Discuss games on Apple platforms.

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Game Center matchmaking fails for all non-default users on Apple TV — no IDS registration for secondary users (FB24156316)
Game Center matchmaking fails for all non-default users on Apple TV — no IDS registration for secondary users (FB24156316) On a multi-user Apple TV (tvOS 26.5, Apple TV 4K 3rd gen), Game Center real-time matchmaking fails for every user except the default user, in every app I've tested — including Apple Arcade titles. Filed as FB24156316 with full logs and sysdiagnose; posting here for visibility and in case anyone has shipped multi-user GC multiplayer on tvOS successfully. My game adopts com.apple.developer.user-management (runs-as-current-user-with-user-independent-keychain). The entitlement itself works: on a secondary user's profile the app runs under that user's persona and GKLocalPlayer authenticates as them — the welcome banner shows the right account. But any GKMatchmakerViewController quickmatch hard-fails within ~9 seconds ("Failed to find players"), and accepting an invite fails with GKError 35 ("not signed in to iCloud") even though Settings shows that user's iCloud as signed in. Unified logs show the root cause. When matchmaking starts, gamed can't provision the player's pseudonym because the current user has no identity-services registration: gamed No URI found on any account -- returning nil gamed Failed to fetch pseudonym for local player. Error: GameDaemonCore.PseudonymManagerError.failedToProvision( internalError: Error Domain=com.apple.ids.IDSPseudonymErrorDomain Code=400 "Invalid URI") For the default user, the identical flow succeeds (identityservicesd … resultCode: 0). Across a full day of log capture — profile adds, a remove/re-add, multiple user switches — identityservicesd never once references the secondary users' accounts: registration for them is never attempted, not attempted-and-failed. Meanwhile gamed advertises the nearby-matchmaking Bonjour service with the default user's identity while the foreground app runs as the secondary user. Reproduction matrix: two apps (my shipping game Extreme Violence and Apple Arcade's Crossy Road Castle, which also runs under the correct persona), both sandbox and production Game Center, two unrelated secondary accounts (both healthy elsewhere). Persists across reboot and profile remove/re-add. Default user unaffected. The documentation says the entitlement is all that's needed ("each person who uses your app will have access to… their own Game Center… you don't have to make any code changes" — WWDC20 session 10645). As far as I can tell that promise is currently unfulfillable for online play: there is no API or Settings path that creates the missing IDS registration. Has anyone seen non-default-user matchmaking work on tvOS, on any version? Is there anything an app can do here, or is this purely an OS-side fix? (Related: thread 782163 — a different tvOS matchmaking failure that DTS confirmed as a bug.)
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[Bug] iPadOS 26: 4-Finger Fast Tap/Swipe Gesture Not Detected (Multitouch Issue)
Hi everyone I'm experiencing an issue with iPadOS 26 regarding multi-touch gesture detection. When performing a quick four-finger gesture (tap and swipe), the system often fails to recognize the input. This especially affects multi-touch gestures, such as rhythm games with difficult levels. Steps to Reproduce: Place four fingers on the screen. Perform a quick tap or a quick horizontal swipe (like the one used to switch apps). Observe whether the gesture is ignored or detected inconsistently. Expected Behavior: 4-finger multitouch gestures should be recognized regardless of gesture speed, just like previous iPadOS versions. Actual Behavior: Gestures fail to be detected when executed quickly—same gestures still work, and miss notes in rhythm games. You can check out my posts on Twitter/x and Facebook: [https://x.com/kokona_fwa/status/1978131164104728949?s=61] Facebook: [https://m.facebook.com/groups/idipad/permalink/24438964899058806/?]
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4.3a Refuses to appeal or seek a solution, and the game production will solve the 4.3a problem for 2 years and be revised for half a year.
