I submitted a reply clarifying everything but it seems they have an automated response which was same as previous one.
On the other hand, there's a similar game on app store with somewhat same idea.
Can someone please guide me how to approach this problem. My game is published on Android without any problem but here.
I would like to implement zoom functionality in my SceneKit game: when the user performs the pinch gesture on a point on the screen, the scene zooms in to make that point larger.
Until now I simply changed SCNCamera.focalLength, but this simply zooms in to the center of what is currently visible on screen. Is it somehow possible to implement the zoom functionality described above by perhaps interactively rotating the camera at the same time towards the pinched point? Is there a formula for this? I would like to avoid suddenly rotating the camera to face the pinched point when the pinch gesture begins and then zoom in while the pinch is in progress.
I have a very basic usdz file from this repo
I call loadTextures() after loading the usdz via MDLAsset. Inspecting the MDLTexture object I can tell it is assigning a colorspace of linear rgb instead of srgb although the image file in the usdz is srgb.
This causes the textures to ultimately render as over saturated.
In the code I later convert the MDLTexture to MTLTexture via MTKTextureLoader but if I set the srgb option it seems to ignore it.
This significantly impacts the usefulness of Model I/O if it can't load a simple usdz texture correctly. Am I missing something?
Thanks!
Hi, I’m creating a game and I’m just wondering if I can integrate GCVirtualController in my SwiftUI app.
I have developed an application using Kotlin and Swift languages, which has been installed and run on an iPhone. It can also be installed on an iPad. Do I need to go through a testing process to publish it on the app store? Also, as a developer from China, are there convenient payment channels for developers?
XCode: 16.0
MacBook Pro: M1 Pro, Sonoma 14.5
Device: iPhone16, 18.0.1
Game: UnrealEngine 5.4.2 based
100% crash after gpu cature, even only renders a login UI
Hi folks,
I'm working on a Tile based Deferred renderer, similar to this Apple example. I'm wondering how to add MSAA to the renderer, and I see two choices:
Copy the single-sampled texture at the end of the GBuffer/Lighting render pass to a multi-sampled texture and resolve from that
Make all render targets (GBuffer) multi-sampled and deal with sampling/resolving all intermediate textures as well as the final, combined texture.
Which is the proper approach, and are there any examples of how to implement it?
Thanks!
I'm using the Apple RoomPlan sdk to generate a .usdz file, which works fine, and gives me a 3D scan of my room.
But when I try to use Model I/O's MDLAsset to convert that output into an .obj file, it comes out as a completely flat model shaped like a rectangle. Here is my Swift code:
let destinationURL = destinationFolderURL.appending(path: "Room.usdz")
do {
try FileManager.default.createDirectory(at: destinationFolderURL, withIntermediateDirectories: true)
try finalResults?.export(to: destinationURL, exportOptions: .model)
let newUsdz = destinationURL;
let asset = MDLAsset(url: newUsdz);
let obj = destinationFolderURL.appending(path: "Room.obj")
try asset.export(to: obj)
}
Not sure what's wrong here. According to MDLAsset documentation, .obj is a supported format and exporting from .usdz to the other formats like .stl and .ply works fine and retains the original 3D shape.
Some things I've tried:
changing "exportOptions" to parametric, mesh, or model.
simply changing the file extension of "destinationURL" (throws error)
Hey,
Wondering how other developers have been able to determine the location of a mouse event or tap (ie NSEvent) when using MetalView (MKTView) with SKRenderer with a SpriteKit scene (.sks scene) for a 2D game.
In the original scenario with SpriteKit, we could use SKViews convertPoint(fromView:) to determine where in the scene the user tapped. But with the SKRenderer we can no longer use convertPoint(fromView:) as its reliant on SKView being used and thus its making it difficult to determine.
What I do have is:
locationInWindow: NSPoint for showing me where in the MKTView which was touched
Any ideas, would be great
Many thanks
Guten Tag,
my project is simple, first I want draw wired Hexa,-Tetra- and Octahedrons.
I draw a cube with Metal but I didn't found rotation, translation and scale.
I have searched help , the examples I found are too complicated for me.
Mit freundlichen Grüßen
VanceRegnet
I tried to understand the view matrix.
