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?
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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!
I'm trying to display the native GameCenter interface from Unity (I've already tried Bounded and Unbouded Volume Mode, that is, with and without Full Immersive Mode) but I can't display this interface.
If I use Unity's SocialAPI (https://docs.unity3d.com/ScriptReference/Social.ShowLeaderboardUI.html), nothing is displayed, and I get the following message in XCode (simulator):
[u 9C225095-F55E-42CC-8136-957279631DF3:m (null)] [com.apple.GameCenterUI.GameCenterDashboardExtension(1.0)] Connection to plugin interrupted while in use.
setViewControllers:animated: called on <GKGameCenterViewController 0x106825600> while an existing transition or presentation is occurring; the navigation stack will not be updated.
Type: Notice | Timestamp: 2023-12-08 12:13:50.585973+01:00 | Process: leaderboard-test | Library: UIKitCore | TID: 0x3e57bd
viewServiceDidTerminateWithError:: Error Domain=_UIViewServiceInterfaceErrorDomain Code=3 "(null)" UserInfo={Message=Service Connection Interrupted}
Type: Notice | Timestamp: 2023-12-08 12:13:50.586997+01:00 | Process: leaderboard-test | Library: UIKitCore | TID: 0x3e57bd
[u 9C225095-F55E-42CC-8136-957279631DF3:m (null)] [com.apple.GameCenterUI.GameCenterDashboardExtension(1.0)] Connection to plugin invalidated while in use.
Type: Error | Timestamp: 2023-12-08 12:13:50.588393+01:00 | Process: leaderboard-test | Library: PlugInKit | Subsystem: com.apple.PlugInKit | Category: lifecycle | TID: 0x3e5a18
If I try to do it using Apple's plugin for GameCenter (GameKitWrapper) adapted to VisionOS, the application crashes with the following error:
"Presentations are not permitted within volumetric window scenes."
*** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Presentations are not permitted within volumetric window scenes.'
*** First throw call stack:
(
0 CoreFoundation 0x00000001804a510c __exceptionPreprocess + 172
1 libobjc.A.dylib 0x0000000180082f50 objc_exception_throw + 56
2 UIKitCore 0x0000000184bc2798 -[UIViewController _presentViewController:withAnimationController:completion:] + 1136
3 UIKitCore 0x0000000184bc4000 __63-[UIViewController _presentViewController:animated:completion:]_block_invoke + 88
4 UIKitCore 0x0000000184bc42d0 -[UIViewController _performCoordinatedPresentOrDismiss:animated:] + 484
5 UIKitCore 0x0000000184bc3f6c -[UIViewController _presentViewController:animated:completion:] + 160
6 UIKitCore 0x0000000184bc4374 -[UIViewController presentViewController:animate
*** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Presentations are not permitted within volumetric window scenes.'
*** First throw call stack:
(
0 CoreFoundation 0x00000001804a510c __exceptionPreprocess + 172
1 libobjc.A.dylib 0x0000000180082f50 objc_exception_throw + 56
2 UIKitCore 0x0000000184bc2798 -[UIViewController _presentViewController:withAnimationController:completion:] + 1136
3 UIKitCore 0x0000000184bc4000 __63-[UIViewController _presentViewController:animated:completion:]_block_invoke + 88
4 UIKitCore 0x0000000184bc42d0 -[UIViewController _performCoordinatedPresentOrDismiss:animated:] + 484
5 UIKitCore 0x0000000184bc3f6c -[UIViewController _presentViewController:animated:completion:] + 160
6 UIKitCore 0x0000000184bc4374 -[UIViewController presentViewController:animated:completion:] + 140
7 GameKitWrapper 0x00000001057aa864 $s14GameKitWrapper34GKGameCenterViewController_Present7pointer6taskId9onSuccessySv_s5Int64VyAGXCtF ...
)
The code that produces this crash is the following (trying to display the GameCenter UI):
let viewController = UIApplication.shared.windows.first!.rootViewController;
viewController?.present(target, animated: true);
@_cdecl("GKGameCenterViewController_Present")
public func GKGameCenterViewController_Present
(
pointer: UnsafeMutableRawPointer,
taskId: Int64,
onSuccess: @escaping SuccessTaskCallback
)
{
let target = Unmanaged<GKGameCenterViewController>.fromOpaque(pointer).takeUnretainedValue();
_currentPresentingGameCenterDelegate = GameKitUIDelegateHandler(taskId: taskId, onSuccess: onSuccess);
target.gameCenterDelegate = _currentPresentingGameCenterDelegate;
#if os(iOS) || os(tvOS) || os(visionOS)
let viewController = UIApplication.shared.windows.first!.rootViewController;
viewController?.present(target, animated: true);
#endif
}
Is there a way to present the GameCenter UI overlaid on the Unity app?
Hello,
I'm working on a game application and I've been wondering about how I can separate the GameKit Leaderboards I'm using for testing purpose and the ones that would be "live" (i.e: only for the users)
I've been point out that I can attach leaderboards to an app version but it makes me wondering about compatibility.
I'm working on the application in version 1.1.