Our game was written by Cocos Creator version 3.8.5 ‌TypeScript, which took the team nearly 2 years to complete. At the beginning, my application was not defined as 4.3a. The first four reviews were all normal feedback questions. We revised the questions. After the last review rejected 4.3A, we also suspected that the reasons such as game creativity, game copywriting and game art might be close to other applications. Then our team added functional innovations that other applications in the Apple Store didn't have, and the original art was original. We created new art again because of 4.3a, and also revised many places that may be similar to other developers, including that we removed all SDK modules except Apple Pay and Apple Login, and it also showed that 4.3a refused, and we have revised no less than 20 versions or failed. Our business code except the game engine code is newly developed by us and should not be duplicated with other developers' code. Is it because the JSC file and binary file output by JavaScript code are similar to those of other developers? Can we check our original code? We really want to put it on the Apple Store. We guarantee that the game was originally written. We can provide any proof, including but not limited to (GIT code submission records and codes from the beginning to today, art original proof, proof that the game mode innovation ability is not consistent with other developers' concepts, etc.) Cocos creator Engine Address: https://www.cocos.com/creator-download We have been put on the shelves in app stores such as WeChat applet and Android, and we are deeply loved by users in other channels. Dear audit, can you manually check our game code and look at the game to experience it? I believe that as the greatest technology company in the world, Apple's official staff are very professional, knowledgeable and innovative, so that Apple players can get a unique and high-quality experience. However, this repeated 4.3a refusal makes me very suspicious. So many games that use cocos game engine in the world are on the Apple store, why do we independently write the rest of the code except the game engine? Every time the reason for refusing is this passage, we have revised it for half a year, and no less than 20 game versions have been changed in half a year. Hello, The issues we previously identified still need your attention. If you have any questions, we are here to help. Reply to this message in App Store Connect and let us know. Review Environment Submission ID: 68bd1e18-6eaa-4a19-976e-c7b2e1ff0e44 Review date: June 28, 2025 Version reviewed: 2.3.0 Guideline 4.3(a) - Design - Spam We noticed your app still 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. Next Steps Since we do not accept spam apps on the App Store, we encourage you to review your app concept and submit a unique app with distinct content and functionality. Support Reply to this message in your preferred language if you need assistance. If you need additional support, use the Contact Us module. Consult with fellow developers and Apple engineers on the Apple Developer Forums. Request an App Review Appointment at Meet with Apple to discuss your app's review. Appointments subject to availability during your local business hours on Tuesdays and Thursdays. Provide feedback on this message and your review experience by completing a short survey.
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WatchBlocks v1.5 is now available: a sandbox game built for Apple Watch
Hi everyone! After about 4-5 months of development, I released WatchBlocks v1.5 today. The project started as an experiment to answer a simple question: Could you build a real sandbox survival game that runs well on Apple Watch? It eventually grew into a cross-platform game supporting Apple Watch, iPhone, iPad, and Mac. Some of the technical challenges I enjoyed solving included: Optimizing rendering and gameplay for watchOS. Designing controls around the Digital Crown and the watch display. Building multiplayer across Apple platforms. Creating a content system that lets players make and share their own blocks, items, mobs, and biomes. The new update also transitions the game to a free-to-start model, making it easier for people to try it before deciding whether to unlock the full experience. I’d love to hear from other developers building for watchOS. It’s a platform that doesn’t get much attention for games, but I think there’s a lot of untapped potential. If anyone has questions about developing games for Apple Watch, I’m happy to answer them. App Store: https://apps.apple.com/us/app/watchblocks-craft-build/id6760209351
