Create apps that allow players to interact with each other using GameKit.

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GameCenter scores are not being posted to the leaderboard
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
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3.9k
Dec ’20
Game Center authentication workflow
Prior to iOS 14.5, I adopted the following workflow for my Game Center enabled game - At the launch, if there is no authenticated GKLocalPlayer, then store the viewController passed in the completion handler and display it later to the user (i.e. not immediately after the app completes launching). I am using the following code for the authentication process -         GKLocalPlayer.local.authenticateHandler = {viewController, error in             if (viewController != nil){ //store the viewController and present it at a later time             } else if (GKLocalPlayer.local.isAuthenticated) { //successfully authenticated             } else { // player could not be authenticated             } Since iOS 14.5 the callback to the authenticationHandler seems to have changed. The login prompt is displayed automatically after app launch, if there is no authenticated player. I checked - the completionHandler is not even being called in this case before the login prompt is presented. If there is already an authenticated player on the device, then the handler is called as expected. How can I prevent the login prompt from being displayed automatically by the system? Is there a new workflow for authenticating a player from iOS 14.5 onwards? thanks,
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3.8k
Aug ’21
Cannot get Nintendo Switch Joycon accelerator motion data in iOS 16
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?
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2.5k
Aug ’22
Is it possible to make Unity iOS App into iOS widget extension?
HELLO WORLD! I am currently developing an amazing Unity mini Game. The game development has come to the deploying stage. Using Unity allows me to deploy this game on MacOS, iOS, Android and Windows which is fantastic . However, I really need this game to have the iOS widget extension as a key feature on mobile. Just like the "Steve" dinosaur game which can be played in widget. I had seen a lot of tutorials and youtube videos but still cant find a solution which make Unity iOS app into a widget. If I really want to make widget Game on iOS, do I need to develop the whole game all over again in xcode or using GameKit? Really hoping there's a way to simply convert the Unity iOS app into a widget.
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2k
Sep ’22
GKLocalPlayer.Local.FetchItems() Task Error on Unity
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)
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3.7k
Dec ’22
GKLocalPlayer.FetchItems BAD ACCESS
We are using the Apple Unity plugin (Gamekit) to authorize players, using a Game Center account. To get player info we run a task from the plugin, var fetchItemsResponse = await GKLocalPlayer.Local.FetchItems(); But when this code run, there is an error in Xcode. The error is the following, Thread 1: EXC_BAD_ACCESS (code=257, address=0x2) MacOS 12.5 Monterey Unity 2021.3.4f1 XCode 14.2 AppleCore Unity Package - 1.0.2 AppleGameKit Unity Package - 1.0.3 Crashes when calling FetchItems in Unity Installed in iPhone XR (iOS 15.2.1)
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1.4k
Feb ’23
Transferring Apps with iCloud KVS
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
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1.3k
May ’23
[GPTK] Unity game controller support
While my GPTK setup works fine with games like Rocket League, any Unity made game will freeze when a joystick input is given. I've tested this with 'Zeepkist' and 'Engine Evolution 2021', both have full steam controller support enabled. If I run the GPTK game in foreground, right after moving the joystick, this error is logged: 0bac:fixme:rawinput:rawinput_from_hardware_message Unhandled rawinput type 0x100 This only happens when Steam is running. For example, running the 'Zeepkist' .exe manually while Steam is NOT RUNNING, the controller works fine! Most of the time this results in a crash throwing: 0bbc:fixme:dbghelp:SymLoadModuleExW Unsupported Flags 00000005 for (null) 0bbc:fixme:dbghelp:SymLoadModuleExW Unsupported Flags 00000005 for (null) 0bbc:fixme:dbghelp:SymRegisterFunctionEntryCallback64 (0000000000000084 0000000140036E50 2508e0): stub! wine: Unhandled page fault on read access to 0000001BFFFFFFE4 at address 000000006E73B991 (thread 0bac), starting debugger... 0bbc:fixme:file:CancelSynchronousIo (000000000000007C): stub 0810:fixme:imm:ImeSetActiveContext (0x36ed10, 1): stub 0810:fixme:imm:ImmReleaseContext (000000000009020A, 000000000036ED10): stub I would love to play Unity games using GPTK. Please suggest any tips/tricks to resolve this issue.
