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Metal HUD Logging issue
Hi I've noticed one issue in Metal HUD, but I'm not sure if it is a bug in the Metal HUD or if there is a purpose for this behavior. Metal HUD has an option to send the data to system log in raw format where the numbers are like metal-HUD: ,,,,,..., https://developer.apple.com/documentation/xcode/monitoring-your-metal-apps-graphics-performance/ If the HUD is displayed, it works just fine, but it seems that when the HUD is hidden (with shift-F9), it still send the data to system log, but the numbers are the same all the time and are not updated while is still being updated. I would expect that it should log the data no matter if the HUD is displayed or not, this of course leads to incorrect FPS calculations Here is an example of the system log entries when the HUD is not visible:
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112
May ’25
MacOS Catalina 10.15.7 CoreGraphic.framework not find symbol
I recently needed to develop an application to obtain the window list, which requires Screen Recording permissions. Apple's official documentation mentions using the two functions CGPreflightScreenCaptureAccess and CGRequestScreenCaptureAccess to request permissions. These functions are stated to be available since version 10.15. However, when I used these two functions on a device running macOS 10.15.7, I encountered the errors shown in the attached screenshot. I used the nm tool to inspect the symbols in the CoreGraphics.framework and found that these two functions were not present. Could you help me understand why this is happening?
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97
May ’25
Game Center Sandbox: Achievements not unlocking in development build?
Hello Everyone I am new here, I am testing game center integration and using a development build of my IOS game. I have set up a couple of achievements in app store connect, but when I trigger them in the game then they do not unlock or show up. Okay so i am signed into the game center with a sandbox account on a test advice. Is there anything else I need to configure, or do achievements usually only work after the game is released?. I will appreciate any guidance… Thanks in Advance!!!
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216
May ’25
Xcode Metal Capture crash when using MTLSamplerState
The sample code just draw a triangle and sample texture. both sample code can draw a correct triangle and sample texture as expected. there are no error message from terminal. Sample code using constexpr Sampler can capture and replay well. Sample code using a argumentTable to bind a MTLSamplerState was crashed when using Metal capture and replay on Xcode. Here are sample codes. Sample Code Test Environment: M1 Pro MacOS 26.3 (25D125) Xcode Version 26.2 (17C52) Feedback ID: FB22031701
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Diagnose data access latency
The code is pretty simple kernel void naive( constant RunParams *param [[ buffer(0) ]], const device float *A [[ buffer(1) ]], // [N, K] device float *output [[ buffer(2) ]], uint2 gid [[ thread_position_in_grid ]]) { uint a_ptr = gid.x * param->K; for (uint i = 0; i < param->K; i++, a_ptr++) { val += A[b_ptr]; } output[ptr] = val; } when uint a_ptr = gid.x * param->K, the code got 150 GFLops when uint a_ptr = gid.y * param->K, the code got 860 GFLops param->K = 256; thread per group: [16, 16] I'd like to understand why the performance is so different, and how can I profile/diagnose this to help with further optimization.
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Apr ’25
EXC_BREAKPOINT, QuartzCore , Crash CA::Render::Image::new_image
We are seeing crashes in Xcode organizer. So far we are not able to reproduce them locally. They affect multiple app releases (some older, built with Xcode 15.x and newer built with Xcode 16.0). They only affect iOS 18.5. Is there anything that changed in latest iOS? It's hard to tell what exactly is causing this crash because setting symbolic breakpoint on CA::Render::Image::new_image(unsigned int, unsigned int, unsigned int, unsigned int, CGColorSpace*, void const*, unsigned long const*, void (*)(void const*, void*), void*) triggers this breakpoint all the time, but not necessarily with exactly the previous stack frames matching the crash report. Is it a known issue? crash.crash Thank you.
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Jul ’25
Regression: RealityKit spatial audio crackles and pops on iOS 26.0 beta 5 (FB19423059)
RealityKit spatial audio crackles and pops on iOS 26.0 beta 5. It works correctly on iOS 18.6 and visionOS 26.0 beta 5. The APIs used are AudioPlaybackController, Entity.prepareAudio, Entity.play Videos of the expected and observed behavior are attached to the feedback FB19423059. The audio should be a consistent, repeating sound, but it seems oddly abbreviated and the volume varies unexpectedly. Thank you for investigating this issue.
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305
Aug ’25
Portals do not occlude CollisionComponent and InputTargetComponent
Hello If you add a ModelEntity to a world inside a portal, the drawing of the model will be occluded properly to the portal bounds. However the invisible shape of the InputTargetComponent and CollisionComponent are not occluded. They are able to cross the portal, and if you have gestures on your ModelEntity you can trigger them in areas outside the portal bounds. This happens even if the ModelEntity has no PortalCrossingComponent.