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-1003 error when reporting or loading achievements in Unity app
Hello, I'm building an unreleased game and testing it on both iOS 26.5.2 and iOS 27.0 Developer Beta, and getting the same error when trying to interact with GameKit. It doesn't seem to matter whether the game is deployed directly through Xcode or Testflight. The local player authenticates properly upon booting the game, but when trying to claim an achievement using the following code: try { var inProgressAchievements = await GKAchievement.LoadAchievements(); var gkAchievement = inProgressAchievements.FirstOrDefault(ach => ach.Identifier == "NEW_CASE"); if (gkAchievement == null) gkAchievement = GKAchievement.Init("NEW_CASE"); gkAchievement.PercentComplete = 100; await GKAchievement.Report(gkAchievement); } catch (GameKitException e) { Debug.LogError($"Failed to report achievement {achievement.IOSAchievementID}, error {e.Code} : {e.Message}"); } I get the following error: [Platform] [21.598] Failed to report achievement NEW_CASE, error -1003 : Code=-1003 Domain=NSURLErrorDomain Description=Aucun serveur ayant le nom d’hôte précisé n’a été détecté. Manavoid.Core.<<UnlockAchievement>gDoAsync|0>d:MoveNext() (at ./Library/PackageCache/com.manavoid.core@824a3b70b55f/Runtime/Platform/IOSSubsystem.cs:69) Apple.GameKit.GKAchievement:OnLoadAchievementsError(Int64, IntPtr) (at ./Library/PackageCache/com.apple.unityplugin.gamekit@1ebe01ff0665/Source/GKAchievement.cs:139) [Platform] [21.59859] Failed to report achievement , error -1003 : Code=-1003 Domain=NSURLErrorDomain Description=Aucun serveur ayant le nom d’hôte précisé n’a été détecté. Manavoid.Core.<<UnlockAchievement>gDoAsync|0>d:MoveNext() (at ./Library/PackageCache/com.manavoid.core@824a3b70b55f/Runtime/Platform/IOSSubsystem.cs:69) Apple.GameKit.GKAchievement:OnLoadAchievementsError(Int64, IntPtr) (at ./Library/PackageCache/com.apple.unityplugin.gamekit@1ebe01ff0665/Source/GKAchievement.cs:139) I currently have 18 achievements set up in Game Center. Some of them are still strictly IDs and have no localization data or artwork yet, if that matters. Opening the Game Center overlay in-game works, but I can't see any achievements listed. I did manage to see them once (with missing localization as expected), but I couldn't reproduce it consistently, most of the time Game Center simply says "0 out of 0 achievements". My Testflight build metadata looks like this: ***.app*** application-identifier: **********.com.***.*** get-task-allow: false beta-reports-active: true com.apple.developer.team-identifier: ********** com.apple.developer.game-center: true Help!
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Jul ’26
Blurry Game Center Achievement Images?
Hey all — I’ve been building out my first set of Game Center Achievements for a game I’m working on, and I’ve run into something odd with the image quality. The specs say to upload icons at 512x512 or 1024x1024@2x. I’ve been uploading 1024x1024 PNGs (without explicitly naming them “@2x” since there’s only one upload slot), assuming that Game Center would just handle the scaling automatically — kind of like how a lot of things are getting more streamlined across platforms lately. But in testing, the icons are showing up a bit blurry, especially in the Game Center interface. It’s not horrible, but it’s definitely softer than I expected — more like low-res than Retina. All my test devices (outside the Simulator) are running iOS 26, so I’m also wondering if this might be a beta-related display bug? Has anyone else run into this? Curious if I’m missing a best practice here, or if I really do need to ensure I’m uploading it with the @2x suffix, or maybe something else entirely? Thanks!
