Delve into the world of graphics and game development. Discuss creating stunning visuals, optimizing game mechanics, and share resources for game developers.

Post

Replies

Boosts

Views

Activity

Game rejected due to Bitcoin logo - Copycats
Hi everyone, Last month, my endless runner game set in a crypto world was rejected for using the Bitcoin logo, labeled as a "Copycats" issue. We were asked to remove the logo and Bitcoin prices, even though the Bitcoin logo is public domain. I noticed other Bitcoin games on the AppStore were updated recently without any problems. I couldn't find any rules against using Bitcoin in the guidelines. When I appealed, they just told me to remove it again but didn't explain why. We've updated our game several times before, and only this small bug fix was rejected. Any advice on what are the next step? Anyone experienced this? Cheers
0
0
535
Mar ’24
Adding 2D PNG to Reality Composer Pro
I've got a couple 2D PNG assets that I want to add to a scene made of a couple other udsz files in RCP (picture adding a couple 2D videogame characters to a simple 3D diorama). When I try to drag the PNGs to the workspace or the file tree…nothing happens. I found a walkthrough on Medium (called "Importing and Exporting Personalized Objects for Augmented Reality: Reality Composer and SwiftUI" for those curious as I can't link to Medium posts here) that makes it look like users could do this with simple drag-and-drop. The Medium post is from June 2023, and in the screenshots RCP visually looks a lot more like Reality Composer on iPad, so I'm assuming it's changed a lot since then? Is there still a way to do this? I've tried adding the 2D elements to a scene with Blenders "import images as planes," but I'm getting weird halos around them and was hoping RCP could make the process a bit easier/cleaner.
0
0
843
Mar ’24
Error gaming porting toolkit
apple/apple/game-porting-toolkit 1.1 did not build Logs: /Users/jorge/Library/Logs/Homebrew/game-porting-toolkit/00.options.out /Users/jorge/Library/Logs/Homebrew/game-porting-toolkit/01.configure /Users/jorge/Library/Logs/Homebrew/game-porting-toolkit/01.configure.cc /Users/jorge/Library/Logs/Homebrew/game-porting-toolkit/02.make /Users/jorge/Library/Logs/Homebrew/game-porting-toolkit/wine64-build
2
1
732
Mar ’24
Error when building game-porting-toolkit 1.1
Hi, Here I encountered an issue while building game-porting-toolkit 1.1. Below are the prints: =================================================== 2 warnings and 7 errors generated. make: *** [dlls/crypt32/unixlib.o] Error 1 make: *** Waiting for unfinished jobs.... ==> Formula Tap: apple/apple Path: /usr/local/Homebrew/Library/Taps/apple/homebrew-apple/Formula/game-porting-toolkit.rb ==> Configuration HOMEBREW_VERSION: 4.2.12 ORIGIN: https://github.com/Homebrew/brew HEAD: 780fbbc65e90fbe09629aba180a1839e9e7dbaf2 Last commit: 6 days ago Core tap JSON: 17 Mar 14:17 UTC Core cask tap JSON: 17 Mar 10:58 UTC HOMEBREW_PREFIX: /usr/local HOMEBREW_CASK_OPTS: [] HOMEBREW_MAKE_JOBS: 10 Homebrew Ruby: 3.1.4 => /usr/local/Homebrew/Library/Homebrew/vendor/portable-ruby/3.1.4/bin/ruby CPU: 10-core 64-bit westmere Clang: 15.0.0 build 1500 Git: 2.39.3 => /Applications/Xcode.app/Contents/Developer/usr/bin/git Curl: 8.4.0 => /usr/bin/curl macOS: 14.4-x86_64 CLT: 15.3.0.0.1.1708646388 Xcode: 15.3 => /Applications/XCode.app/Contents/Developer Rosetta 2: true ==> ENV HOMEBREW_CC: clang HOMEBREW_CXX: clang++ Error: apple/apple/game-porting-toolkit 1.1 did not build Logs: /Users/mfhyy/Library/Logs/Homebrew/game-porting-toolkit/00.options.out /Users/mfhyy/Library/Logs/Homebrew/game-porting-toolkit/01.configure /Users/mfhyy/Library/Logs/Homebrew/game-porting-toolkit/01.configure.cc /Users/mfhyy/Library/Logs/Homebrew/game-porting-toolkit/02.make /Users/mfhyy/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
6
1
3.0k
Mar ’24
Jax-Metal: fix/support matrix decompositions
Currently (jax-metal 0.0.5) doesn't support matrix decompositions like Cholesky, LU, or Eigen, on Metal. I have a 64GB M1 Max on Sonoma 14.2.1 (23C71). Eigen raises a NotImplemented error, but Cholesky and jax.linalg.inv error out. When using the CPU by setting export JAX_PLATFORM_NAME=CPU then the decompositions work. The error I am getting: XlaRuntimeError Traceback (most recent call last) Cell In[33], line 1 ----> 1 jsl.cho_factor(Sigma_0_inv) File ~/miniconda3/envs/jaxmetal/lib/python3.10/site-packages/jax/_src/scipy/linalg.py:61, in cho_factor(failed resolving arguments) 56 @_wraps(scipy.linalg.cho_factor, 57 lax_description=_no_overwrite_and_chkfinite_doc, skip_params=('overwrite_a', 'check_finite')) 58 def cho_factor(a: ArrayLike, lower: bool = False, overwrite_a: bool = False, 59 check_finite: bool = True) -> tuple[Array, bool]: 60 del overwrite_a, check_finite # Unused ---> 61 return (cholesky(a, lower=lower), lower) File ~/miniconda3/envs/jaxmetal/lib/python3.10/site-packages/jax/_src/scipy/linalg.py:54, in cholesky(failed resolving arguments) 49 @_wraps(scipy.linalg.cholesky, 50 lax_description=_no_overwrite_and_chkfinite_doc, skip_params=('overwrite_a', 'check_finite')) 51 def cholesky(a: ArrayLike, lower: bool = False, overwrite_a: bool = False, 52 check_finite: bool = True) -> Array: 53 del overwrite_a, check_finite # Unused ---> 54 return _cholesky(a, lower) File ~/miniconda3/envs/jaxmetal/lib/python3.10/site-packages/jax/_src/compiler.py:255, in backend_compile(backend, module, options, host_callbacks) 250 return backend.compile(built_c, compile_options=options, 251 host_callbacks=host_callbacks) 252 # Some backends don't have host_callbacks option yet 253 # TODO(sharadmv): remove this fallback when all backends allow compile 254 # to take in host_callbacks --> 255 return backend.compile(built_c, compile_options=options) XlaRuntimeError: UNKNOWN: /var/folders/9d/0035yr7j3bx84h3ghpp_86pc0000gn/T/ipykernel_40684/3046650730.py:1:0: error: failed to legalize operation 'mhlo.cholesky' /var/folders/9d/0035yr7j3bx84h3ghpp_86pc0000gn/T/ipykernel_40684/3046650730.py:1:0: note: see current operation: %5 = "mhlo.cholesky"(%4) {lower = true} : (tensor<200x200xf32>) -> tensor<200x200xf32>
0
0
457
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.
0
0
690
Mar ’24
Cursor data on VisionOS
I am working on an application where we are planning to use Metal for directly rendering custom content. When user looks at something on the rendered image, I want to get the position or ray of cursor (the point where the user is currently looking at) to render something else like a crosshair. Is it possible to get the cursor position information on VisionOS to accomplish this? How can I know if something is being hovered on by the eyes?
4
1
1k
Mar ’24
The grey hue over the 3D model
Hello, I've been trying to render these models in a VisionOS app using RealityKit's Model3D API. The heart seem to appear dark all the time. Any thoughts on why this would happen? Color.clear .overlay { Model3D(named: modelName, bundle: realityKitContentBundle) { model in model.resizable() .scaledToFit() .rotation3DEffect( Rotation3D( eulerAngles: .init(angles: orientation, order: .xyz) ) ) .frame(depth: modelDepth) .offset(z: -modelDepth / 2) .accessibilitySortPriority(1) } placeholder: { ProgressView() .offset(z: -modelDepth * 0.75) } } .dragRotation(yawLimit: .degrees(120), pitchLimit: .degrees(20)) .offset(z: modelDepth)
0
0
498
Mar ’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!
27
7
13k
Mar ’24
VisionOS Portal
In the WWDC talk "Enhance your spatial computing app with RealityKit." we see how to create a portal effect with RealityKit. In the "Encounter Dinosaurs" experience on Vision Pro there is a similar portal, except this portal allows entities to stick out of the portal. Using the provided example code, I have been unable to replicate this effect. With the example code, anything that sticks out of the portal gets clipped. How do I get entities to stick out of the portal in a way similar to the "Encounter Dinosaurs" experience? I am familiar with the old way of using OcclusionMaterial to create portals, but if the camera gets between the OcclusionMaterial and the entity (such as walking behind the portal), this can break the effect, and I was unable to break the effect in the "Encounter Dinosaurs" experience. If it helps at all: I have noticed that if you look from the edge of the portal very closely, the rocks will not stick out the way that the dinosaurs do; The rocks get clipped. Therefore, the dinosaurs are somehow being rendered differently.
5
1
1.4k
Mar ’24
Full Screen problem on macOS 14
On macOS 14.2.1 Sonoma, when our app is displayed in full screen, there is a problem where the operations at hand are not reflected at all on the connection destination. This issue does not occur on macOS 13 Ventura. If you stop displaying full screen and reduce the window size, you will be able to operate it to some extent. Were there any specifications or technical changes around the screen between Ventura and Sonoma? Mac at hand* - Relay server - Windows to connect to *This does not occur on windows, android, or ios.
0
0
415
Mar ’24
How to Specify Pixel-Specific Depths of Views in xrOS?
With the advent of the third dimension, I wanted to know wether if it's currently possible to display the flat swiftUI Views with some thickness in xrOS? While the .frame(depth: CGFloat?) does the job for Views in general, I am eager for a more granular level of control at the pixel-specific level. I was hoping that there are lower level APIs to achieve this & I've looked into the fairly new layerEffect shader API, yet it seems it's incapable of setting the depths of pixels...