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Mar ’25
Animations for streaming
We have a macOS app (not yet released, but in use by ourselves), that provides scoreboards for streaming sport events. Today it is expected, that there are nice animations for goals, etc. We are streaming using NDI, which requires a CVPixelBuffer for each frame. We currently create these animations using CABasicAnimation, CAAnimation and CAKeyframeAnimation. In addition we use ScreenCaptureKit to generate the frames. This works fine with 25/30 fps, as long as the window where our animations are performed in is visible. But this is not what it should be. We have a smaller window as main app window and control display performing the animations in reduced size, while the streaming animations need to be in HD format and later maybe in 4K. When using an offscreen window, the animations are not calculated. We get 1 frame per second or so. So we actually have to connect an external display to the MacBook and open the large windows there. Ugly solution. Do we use a completely wrong approach? Or is there a way to tell the macOS to perform the animations although it is an offscreen window? If it cannot work that way, what is an alternative?
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145
May ’25
Game Center leaderboards not posting scores
My app is live but the leaderboards still aren’t updating. App was built with unreal engine 5 with blueprints. I have the leaderboard stat info entered into the node for write integer to leaderboard and a node for show platform specific leaderboard. The leaderboards are shown as live on app connect. When I run the app, the Game Center login functions and the leaderboard interface launches as expected but it just lists a group of friends to invite. There are no scores listed and it says number of players 0 even though I have scored on two different devices and accounts. I have the Game Center entitlement added in Xcode. Not sure where else to look.
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779
Nov ’25
Score range of ImageAestheticsScoresObservation in Vision framework
Hi everyone, I'm using the Vision framework’s ImageAestheticsScoresObservation class (https://developer.apple.com/documentation/vision/imageaestheticsscoresobservation). I noticed that the overallScore returned sometimes gives negative values. Could someone confirm whether the expected range of the score is from -1.0 to 1.0? The documentation doesn’t explicitly state the possible score range, so I’d appreciate any clarification or insights. Thanks in advance!
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150
Apr ’25
SpriteKit framerate drop on iOS 26.4 (ongoing for months)
I have noticed that the performance drop on SpriteKit-based projects running on iOS 26 is still ongoing With iOS 26 back in Sep 2025 a framerate problem was introduced. My app was always running smoothly with 60fps even on very old devices suddenly started to stutter with 40fps - and lower on a rather normal iPhone 13. This problem continued with BETA 26.1 The problem was fixed in 26.2. But 26.3 brought the problem back and its still ongoing with 26.4 of yesterday This is easily reproducible with a very simple example // // BareboneSpriteKitApp.swift // BareboneSpriteKit // // Created by Bernd Beyreuther on 24.02.26. // import SwiftUI import SpriteKit @main struct BareboneSpriteKitApp: App { var body: some Scene { WindowGroup { BareboneSceneView() } } } final class BareboneScene: SKScene { override func didMove(to view: SKView) { size = view.bounds.size scaleMode = .resizeFill anchorPoint = CGPoint(x: 0.5, y: 0.5) backgroundColor = .darkGray let s = SKSpriteNode(color: .cyan, size: CGSize(width: 64, height: 64)) addChild(s) let action = SKAction.rotate(byAngle: .pi, duration: 2) s.run(.repeatForever(action)) let t = SKLabelNode(text: deviceInfoString()) t.fontSize = 15 t.position.y = -100 addChild(t) } } struct BareboneSceneView: View { var body: some View { SpriteView( scene: BareboneScene(), debugOptions: [.showsFPS] ) .ignoresSafeArea() } } func deviceInfoString() -> String { let os = ProcessInfo.processInfo.operatingSystemVersion let osString = "iOS \(os.majorVersion).\(os.minorVersion).\(os.patchVersion)" let model = UIDevice.current.model // "iPhone", "iPad" let machine = { var sysinfo = utsname() uname(&sysinfo) return withUnsafePointer(to: &sysinfo.machine) { ptr -> String in ptr.withMemoryRebound(to: CChar.self, capacity: 1) { cptr in String(cString: cptr) } } }() // z.B. "iPhone15,2" return "Model Identifier: \(model) (\(machine)), \(osString)" } I file a bugreport via Feedback Assistant FB22038921 The problem is no around for such a long time ! This is deeply concerning, because it questions if it is really feasable to continue to develop using Spritekit ?
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Unable to select a scene for preview in the SpriteKit actions editor
I am just starting to learn SpriteKit and I'm having trouble selecting a scene to preview an action in the actions editor. I created a new macOS Game project (Language: Swift, Game Technology: SpriteKit). When I open the generated 'Actions.sks' file, I see the message "No Preview Scene Selected" in the editor. I see the 'GameScene.sks' scene listed in the "Select..." control in the lower right, but it is greyed out. I'm not able to figure out how to select a scene to preview the action. I'm running Xcode 26.2 on macOS 15. Thanks very much for the help.
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2w
Game Center When Opponent Declines Game
Turn-based games: 2 players When an opponent declines a game in the Game Center MatchMaker VC, that player sees that they quit, but no message is sent to the listener about that fact. For the person who started the match, their MMVC shows it's their turn again. Why doesn't Game Center end the match?