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Jun ’26
Show Forums: I built a 100k+ line game in 2 months with all-AI assets
Hi everyone, I’ve spent the last 2 months pulling off a wild solo experiment: building a complete mobile puzzle game from scratch using Unreal Engine, where over 100k lines of code (C++ & pipelines) and thousands of 3D/UI assets were entirely generated by various AI models. Before anyone rolls their eyes—no, AI didn't replace the game designer here. AI provided the brute-force production muscle, but I gave it its soul. Every single bit of core design—the underlying math models, difficulty pacing, and counter-mechanics for the dynamic gimmick bosses—was designed and balanced by me. The game itself is a tactical, gimmick-boss driven match-3. I got tired of the usual candy-coated reskins and wanted to make something with rigid logic, irregular board topologies, and tight move economies for people who actually like strategic puzzle-solving. I’m currently running a closed beta via TestFlight on iOS to stress-test the build, and I'd love to get some brutal feedback from fellow devs. (Just a heads up: save progress won't carry over to final release). You can grab the build directly here: https://testflight.apple.com/join/VnUWvHFC I’m specifically looking for insights on: Performance & Thermals: How does the UE rendering pipeline handle on your device during heavy chain reactions? Aesthetic Cohesion: Does an all-AI asset pipeline manage to feel like a unified universe, or do you feel that "AI uncanny valley"? Balance: Do the non-Euclidean layouts and boss disruption mechanics feel strategic or just plain frustrating? I'll be hanging out in the comments. Drop any questions you have about prompt-engineering a 100k-line codebase, solo pipeline management, or UE integration. Thanks for testing!
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Jun ’26
Show Forums: I built a 100k+ line Unreal Engine game in 2 months with all-AI assets
Hi everyone, I’ve spent the last 2 months pulling off a wild solo experiment: building a complete mobile puzzle game from scratch using Unreal Engine, where over 100k lines of code (C++ & pipelines) and thousands of 3D/UI assets were entirely generated by various AI models. Before anyone rolls their eyes—no, AI didn't replace the game designer here. AI provided the brute-force production muscle, but I gave it its soul. Every single bit of core design—the underlying math models, difficulty pacing, and counter-mechanics for the dynamic gimmick bosses—was designed and balanced by me. The game itself is a tactical, gimmick-boss driven match-3. I got tired of the usual candy-coated reskins and wanted to make something with rigid logic, irregular board topologies, and tight move economies for people who actually like strategic puzzle-solving. I’m currently running a closed beta via TestFlight on iOS to stress-test the build, and I'd love to get some brutal feedback from fellow devs. (Just a heads up: save progress won't carry over to final release). You can grab the build directly here: https://testflight.apple.com/join/VnUWvHFC I’m specifically looking for insights on: Performance & Thermals: How does the UE rendering pipeline handle on your device during heavy chain reactions? Aesthetic Cohesion: Does an all-AI asset pipeline manage to feel like a unified universe, or do you feel that "AI uncanny valley"? Balance: Do the non-Euclidean layouts and boss disruption mechanics feel strategic or just plain frustrating? I'll be hanging out in the comments. Drop any questions you have about prompt-engineering a 100k-line codebase, solo pipeline management, or UE integration. Thanks for testing!
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Jun ’26
Questions regarding Guidelines 5.1.1, 4.5.3, and 4.5.5 for cross-save and custom backend integration
Hello, I am developing an macOS app and planning to implement a cross-platform save feature. I have two questions regarding the App Store Review Guidelines and Game Center integration. 1. Requiring Game Center exclusively for an optional "Cross-Save" feature (Guideline 5.1.1 & HIG) in macOS To comply with Guideline 5.1.1(v), we do not force users to sign in to Game Center upon app launch. Users can fully access the core features, play locally, and even use standard iCloud sync without any Game Center authentication. However, to use the specific, optional "Cross-Save" feature (which syncs data across different platforms via our proprietary backend), we intend to require Game Center login. Question: Is it acceptable to prompt for and require Game Center authentication only when the user explicitly tries to enable this specific cross-save feature? 2. Associating Game Center IDs with a proprietary backend account (Guidelines 4.5.3 & 4.5.5) To facilitate cross-progression, our backend server plans to authenticate the user using Game Center's identity verification signature via fetchItems(forIdentityVerificationSignature:). Once authenticated, we want to link the user's Game Center ID (specifically, teamPlayerID or gamePlayerID) to our proprietary service account in our own database. Question: Guidelines 4.5.3 and 4.5.5 state that we should not share Player IDs with "any third party." Does storing and linking the Game Center ID to our own backend server account (strictly to manage our game's cross-saves) fall under this "third party" restriction, or is our proprietary backend considered a permitted, first-party use? I want to ensure our implementation fully complies with Apple's privacy and user experience standards. Any insights would be greatly appreciated. Thank you.
