I've installed the GPTK before, but it pops up with some problems so I want to reinstall it again. So I deleted home brew and redownload all the materials I needed. But when it comes to install the game-porting-toolkit formula, I can't download it, did anyone have the same problem with me?
jimmy@Jimmymbp14 ~ % brew -v install apple/apple/game-porting-toolkit
Error: Formulae found in multiple taps:
* apple/apple/game-porting-toolkit-compiler
* gcenx/apple/game-porting-toolkit-compiler
Please use the fully-qualified name (e.g. apple/apple/game-porting-toolkit-compiler) to refer to a specific formula.
jimmy@Jimmymbp14 ~ %
GameKit
RSS for tagCreate apps that allow players to interact with each other using GameKit.
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I am currently developing an USB HID Device, specifically a type of Joystick.
However it seems that any attempt of getting a joystick to work on Mac do not work. My prototype works perfectly on Windows, being recognised as such and receiving all data.
On MacOS, the Joystick is not recognised as a Joystick though, and the OS does not seem to receiver any Input from it whatsoever. I have translated my code to use both Mouse and Keyboard, both work perfectly. I have also tried to have the Joystick identify as a Gamepad, but again, it works on Windows and is not recognised on Mac (is not recognised as a Gamepad).
Are there any specific restrictions to HID devices on MacOS? Apple developer only seems to describe specifics from a software standpoint, not from the standpoint of someone developing hardware. And even then it only seems to describe very specific HID devices, such as mouse, keyboard or a stylus.
Please also keep in mind that I don't have much experience developing MacOS applications.
Hi all, I have a macbook air 2022 with the M2 chip inside. I am trying to use a wired xbox 360 controller to play games on steam. However, whenever I try to plug it it, the light shines green for a little bit and then turns off.
I checked in my usb device tree through the system report and it says that there is a controller plugged in. The controller doesn't work in the game either, are there any fixes?
I am also on macOS Monterey version 12.4
In my code,i use GCMouse to detect mouse event and it works fine in iOS 16, but while i upgrade my iPhone to iOS 17.3.1, GCMouse doesn't works. But it works fine in IPad 17.3.1. How can i detect mouse event i iOS 17.3.1?
Hello,
I am building an app that requires players joined to an online game session and to have a video chat with both of their front cameras turned on. I currently know that GameKit supports the voice chat option but could not find any source for video chat. Is it possible set up a video chat on an online game session?. What libraries can I use that have support in implementing the video chat (AVFoundation) ?
Your assistance is greatly appreciated.
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
I am on a MacBook Pro 2023. 16inch, 16gb ram, 1tb drive. I am on the latest MacOs (Sonoma 14.3.1) and using the steps from the Apple Gaming Wiki to download the Game Porting Toolkit.
I have met all the requirements. I tried using the automated installer, didn't work. I tried doing homebrew, and it worked all up until I got to the step where I had to run the command to download Apple tap:
brew tap apple/apple http://github.com/apple/homebrew-apple
I get this error:
Logs:
/Users/MYNAME/Library/Logs/Homebrew/game-porting-toolkit/00.options.out
/Users/MYNAME/Library/Logs/Homebrew/game-porting-toolkit/01.configure
/Users/MYNAME/Library/Logs/Homebrew/game-porting-toolkit/01.configure.cc
/Users/MYNAME/Library/Logs/Homebrew/game-porting-toolkit/02.make
/Users/MYNAME/Library/Logs/Homebrew/game-porting-toolkit/wine64-build
If reporting this issue please do so to (not Homebrew/brew or Homebrew/homebrew-core):
apple/apple
i try to run EAappInstaller.exe on whisky. and here was what came out.i just cant install EA app.please help.thanks ahead
DS4macOS Compiled Things Partially and Run But it Has 30+ Yellow Warnings & Doesn't Show the Setting
Hi Apple and Swift friends.
I'm not really a fluent Swift programmer (or any language) just knowledgable, I just a vague logic of what's going on. This is a gamepad controller remapper similar to DS4Windows on the PC and DSX on Steam gaming.
On macOS Sonoma, it successfully compiled and connected the amazing Sony Playstation DualSense but because it has 33 yellow warning, the Setting doesn't show. It says something about outdated something and needs to be replaced by a newer framework.network. It also says it can't use self:
It should look like these:
What could be the syntax changes that won't produce the 30+ yellow warnings?
The file can be had here:
[https://github.com/marcowindt/ds4macos)
God bless.
I have my Xbox Controller plugged into my Macbook, but my controller won't stay on (no batteries are needed for this controller, and the plug I am using works). Also in system settings when I scroll to Xbox Controllers it says no devices found. How do I fix this?
I tried twice to install homebrew and I got a error message twice:
Error: apple/apple/game-porting-toolkit 1.1 did not build
Logs:
/Users/omarzunun/Library/Logs/Homebrew/game-porting-toolkit/00.options.out
/Users/omarzunun/Library/Logs/Homebrew/game-porting-toolkit/01.configure
/Users/omarzunun/Library/Logs/Homebrew/game-porting-toolkit/01.configure.cc
/Users/omarzunun/Library/Logs/Homebrew/game-porting-toolkit/02.make
/Users/omarzunun/Library/Logs/Homebrew/game-porting-toolkit/wine64-build
If reporting this issue please do so to (not Homebrew/brew or Homebrew/homebrew-core):
apple/apple
I'm trying to establish a connection between two devices using mobile network. The config in both devices are ok allowing use mobile data for the app.
