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Guideline 4.3(a) Original game misinterpreted as Spam
Hello, our game Nerd Survivors has been identified as spam. The game is based on an original IP and the only games that should share any resemblance with it are from our company. Today we got notified the rejection due to the violation of Guideline 4.3 but there is no reference to the other application or even a contact to the other developer. We do use Unity as our game engine, so some parts of the code might be shared across different games, but i cannot find any other justification of the failure. "Guideline 4.3(a) - Design - Spam We noticed your app shares a similar binary, metadata, and/or concept as apps submitted to the App Store by other developers, with only minor differences. Submitting similar or repackaged apps is a form of spam that creates clutter and makes it difficult for users to discover new apps."
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730
May ’24
IOS issues... Guideline 4.3(a) - Design - Spam
Hey everyone, My game got rejected due to Guideline 4.3. Here's the gameplay video: https://www.youtube.com/watch?v=Vb6uBUsOSDg Does anyone have experience dealing with Guideline 4.3 and can share some insights? I already appealed, explaining that my game has online multiplayer battles, but no response yet. Feeling frustrated after spending six months on this game. Any advice or suggestions would be appreciated. Thanks!
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786
May ’24
xcode16beta run unreal engine has VectorIntrinsics Failed.
LogUnrealMathTest: FAILED: VectorCos: Ref vs Vec ]LogUnrealMathTest: Bad(0.000000): (0.707107 0.500000 0.342019 0.173648) (0.000000 0.000000 0.000000 0.000000) FAILED: VectorCos: Ref vs Vec LogUnrealMathTest: Bad(0.000000): (-0.707107 -0.500000 -0.342021 -0.173648) (-0.000000 -0.000000 -0.000000 -0.000000) LogMac: Error: appError called: Fatal error: [File:/Users/enginej3/Desktop/UE4/Engine/Source/Runtime/Core/Private/Tests/Math/UnrealMathTest.cpp] [Line: 1652] VectorIntrinsics Failed. this error when running after Xcode build success.this error case unreal editor crash.
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413
Aug ’24
Save UIImage with CATransform3D applied
I have a 3х3 Matrix which I need to apply to UIImage and save it in Documents folder. I successfully converted the 3x3 Matrix (represented as [[Double]]) to CATrasform3D and then I have broken my head with trying to figure out how to apply it to UIImage. The only property where I can I apply it is UIView(or UIImageView in case with working with UIImage) transform property. But it has nothing to do with UIImage itself. I can't save the UIImage from transformed the UIImageView with all the transformations. And all the CoreGraphic methods (like concatenate for CGContext) only work with affine transformations which not suits for me. Please give me a hint what direction I should look. Does Apple has native methods or I have to use 3rd party frameworks for this functionality?
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370
Aug ’24
View Matrix in Metal "Game" Sample code
I tried to understand the view matrix. The part from original code as below: private func updateGameState() { /// Update any game state before rendering uniforms[0].projectionMatrix = projectionMatrix let rotationAxis = SIMD3<Float>(1, 1, 0) let modelMatrix = matrix4x4_rotation(radians: rotation, axis: rotationAxis) let viewMatrix = matrix4x4_translation(0.0, 0.0, -8.0) uniforms[0].modelViewMatrix = simd_mul(viewMatrix, modelMatrix) rotation += 0.01 } If the view matrix is initialed in x = -0.5, as:let viewMatrix = matrix4x4_translation(-0.5, 0.0, -8.0) The cube in the MetalView will move left. I think it should move to right hand side because View Matrix is camera position, am I wrong?