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958
Oct ’23
Game Controller Framework for visionOS Apps
Hi, I was working on implementation of game controller input to my game. I've connected my Xbox controller and tried to do a test and it is working in an macOS application. I wanted to port it to my visionOS app but the app can't seem to recognize my gamepad inputs. But visionOS simulator can recognize because it is changing camera by gamepad input. According to documentation GCController functions supports visionOS. Do the apps directly supports GC input? Or do I make mistake in my code? Thanks
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910
Oct ’23
Unable to upload Game Center Achievement Image using API
I attempted to use the new App Store Connect API 3.0 feature to manage Game Center achievements. My goal was to create a bunch of achievements, with one en-US localization each, with an attached image. Creating the achievement and its localization initially seems to have worked fine; I uploaded the image, and its assetDeliveryState.state is COMPLETED. But when I visit the achievement in the App Store Connect Console UI, all the images I've uploaded are 404 Not Found. I'm going to have to upload all of these images by hand. 😭 Here's the sample code I used, using the https://github.com/dfabulich/node-app-store-connect-api v5.0.3. import { api } from 'node-app-store-connect-api'; import { readFile, stat } from 'node:fs/promises'; import { homedir } from 'node:os'; const appId = 6468677114; const vendorIdentifier = 'com.example.myachievement'; const showBeforeEarend = true; const points = 10; const locale = "en-US"; const title = "My Achievement"; const afterEarnedDescription = "Earned the achievment."; const beforeEarnedDescription = "Earn the achievement."; const fileName = `${vendorIdentifier}.png`; const params = { issuerId: "69a6de6f-0d6d-47e3-e053-5b8c7c11a4d1", apiKey: "3S3G8T48YW", }; params.privateKey = await readFile(`${homedir()}/.appstoreconnect/private_keys/AuthKey_${params.apiKey}.p8`, 'utf8'); const { read, create, uploadAsset, pollForUploadSuccess } = await api(params); const {data: gameCenterDetail} = await read(`apps/${appId}/gameCenterDetail`); console.log('creating', vendorIdentifier); const gameCenterAchievement = await create({ type: 'gameCenterAchievements', attributes: { referenceName: title, vendorIdentifier, points, repeatable: false, showBeforeEarned, }, relationships: { gameCenterDetail } }); console.log(' localization'); const gameCenterAchievementLocalization = await create({ type: 'gameCenterAchievementLocalizations', attributes: { locale, name: title, afterEarnedDescription, beforeEarnedDescription, }, relationships: { gameCenterAchievement } }); console.log(' image'); const image = await create({ type: 'gameCenterAchievementImages', attributes: { fileName, fileSize: (await stat(fileName)).size, }, relationships: { gameCenterAchievementLocalization } }); console.log(' upload'); await uploadAsset(image, await readFile(fileName)); console.log(' poll'); await pollForUploadSuccess(image.links.self);
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994
Nov ’23
Multiplayer testing with Game Center and IOS simulator
I am trying to test game center multiplayer with the IOS simulator and my physical phone. I can get it working between 2 physical phones but whenever I try with the simulator it shows the error Failed to find players. I have seen people use the simulator before to test multiplayer. I have tried both my account and a sandbox account with no luck. Is there something I am missing or doing wrong? I am using gamekit to make this app. Thanks
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468
Nov ’23
GameKit - iCloud Sign In Error
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
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996
Nov ’23
Bluetooth Low Energy HID Gamepad PnP not accepted by iOS devices
Dear support We are developing a Bluetooth Low Energy HID Gamepad and are having issues connecting it to iOS devices (iPhone). Pairing is always successful. The issue is related to the PnP ID used. If we use a PnP ID for a gamepad currently on the market - like a Google Stadia - there is no issue. The Gamepad connects (pairs) with the iPhone and is recognised in the iPhone "settings->general->game controller" Also if a "Game Controller Tester" APP is installed on the iPhone this works ok. If we use our own PnP the Gamepad connects (pairs) but iPhone does not recognise it in "settings->general->game controller" . Also the "Game Controller Tester" APP does not work. The question is :- Is there something we need to do with our own PnP for it to be recognised by iOS devices. For info - on Android and Windows our PnP is recognised ok - we can control a Game Controller APP with it. The issue is only with Apple iOS devices. Any help would be welcome. Thanks JESP
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1k
Nov ’23
Leaderboards for development and live environments
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
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450
Nov ’23
[VisionOS] Crash on Present / Show GameCenter UI on VisionOS
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?
1
1
1k
Dec ’23
GCSystemGestureStateDisabled is now working on macOS 14.2
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?
1
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668
Dec ’23
Can't start a game in Game Center (GameKit)
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!
1
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598
Jan ’24