I'm able to connect and start the game with WIFI networ
`// Initiate matchmaking
- (void)initiateMatchmakingWithViewController:(UIViewController*)rustViewController {
dispatch_async(dispatch_get_main_queue(), ^{
if (![GKLocalPlayer localPlayer].isAuthenticated) {
NSLog(@"Player is not authenticated.");
return;
}
NSLog(@"Preparing MatchMaker");
GKMatchRequest *request = [[GKMatchRequest alloc] init];
request.minPlayers = 2;
request.maxPlayers = 2;
GKMatchmakerViewController *mmvc = [[GKMatchmakerViewController alloc] initWithMatchRequest:request];
mmvc.matchmakerDelegate = self;
// Use the passed view controller to present the matchmaking UI
[rustViewController presentViewController:mmvc animated:YES completion:nil];
NSLog(@"MatchMaker running....");
// Store the rustViewController for later, to revert back to it
originalViewController = rustViewController;
});
}
// GKMatchmakerViewControllerDelegate methods
- (void)matchmakerViewControllerWasCancelled:(GKMatchmakerViewController *)viewController {
[originalViewController dismissViewControllerAnimated:YES completion:nil];
NSLog(@"Matchmaking was cancelled.");
}
- (void)matchmakerViewController:(GKMatchmakerViewController *)viewController didFailWithError:(NSError *)error {
[originalViewController dismissViewControllerAnimated:YES completion:nil];
NSLog(@"Matchmaking failed with error: %@", error.localizedDescription);
}
- (void)matchmakerViewController:(GKMatchmakerViewController *)viewController didFindMatch:(GKMatch *)match {
[originalViewController dismissViewControllerAnimated:YES completion:nil];
self.currentMatch = match;
match.delegate = self;
NSLog(@"Match found.");
// Fetch details for each player in the match
NSMutableArray<NSString *> *playerIDs = [NSMutableArray array];
for (GKPlayer *player in match.players) {
[playerIDs addObject:player.playerID];
}
[GKPlayer loadPlayersForIdentifiers:playerIDs withCompletionHandler:^(NSArray<GKPlayer *> *players, NSError *error) {
if (error) {
NSLog(@"Error retrieving player details: %@", error.localizedDescription);
return;
}
for (GKPlayer *player in players) {
if (![player.playerID isEqualToString:GKLocalPlayer.localPlayer.playerID]) {
[self loadAndStoreAvatarForRemotePlayer:player];
}
}
}];
}`
I can see how both clients are in state "connecting" but the log "Match found." it's never set.
I also can see this log "[Match] syncPlayers failed to loadPlayersForLegacyIdentifiers"
We are using apple unity plugin (gamekit) to authorized player using game center account. To get player the info we run a task from the plugin,
var fetchItemsResponse = await GKLocalPlayer.Local.FetchItems();
But when this code run, there is an error on the xcode application on mac. The error is the following,
Thread 1: EXC_BAD_ACCESS (code=257, address=0x2)
I'm working in a game where I integrate matchmaker and it's working fine when I try with two devices under same wifi network, but in the moment I use 5g mobile network and I do the matchmaker, I can still see each other but the game did not start and I see error sending data to the remote player.
The game is not yet published and I'm using TestFlight for the clients.
I'm trying to implement multiplayer invitation from game center for macos, ios, tvos following this https://developer.apple.com/documentation/gamekit/finding_multiple_players_for_a_game?language=objc
Implementation works for tvos and ios, I can invite my friends, Start Game and continue sending data. But macos still doesn't work at all. I tried using build that works on iOS to invite macos player, but my mac cannot even receive the invitation notification from game center (game is installed already on mac).
While from mac, my invitation process is stuck here until it's failed
Is there any specific setting on macos to enable game center invitation?
Hi everyone,
I'm trying to implement matchmaking in visionOS using GameKit and GameCenter.
I'm following the example project that been shared but I get an error.
Error: The requested operation could not be completed because you are not signed in to iCloud..
I'm getting this error as a result of matchmaking. I'm already logged in to iCloud in Vision Pro Simulator. I've tried to switch off-on every related settings but didn't work.
I'm using latest Xcode Dev Beta and visionOS Beta v6.
Would you mind share me any workaround?
Regards,
Melih
In our multiplayer game prototype, we experience a ping of 300 ms (at best) when using Game Center and GKMatch to send data between players, over the GKMatch.SendDataMode.unreliable channel. This latency is not suitable for a real-time game.
When we tested alternative services like Unity's Relay under identical conditions (location, devices, and Wi-Fi), we achieved a ping of 120 ms.
Is a ping value of 300 ms typical when using Game Center?
I can think of possible reasons in case it's not typical, but I can't be sure:
Is there a different behavior (servers relaying peer-to-peer connections) when the game is not yet released on the store?
We're in Europe, maybe this is normal in Europe and better in US?
I'm working in a game that it was working perfectly with Game Center (remote game with 1 remote player), but since last Sunday I'm having errors when I try to start a remote game.
I have 2 errors, one says FAILED when I invite a friend to play. In this case, the other device never gets the notification.
The other error sent the notification, but when I tap on it (on the other device), it fails saying that it couldn't communicate with the server). The main device it says "INVITED" but it doesn't say anything else.
I haven't found anyone else having the same issue, so I wonder if it's my fault, although I haven't change that part of the code since the last time I tested it.
Is it someone else here having similar problems? or knows what should I review?
thank you all, and have a great year!
I am using GCSystemGestureStateDisabled to suppress home button being capture by gesture recognizer so the system menu is not triggered while my app is using the gamepad.
It was working well on macOS 14.1 but stop working after I migrated to 14.2.
boundToSystemGesture is still showing "Yes" after button.preferredSystemGestureState = GCSystemGestureStateDisabled is assigned.
Is it possible some change was introduced on 14.2 causing the issue?
How to get current player score and position? Thanks!