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307
Aug ’24
AirPods pro2麦克风问题
我用的iPhone14ProMax iOS 18.0 beta5 AirPods是最新os 我玩暗区突围时队友说耳机有电流声/滋滋声 噪音很大 有的时候没有有的时候突然就有了 我使用手机麦克风就没有此问题 AirPods不在召唤范围但在保
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293
Aug ’24
Xcode Error in Scene Editor and Entity/Component Architecture
Hello, I'm writing to report an issue (or a documentation error). I am using the Entity/Component Architecture incorporated in the GamePlayKit framework. Additionally, I want to take advantage of the user interface provided by the Scene Editor. This is essential for me if I want to involve more people in the project. The issue occurs when linking the user interface data with the GKScene of the aforementioned framework. The first issue arises when adding a component through the interface as shown in the image Then at that moment: if let scene = GKScene(fileNamed: "GameScene") { // Get the SKScene from the loaded GKScene if let sceneNode = scene.rootNode as! GameScene? { Scene.rootNode is nil, and the scene is not presented. However, I can work around this issue by initializing the scene separately: if let scene = GKScene(fileNamed: "GameScene") { // Get the SKScene loaded separately if let sceneNode = SKScene(fileNamed: "GameScene") as! GameScene? { But from here, two issues arise: The node contains a component, and the scene has been loaded separately When trying to access a specific entity through its SKSpriteNode: self.node?.entity // Is nil It becomes very difficult to access a specific entity. When adding a component, an entity is automatically created. This is demonstrated here: The node contains a component, and the scene has been loaded separately. I only have one way to access this entity, and since there is only one, it's easy: sceneNode.entities[0] But even so, it's not very useful because when I try to access its components, it turns out they don't exist. I just wanted to mention this because it would be very helpful for me if this issue could be resolved. Thank you very much in advance.
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324
Aug ’24
Suppressing messages when using OpenGL
I have a legacy app that draws using OpenGL, in particular is draws lines using glLineStipple. This is on a Macbook Pro M3, but it also happens on and x86 based Mac. This causes the following messages to be output to the terminal the app was run from: FALLBACK (log once): Fallback to SW vertex for line stipple FALLBACK (log once): Fallback to SW vertex processing, m_disable_code: 2000 FALLBACK (log once): Fallback to SW vertex processing in drawCore, m_disable_code: 2000 Is there a way of suppressing these messages?
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411
Aug ’24
PDF Text Selection Crashes When Cursor Moves Over QR Code Only on iOS 18
We are experiencing a crash when selecting text in a PDF and moving the cursor over a QR code. This happens when the QR code at the end of the PDF file with no text following it. [Only on iOS 18] Steps to Reproduce: Clone the repository: git clone https://github.com/aliakhtar49/ios18-pdf-crash/tree/main cd ios18-pdf-crash Run the application to load the provided PDF Select some text and move the cursor over the QR code several times Observe the crash. You can see the gif in the repo Expected Behavior: The application should not crash Actual Behavior: The application crashes: Environment: iOS version: 18.0 Device: iPhone 15 Pro, iPhone 12 Pro Max Additional Context: This issue occurs when the QR code is at the end of the PDF file with no text following it StackTrace `thread #1, queue = 'com.apple.main-thread', stop reason = EXC_BREAKPOINT (code=1, subcode=0x19f3e6ec0) * frame #0: 0x000000019f3e6ec0 CoreGraphics`void PageLayout::ConvertTextRangesToStringRanges<std::__1::span<CFRange, 18446744073709551615ul>, std::__1::back_insert_iterator<std::__1::vector<CFRange, std::__1::allocator<CFRange>>>>(std::__1::span<CFRange, 18446744073709551615ul>&&, std::__1::back_insert_iterator<std::__1::vector<CFRange, std::__1::allocator<CFRange>>>&&) const + 664 frame #1: 0x000000019f424c5c CoreGraphics`CGPDFPageLayoutGetStringRangeIndexNearestPoint + 100 frame #2: 0x000000022b4c096c PDFKit`-[PDFPage characterIndexNearestPoint:] + 128 frame #3: 0x000000022b450950 PDFKit`-[PDFTextInputView _closestPositionToPoint:withinRange:] + 420 frame #4: 0x00000001a0bd02f0 UIKitCore`-[UITextSelectionInteraction _hasTextAlternativesAtLocation:] + 120 frame #5: 0x00000001a03e3834 UIKitCore`-[_UIRemoteKeyboardsEventObserver _hasTextAlternativesForTouch:] + 256 frame #6: 0x000000019fa4e0f8 UIKitCore`-[_UIRemoteKeyboardsEventObserver _endTrackingForTouch:] + 212 frame #7: 0x000000019fa4ca38 UIKitCore`-[_UIRemoteKeyboardsEventObserver _trackTouch:] + 132 frame #8: 0x000000019fa4c94c UIKitCore`-[_UIRemoteKeyboardsEventObserver peekApplicationEvent:] + 220 frame #9: 0x000000019fa4c304 UIKitCore`-[_UIRemoteKeyboards