0
0
613
Mar ’24
MPSNNGraph: use custom compute/render metal during training?
Hello, I have been following the excellent/informative "Metal for Machine Learning" from WWDC19 to learn how to do on device training (I have a specific use case for this) and it is all working really well using the MPSNNGraph. However, I would like to call my own metal compute/render function/pipeline to transform the inference result before calculating the loss, does anyone know if this possible and what would this look like in code? Please see my current code below, at the comment I need to call an intermediate compute/render function to transform the inference result image before passing to the MPSNNForwardLossNode. let rgbImageNode = MPSNNImageNode(handle: nil) let inferGraph = makeInferenceGraph() let reshape = MPSNNReshapeNode(source: inferGraph.resultImage, resultWidth: 64, resultHeight: 64, resultFeatureChannels: 4) //Need to call render or compute pipeline to post process in the inference result image let rgbLoss = MPSNNForwardLossNode(source:reshape.resultImage, labels:rgbImageNode, lossDescriptor:lossDescriptor) let initGrad = MPSNNInitialGradientNode(source:rgbLoss.resultImage) let gradNodes = initGrad.trainingGraph(withSourceGradient:nil, nodeHandler:nil) guard let trainGraph = MPSNNGraph(device: device, resultImage: gradNodes![0].resultImage, resultImageIsNeeded: true) else{ fatalError("Unable to get training graph.") } Thanks
0
0
662
Mar ’24
Detecting touching a SKSpriteNode within a touchesBegan event?
Detecting touching a SKSpriteNode within a touchesBegan event? My experience to date has focused on using GamepadControllers with Apps, not a touch-activated iOS App. Here are some short code snippets: Note: the error I am trying to correct is noted in the very first snippet = touchesBegan within the comment <== shows "horse" Yes, there is a "horse", but it is no where near the "creditsInfo" SKSpriteNode within my .sksfile. Please note that this "creditsInfo" SKSpriteNode is programmatically generated by my addCreditsButton(..) and will be placed very near the top-left of my GameScene. override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) { if let ourScene = GameScene(fileNamed: "GameScene") { if let touch:UITouch = touches.first { let location = touch.location(in: view) let node:SKNode = ourScene.atPoint(location) print("node.name = \(node.name!)") // <== shows "horse" if (node.name == "creditsInfo") { showCredits() } } } // if let ourScene } // touchesBegan The above touchesBegan function is an extension GameViewController which according to the docs is okay, namely, touchesBegan is a UIView method besides being a UIViewController method. Within my primary showScene() function, I have: if let ourScene = GameScene(fileNamed: "GameScene") { #if os(iOS) addCreditsButton(toScene: ourScene) #endif } with: func addCreditsButton(toScene: SKScene) { if thisSceneName == "GameScene" { itsCreditsNode.name = "creditsInfo" itsCreditsNode.anchorPoint = CGPoint(x: 0.5, y: 0.5) itsCreditsNode.size = CGSize(width: 2*creditsCircleRadius, height: 2*creditsCircleRadius) itsCreditsNode.zPosition = 3 creditsCirclePosY = roomHeight/2 - creditsCircleRadius - creditsCircleOffsetY creditsCirclePosX = -roomWidth/2 + creditsCircleRadius + creditsCircleOffsetX itsCreditsNode.position = CGPoint(x: creditsCirclePosX, y: creditsCirclePosY) toScene.addChild(itsCreditsNode) } // if thisSceneName } // addCreditsButton To finish, I repeat what I stated at the very top: The error I am trying to correct is noted in the very first snippet = touchesBegan within the comment <== shows "horse"
5
0
993
Feb ’24
indoor sky box is displayed large and far in the field of view in visionos?
The indoor sky box is displayed large and far in the field of view in visionos? why? func addSkybox(for destination: Destination) { let subscription = TextureResource.loadAsync(named: destination.imageName).sink( receiveCompletion: { switch $0 { case .finished: break case .failure(let error): assertionFailure("\(error)") } }, receiveValue: { [weak self] texture in guard let self = self else { return } var material = UnlitMaterial() material.color = .init(texture: .init(texture)) self.components.set(ModelComponent( mesh: .generateSphere(radius: 1E3), materials: [material] )) // We flip the sphere inside out so the texture is shown inside. self.scale *= .init(x: -1, y: 1, z: 1) self.transform.translation += SIMD3<Float>(0.0, 1.0, 0.0) // Rotate the sphere to show the best initial view of the space. updateRotation(for: destination) } ) components.set(Entity.SubscriptionComponent(subscription: subscription)) } by https://developer.apple.com/documentation/visionos/destination-video
3
0
578
Feb ’24