My users are using the application in version 1.0 (with their leaderboards).
Then I'm releasing a version 1.2.
It would means I need to attach all the leaderboards from version 1.0 to version 1.2 and to me it's very tedious.
What would be the best practice with using leaderboards on multiple environments?
Thanks
I tried to update my current game controller code to the new iOS 17.0 GCControllerLiveInput. But the Touchpads of the PS4 and PS5 controllers are not listed as elements of the GCControllerLiveInput.
Were they moved somewhere else? They are not listed as a GCMouse, and I didn't find anything about this in the documentation or header files either...
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
Hi All!
I'm being asked to migrate an app which utilizes iCloud KVS (Key Value Storage). This ability is a new-ish feature, and the documentation about this is sparse [1]. Honestly, the entire documentation about the new iCloud transfer functionality seems to be missing. Same with Game Center / GameKit. While the docs say that it should work, I'd like to understand the process in more detail.
Has anyone migrated an iCloud KVS app? What happens after the transfer goes through, but before the first release? Do I need to do anything special? I see that the Entitlements file has the TeamID in the Key Value store - is that fine?
<key>com.apple.developer.ubiquity-kvstore-identifier</key>
<string>$(TeamIdentifierPrefix)$(CFBundleIdentifier)</string>
Can someone please share their experience?
Thank you!
[1] https://developer.apple.com/help/app-store-connect/transfer-an-app/overview-of-app-transfer
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)
Now I am using iOS 16 beta 6, I can get buttonA/buttonB is pressed event. but cannot get accelerator motion data info.
//work
buttonA?.valueChangedHandler = {(_ button: GCControllerButtonInput, _ value: Float, _ pressed: Bool) -> Void in
print(">>> ButtonA tapped")
}
//work
buttonB?.valueChangedHandler = {(_ button: GCControllerButtonInput, _ value: Float, _ pressed: Bool) -> Void in
print(">>> ButtonB tapped")
}
// this is not works
gameController.motion?.valueChangedHandler = { (motion: GCMotion)->() in
print(">>>> motion data \(motion.acceleration.x) \(motion.acceleration.y) \(motion.acceleration.z)")
if let delegate = self.motionDelegate {
delegate.motionUpdate(motion: motion)
}
}
Is there any plan to support this?
Hello!
Bare with me here, as there is a lot to explain!
I am working on implementing a Game Center high score leaderboard into my game. I have looked around for examples of how to properly implement this code, but have come up short on finding much material. Therefore, I have tried implementing it myself based off information I found on apples documentation.
Long story short, I am getting success printed when I update my score, but no scores are actually being posted (or at-least no scores are showing up on the Game Center leaderboard when opened).
Before I show the code, one thing I have questioned is the fact that this game is still in development. In AppStoreConnect, the status of the leaderboard is "Not Live". Does this affect scores being posted?
Onto the code. I have created a GameCenter class which handles getting the leaderboards and posting scores to a specific leaderboard. I will post the code in whole, and will discuss below what is happening.
PLEASE VIEW ATTACHED TEXT TO SEE THE GAMECENTER CLASS!
GameCenter class - https://developer.apple.com/forums/content/attachment/0dd6dca8-8131-44c8-b928-77b3578bd970
In a different GameScene, once the game is over, I request to post a new high score to Game Center with this line of code:
GameCenter.shared.submitScore(id: GameCenterLeaderboards.HighScore.rawValue)
Now onto the logic of my code. For the longest time I struggled to figure out how to submit a score. I figured out that in Xcode 12, they deprecated a lot of functions that previously worked for me. Not is seems that we have to load all leaderboards (or the ones we want). That is the purpose behind the leaderboards private variable in the Game Center class.
On the start up of the app, I call authenticate player. Once this callback is reached, I call loadLeaderboards which will load the leaderboards for each string id in an enum that I have elsewhere. Each of these leaderboards will be created as a Leaderboard object, and saved in the private leaderboard array. This is so I have access to these leaderboards later when I want to submit a score.
Once the game is over, I am calling submitScore with the leaderboard id I want to post to. Right now, I only have a high score, but in the future I may add a parameter to this with the value so it works for other leaderboards as well. Therefore, no value is passed in since I am pulling from local storage which holds the high score.
submitScore will get the leaderboard from the private leaderboard array that has the same id as the one passed in. Once I get the correct leaderboard, I submit a score to that leaderboard. Once the callback is hit, I receive the output "Successfully submitted score to leaderboard". This looks promising, except for the fact that no score is actually posted.
At startup, I am calling updatePlayerHighScore, which is not complete - but for the purpose of my point, retrieves the high score of the player from the leaderboard and is printing it out to the console. It is printing out (0), meaning that no score was posted.
The last thing I have questions about is the context when submitting a score. According to the documentation, this seems to just be metadata that GameCenter does not care about, but rather something the developer can use. Therefore, I think I can cross this off as causing the problem.
I believe I implemented this correctly, but for some reason, nothing is posting to the leaderboard. This was ALOT, but I wanted to make sure I got all my thoughts down.
Any help on why this is NOT posting would be awesome! Thanks so much!
Mark