Apple Unity Plug-Ins

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Connect 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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Unity Apple Plugin GameKit Error 37 when sending build to app review
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?
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Unity GameCenter Leaderboard issue
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
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No Apple plug-in library path found
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!!
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Vision Pro Unity Build and Xcode (Swift) vision os build merge
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.
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348
May ’24
CloudKit + CloudSave for Unity not building in Xcode
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
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271
May ’24
The bundle 'Payload/{app name}/Frameworks/AppleCoreNative.framework' is missing plist key. The Info.plist file is missing the required key: CFBundleShortVersionString.
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?
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460
Apr ’24
Unity App - VisionOS simulator - Simulator microphone crash when called
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.
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Apr ’24
GameKit authentication not working on Intel based devices
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!
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Apr ’24
ARKit rgbimage frame acces
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.
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Apr ’24
Cannot locate Release or Debug native libraries for Apple Unity plugins for iOS.
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)
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Mar ’24
Sign in with Apple Game Kit Unity plugin return blank DisplayName on VisionOS
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.
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Mar ’24
Audio Position locked on App start for Fully Immersive Unity builds. No head tracked audio. Often starts hard panned to left or right
I’ve noticed that audio is locked into position with builds. It sometimes comes out the left ear, other times the right. I occasionally get it working with both, but the audio isn’t moving with head tracking. I've seen other reports of this issue in the Unity support forums too. Any ideas on how to fix this? Its being reported in my app reviews as a negative.
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Mar ’24
DerivedData Error while Xcode archieving Unity game with Admob.
I am trying to achieving the Game when getting this error. While the enable bitcode = yes. Please help. Showing All Messages '/Users/sulemanmohyudin/Library/Developer/Xcode/DerivedData/Unity-iPhone-dfebhupnfzfihzgsoxlgtcivnxqx/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/BuildProductsPath/Release-iphoneos/XCFrameworkIntermediates/GoogleAppMeasurement/WithoutAdIdSupport/GoogleAppMeasurement.framework/GoogleAppMeasurement(APMAdExposureReporter.o)' does not contain bitcode. You must rebuild it with bitcode enabled (Xcode setting ENABLE_BITCODE), obtain an updated library from the vendor, or disable bitcode for this target. file '/Users/sulemanmohyudin/Library/Developer/Xcode/DerivedData/Unity-iPhone-dfebhupnfzfihzgsoxlgtcivnxqx/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/BuildProductsPath/Release-iphoneos/XCFrameworkIntermediates/GoogleAppMeasurement/WithoutAdIdSupport/GoogleAppMeasurement.framework/GoogleAppMeasurement' for architecture arm64
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Feb ’24
[iOS 17] GKAppLevelSignInVisibility fetchAppLevelVisibilityConstraintsWithHandler crash