The part from original code as below:
private func updateGameState() {
/// Update any game state before rendering
uniforms[0].projectionMatrix = projectionMatrix
let rotationAxis = SIMD3<Float>(1, 1, 0)
let modelMatrix = matrix4x4_rotation(radians: rotation, axis: rotationAxis)
let viewMatrix = matrix4x4_translation(0.0, 0.0, -8.0)
uniforms[0].modelViewMatrix = simd_mul(viewMatrix, modelMatrix)
rotation += 0.01
}
If the view matrix is initialed in x = -0.5, as:let viewMatrix = matrix4x4_translation(-0.5, 0.0, -8.0)
The cube in the MetalView will move left.
I think it should move to right hand side because View Matrix is camera position, am I wrong?
Hello,
I would like to know if anyone has or still using the GKVoiceChat capabilities in their apps. I wanted to use it for my online game but I am coming across issues using it and wondering if their are alternatives?. The documentation mentions to use Share-play but that wont be possible with random online players. Any help will be appreciated!.
Hello, I try to invite a friend to play my app , however when the friend try to press invite link component via iMessage, it shows “Retrieving” and then disappear, nothing happens,
it doesn't redirect to my app, what I'm missing? or doing wrong I can leave some part of my code
import Foundation
import GameKit
extension RealTimeGame: GKLocalPlayerListener {
/// Handles when the local player sends requests to start a match with other players.
func player(_ player: GKPlayer, didRequestMatchWithRecipients recipientPlayers: [GKPlayer]) {
print("\n\nSending invites to other players.")
}
/// Presents the matchmaker interface when the local player accepts an invitation from another player.
func player(_ player: GKPlayer, didAccept invite: GKInvite) {
// Present the matchmaker view controller in the invitation state.
if let viewController = GKMatchmakerViewController(invite: invite) {
viewController.matchmakerDelegate = self
rootViewController?.present(viewController, animated: true) { }
}
}
}
also I don't have "<key>CFBundleURLTypes</key>" in my info.plist, I don't know I need that or not...
Hello,
Asking the following as, I was unable to find answers via search on the forum and in the documentation:
Invitations sent via iMessage seem to work correctly with my custom image ( GKMessageImage.png ) however, notifications sent to Game Center Friends via invites generated in Game Center do not include the custom image ( GKMessageImage.png ).
Questions:
Is this expected behavior? Is there a different way to customize the image in the notification? Note the Game Center notification includes the App name correctly.
I also noted in the WWDC session in 2016 ( saw video recently ) that there was some mention of no longer adding friends via Game Center. Is that currently true?
Thanks in advance.
I am having a difficult time to create particle systems in Reality Composer Pro (visionOS beta 3). They tend to start to flicker and all particles disappear and reappear in semi-random intervals.
I can clearly see that happening with one effect that I put inside a small box consisting of 4 transparent walls that has a solid floor. When I change the view angle the particle system starts to flicker when viewed from below its emission height.
I tried all combinations of particle rendering: billboard->free, additive etc and it does not change anything. I am using the default particle image.
Any help appreciated
I am trying to simulate a pinball game and I want to use PhysicsBody & PhysicsMotion to achieve that. I tuned the parameters around in PhysicsBodyComponent, but the result is not quite ideal for now.
Imagine a fully inflated basketball bouncing high off the ground (ground vs basketball). I assign PhysicsBodyComponent and CollisionComponent to both basketball and the ground.
For basket ball, I set it as:
dynamic mode
mass 1, inertia .one
Material.Restitution 1
Angular Damping and Linear Damping to 0
AddForce to make the basketball move to hit the ground
For ground, I set it as:
static mode
mass 1, inertia .zero
Material.Restitution 1
Angular Damping and Linear Damping to 0
However, when the basket ball hit the ground, it isn't that bouncy, the basketball behaves like hitting to a cotton and the linear speed just dumps fast. Wonder how I could achieve the bouncing effect like real basketball vs ground.
I want to create framework for this repo:https://github.com/BradLarson/GPUImage
but failed.
1.I downloaded this repo and run below:
xcodebuild archive
-project GPUImage.xcodeproj
-scheme GPUImage
-destination "generic/platform=iOS"
-archivePath "archives/GPUImage"
xcodebuild archive
-project GPUImage.xcodeproj
-scheme GPUImage
-destination "generic/platform=iOS Simulator"
-archivePath "archivessimulator/GPUImage"
xcodebuild -create-xcframework
-archive archives/GPUImage.xcarchive -framework GPUImage.framework
-archive archivessimulator/GPUImage.xcarchive -framework GPUImage.framework
-output xcframeworks/GPUImage.xcframework
there is error :cryptexDiskImage' is an unknown content type
and com.apple.platform.xros' is an unknown platform identifier