peekApplicationEvent:] + 84 frame #10: 0x000000019fa35dc4 UIKitCore`__dispatchPreprocessedEventFromEventQueue + 4180 frame #11: 0x000000019fa3ef7c UIKitCore`__processEventQueue + 5696 frame #12: 0x000000019f936df4 UIKitCore`updateCycleEntry + 160 frame #13: 0x000000019f934d28 UIKitCore`_UIUpdateSequenceRun + 84 frame #14: 0x000000019f934978 UIKitCore`schedulerStepScheduledMainSection + 172 frame #15: 0x000000019f93580c UIKitCore`runloopSourceCallback + 92 frame #16: 0x000000019d126f9c CoreFoundation`__CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 28 frame #17: 0x000000019d126f30 CoreFoundation`__CFRunLoopDoSource0 + 176 frame #18: 0x000000019d124a08 CoreFoundation`__CFRunLoopDoSources0 + 244 frame #19: 0x000000019d123c14 CoreFoundation`__CFRunLoopRun + 856 frame #20: 0x000000019d123424 CoreFoundation`CFRunLoopRunSpecific + 608 frame #21: 0x00000001e93211c4 GraphicsServices`GSEventRunModal + 164 frame #22: 0x000000019fc6a130 UIKitCore`-[UIApplication _run] + 816 frame #23: 0x000000019fd1855c UIKitCore`UIApplicationMain + 340 frame #24: 0x0000000105e77c38 MyApp.debug.dylib`main at HSAppDelegate.swift:19:20 frame #25: 0x00000001c3058a74 dyld`start + 2724`
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626
Jul ’24
OpenGL ES support on Apple Silicon Simulators
Hey folks, I have a legacy game that is running OpenGL ES - and it no longer works on the simulators that are running Apple Silicon, ie iPhone 15 Pro, or the 13" iPads. And yes, i'm also running on Apple Silicon (M1 Max). The apps work fine on the actual devices, but the simulator crashes on any glDrawElements with a stack that looks like the following: I have not yet seen an announcement about this not working but i've seen mention in other apps of stopping to support GL (https://github.com/maplibre/maplibre-native/issues/2351) Can anyone shed some light? I'm obviously going to try to fix it, or find a recent sample app from which to start to see what might be up. Or move to metal, but i hadn't bargained for that level of effort atm ;) Any suggestions appreciated!
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1.4k
Jun ’24
Error: apple/apple/game-porting-toolkit 1.1 did not build
My MacBook Air M1 has installed Mac OS Sonoma 14.3.1, and I tried to install game-poring-toolkit tonight. After the step which it requires me to input the command "brew -v install apple/apple/game-porting-toolkit", Terminal ran for minutes. But at the end this error appeared: Error: apple/apple/game-porting-toolkit 1.1 did not build. I don't know anything about coding and software. Could someone please tell me what cause this error and how to fix it after you read my post? I will appreciate your help!
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13k
Mar ’24
Code Signing an app including a binary Metallib
Hi! I am currently trying to upload my iOS app to App Store Connect. Unfortunately, code signing fails with the following error: "Code object is not signed at all.", referencing a binary Metallib (created with metal-tt and an mtlp-json script). I am using Xcode's automatically managed signing and the binary metallib is located inside the "Resources" directory of a framework that I am including with "Embed and sign" in the app. Could anyone give some guidance on what I need to change to make code signing work? Thank you.
4
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857
May ’23
IOS 18 Public beta problem
I have been using the iOS 18 public beta on my iPhone XR for the past 3-4 days, and I frequently play a popular competitive game called “Free Fire.” I’ve noticed an issue while playing the game. Whenever I switch the game to the background for any reason, such as using another app or attending an incoming call, the game’s sound does not come back when I switch back to it. No matter what I do—whether switching the phone to silent mode and then back to normal or adjusting the volume—the sound won’t return. I have to restart the game, which is frustrating since I play this game a lot. I understand that this is a beta version, and some problems are expected, but I wanted to mention this issue here in case it can be resolved. and i also tried some stuff like reinstalling the game or restrting the device or checking for new updates and all the small stuff that would fix this but nahhhh none of them worked 😅
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2.0k
Jul ’24
VisionOS RealityKit
I have a plane that is stereoscopic so represents to the user depth that is beyond the plane. I would like to have the options to render the depth buffer for the pixels or to not render any information into the depth for the plane. I cannot see any option in Shader Graph Material to affect the depth buffer during render. I also cannot see any way in RealityKit to not render to the depth buffer for an entity. I'm open to any suggestions.
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867
Mar ’24