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521
Dec ’25
Multiple App Icons
Hi, I have an Unity game. I need to have multiple App Icons for my game for it to be able to be recognized in different countries. In other words, is it possible to have an iOS app in which the App Icon changes based on device locale/language? On Android this is possible using Unity Localization package "com.unity.localization"
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264
Oct ’25
ParticleEmitterComponent Position Offset Issue After iOS 26.1 Update – Seeking Solutions & Workarounds
Problem Summary After upgrading to iOS 26.1 and 26.2, I'm experiencing a particle positioning bug in RealityKit where ParticleEmitterComponent particles render at an incorrect offset relative to their parent entity. This behavior does not occur on iOS 18.6.2 or earlier versions, suggesting a regression introduced in the newer OS builds. Environment Details Operating System: iOS 26.1 & iOS 26.2 Framework: RealityKit Xcode Version: 16.2 (16C5032a) Expected vs. Actual Behavior Expected: Particles should render at the position of the entity to which the ParticleEmitterComponent is attached, matching the behavior on iOS 18.6.2 and earlier. Actual: Particles appear away from their parent entity, creating a visual misalignment that breaks the intended AR experience. Steps to Reproduce Create or open an AR application with RealityKit that uses particle components Attach a ParticleEmitterComponent to an entity via a custom system Run the application on iOS 26.1 or iOS 26.2 Observe that particles render at an offset position away from the entity Minimal Code Example Here's the setup from my test case: Custom Component & System: struct SparkleComponent4: Component {} class SparkleSystem4: System { static let query = EntityQuery(where: .has(SparkleComponent4.self)) required init(scene: Scene) {} func update(context: SceneUpdateContext) { for entity in context.scene.performQuery(Self.query) { // Only add once if entity.components.has(ParticleEmitterComponent.self) { continue } var newEmitter = ParticleEmitterComponent() newEmitter.mainEmitter.color = .constant(.single(.red)) entity.components.set(newEmitter) } } } AR Setup: let material = SimpleMaterial(color: .gray, roughness: 0.15, isMetallic: true) let model = Entity() model.components.set(ModelComponent(mesh: boxMesh, materials: [material])) model.components.set(SparkleComponent4()) model.position = [0, 0.05, 0] model.name = "MyCube" let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: [0.2, 0.2])) anchor.addChild(model) arView.scene.addAnchor(anchor) Questions for the Community Has anyone else encountered this particle positioning issue after updating to iOS 26.1/26.2? Are there known workarounds or configuration changes to ParticleEmitterComponent that restore correct positioning? Is this a confirmed bug, or could there be a change in coordinate system handling or transform inheritance that I'm missing? Additional Information I've already submitted this issue via Feedback Assistant(FB21346746)
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574
Dec ’25
Error: "CoreImage Metal library does not contain function"
Hey I'm using the CIDepthBlurEffect Core Image Filter in my app. It seems to work ok but I get these errors in the console when calling the class. CoreImage Metal library does not contain function for name: sparserendering_xhlrb_scan CoreImage Metal library does not contain function for name: sparserendering_xhlrb_diffuse CoreImage Metal library does not contain function for name: sparserendering_xhlrb_copy_back CoreImage Metal library does not contain function for name: plain_or_sRGB_copy Am I missing some sort of import to gain these Metal functions? I am using my own custom shaders but I assume you'd be able to use them along side the built in ones.
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529
Dec ’25
How to use CharacterControllerComponent.
I am trying to implement a ChacterControllerComponent using the following URL. https://developer.apple.com/documentation/realitykit/charactercontrollercomponent I have written sample code, but PhysicsSimulationEvents.WillSimulate is not executed and nothing happens. import SwiftUI import RealityKit import RealityKitContent struct ImmersiveView: View { let gravity: SIMD3<Float> = [0, -50, 0] let jumpSpeed: Float = 10 enum PlayerInput { case none, jump } @State private var testCharacter: Entity = Entity() @State private var myPlayerInput = PlayerInput.none var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) testCharacter = immersiveContentEntity.findEntity(named: "Capsule")! testCharacter.components.set(CharacterControllerComponent()) let _ = content.subscribe(to: PhysicsSimulationEvents.WillSimulate.self, on: testCharacter) { event in print("subscribe run") let deltaTime: Float = Float(event.deltaTime) var velocity: SIMD3<Float> = .zero var isOnGround: Bool = false // RealityKit automatically adds `CharacterControllerStateComponent` after moving the character for the first time. if let ccState = testCharacter.components[CharacterControllerStateComponent.self] { velocity = ccState.velocity isOnGround = ccState.isOnGround } if !isOnGround { // Gravity is a force, so you need to accumulate it for each frame. velocity += gravity * deltaTime } else if myPlayerInput == .jump { // Set the character's velocity directly to launch it in the air when the player jumps. velocity.y = jumpSpeed } testCharacter.moveCharacter(by: velocity * deltaTime, deltaTime: deltaTime, relativeTo: nil) { event in print("playerEntity collided with \(event.hitEntity.name)") } } } } } } The scene is loaded from RCP. It is simple, just a capsule on a pedestal. Do I need a separate code to run testCharacter from this state?
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167
May ’25