We noticing below crash mainly happening in iOS 17. Can someone check and confirm what is the root cause for this and how to fix the crash. GKAppLevelSignInVisibility fetchAppLevelVisibilityConstraintsWithHandler Thread 36 Crashed: 0 CoreFoundation 0x00000001904a9d6c -[__NSDictionaryM setObject:forKeyedSubscript:] + 452 (NSDictionaryM.m:202) 1 GameCenterUICore 0x000000020fe6d508 __76+[GKAppLevelSignInVisibility fetchAppLevelVisibilityConstraintsWithHandler:]_block_invoke_3 + 84 (GKAppLevelSignInVisibility.m:82) 2 GameCenterFoundation 0x00000001c8b8971c @objc closure #1 in LimitedPresentationManager.presentationDisabled(config:context:) + 268 3 GameCenterFoundation 0x00000001c8b8b111 partial apply for @objc closure #1 in LimitedPresentationManager.presentationDisabled(config:context:) + 1 4 GameCenterFoundation 0x00000001c8b8b101 thunk for @escaping @callee_guaranteed @Sendable @async () -> () + 1 5 GameCenterFoundation 0x00000001c8b8b105 partial apply for thunk for @escaping @callee_guaranteed @Sendable @async () -> () + 1 6 GameCenterFoundation 0x00000001c8b8aa0d specialized thunk for @escaping @callee_guaranteed @Sendable @async () -> (@out A) + 1 (:0) 7 GameCenterFoundation 0x00000001c8b8ab6d partial apply for specialized thunk for @escaping @callee_guaranteed @Sendable @async () -> (@out A) + 1 (:0) 8 libswift_Concurrency.dylib 0x000000019b78da41 completeTaskWithClosure(swift::AsyncContext*, swift::SwiftError*) + 1 (Task.cpp:463) Full iOS crash log
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Feb ’24
Need Help with Unity Vision Pro Application
I was trying to built a ChatGPT like assistant/client using Unity on MacOSX. The web service is running locally and I am able to test it on both the Vision Pro Simulator as well as doing curl request and they work, but when I deploy it in the actual device, I get network error. I am trying to find what would make vision pro actually make a successful http call to the local service using the C# script i am using. I have tried the following hostname to see if it works (all machines inc AVP are on sample network) The local IP address - 192.x.x.x localhost 127.0.0.1 Here is the error i see on the AVP. Task <14990261-F296-4D80-B2C4-FF0501E1B2F2>.<1> finished with error [-1004] Error Domain=NSURLErrorDomain Code=-1004 "Could not connect to the server." UserInfo={_kCFStreamErrorCodeKey=61, NSUnderlyingError=0x28279fa20 {Error Domain=kCFErrorDomainCFNetwork Code=-1004 "(null)" UserInfo={_NSURLErrorNWPathKey=satisfied (Path is satisfied), viable, interface: lo0, _kCFStreamErrorCodeKey=61, _kCFStreamErrorDomainKey=1}}, _NSURLErrorFailingURLSessionTaskErrorKey=LocalDataTask <14990261-F296-4D80-B2C4-FF0501E1B2F2>.<1>, _NSURLErrorRelatedURLSessionTaskErrorKey=( "LocalDataTask <14990261-F296-4D80-B2C4-FF0501E1B2F2>.<1>" ), NSLocalizedDescription=Could not connect to the server., NSErrorFailingURLStringKey=http://127.0.0.1:8000/v1/chat/completions, NSErrorFailingURLKey=http://127.0.0.1:8000/v1/chat/completions, _kCFStreamErrorDomainKey=1} ------------------------------------------- Error While Sending: Cannot connect to destination host <postRequestWithJson>d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) -> applicationWillResignActive() -> applicationDidEnterBackground() Can anyone point me to what I am doing incorrectly. I am new to xcode and apple products dev in general
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Feb ’24
Several Mapping SDKs from Unity throwing same error
I'm testing all of the existing mapping SDKs from Unity via the PolySpatial workflow to see if any of them work on the Vision Pro. ArcGIS and Bing SDKs both play successfully in Editor, and Build successfully from Unity, but they both hit the same errors when building in Xcode (captured in screenshot attached). Is this a common error in Xcode? I can't find much on it. Thanks!
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Feb ’24
About the key"Supports opening documents in place"and the Container Import of Xcode 15.2
when I use Xcode14 build on the iOS16, the keys"Supports opening documents in place"and"Application supports iTunes file sharing"works normally, it has a App folder in"My iPhone".But it's strange that when I update my Xcode and iOS to 15.2 and 17.2, it s don't working.not only there is not a App folder in"My iPhone",but also the container doesn't works too.More specifically speaking, I download the container from the device and add files into "Documents"folder. when I try to replace the container, it has no respond, and files cannot be founded in the device as well. But when I try to download the container from the device again, I found that the files is already there. Environment: MacBook Pro 2017 with macOS 13.6.3 Xcode 15.2 iPad Air 5 with iOS 17.2
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Feb ’24