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May ’26
App costing money
Apps should all be free then cost money after you play them like fortnite is free but is really popular and make a lot of money so other apps should be like that and have in game purchases to
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Mar ’26
Pls Can You Make a New Game..
Can you Make an GLOBAL IN REAL LIFE SIMULATOR ROLEPLAY.. Try to get 8 Different Developers to Help do it.. (Similar to Sims Play others Kind of that as well.. Gta Greenfiel rp in Roblox Minigame others as well..) Family Life Simulator Make it Realistic as can be.. The Server Could Add Billionaires or More then That on the Server & Add Multiple ppl on there in Online & Offline.. They Could Play it on ALL KINDS OF DEVICES & Android IPad Google Play IOS other Stuff too) Pls Pls Pls Pls.. I will Make a Image of it then I will Show it to you Guys to See what I want to be in the Game thnxs.. they could Have Wifi/Internet Hotspots & Offline..
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Mar ’26
"access_denied" error during Sign in with Apple user migration (TN3159)
Hello, I am currently process of migrating an app from Team A to Team B and attempting to generate transfer identifiers using the migration endpoint: POST https://appleid.apple.com/auth/usermigrationinfo. Content-Type: application/x-www-form-urlencoded However, I am consistently receiving an { "error": "access_denied" } response. [Current Configuration] Team A (Source): Primary App ID: com.example.primary Grouped App IDs: com.example.service (Services ID for Web) com.example.app (App ID for iOS - The one being transferred) All identifiers are under the same App Group. Team B (Destination): New App ID and Key created. [Steps Taken] Created a Client Secret (JWT) using Team A's Key ID and Team ID. The sub (subject) in the JWT is set to the Primary App ID of Team A. Requesting with client_id (Primary App ID), client_secret (JWT), and user_token. [Questions] 1. App Group Impact: Does the fact that the App being transferred is a Grouped App ID (not the Primary) affect the usermigrationinfo request? Should I use the Primary App ID or the specific Grouped App ID as the client_id? 2. Ungrouping Safety: If I need to ungroup the App ID from the Primary App ID to resolve this: Will existing users still be able to sign in without issues? Is there any risk of changing the sub (user identifier) that the app receives from Apple? Will this cause any immediate service interruption for the live app? Any insights on why access_denied occurs in this Primary-Grouped configuration would be greatly appreciated.
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Mar ’26
Possible Bug - Hover Effects/Spatial Event Compatibilty with PSVR2 Controllers?
Hi, I would like clarification on whether the new hover effects feature introduced in vision os 26 supported pinch gestures through the psvr 2 controllers. In your sample application, I found that this was not working. Pulling the trigger on the controller whilst looking at the 3d object did not activate the hover effect spatial event in the sample application. (The object is showing the highlight though), only pinch clicking with my fingers seem to be registering/triggering the spatial event. I am using Vision OS 26.3 This is inconsistent with how the psvr2 controller behaves on swift ui views and ui view elements, where the trigger press does count as a button click. The sample I used was this one: https://developer.apple.com/documentation/compositorservices/rendering_hover_effects_in_metal_immersive_apps
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Mar ’26
Unity iOS Game Name Display Issue
When building a Unity iOS game, the app name displays incorrectly as "BigBall" on the iPhone home screen, despite setting the project name and bundle identifier to "Big Ball" in Unity and Apple Developer account. The correct name, "Big Ball," appears in TestFlight. I tried solutions from ChatGPT and DeepSeek, but none were satisfactory. Please help me.
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Feb ’26
Technical Issue: Internal API Version Mismatch (Iris v1 vs. v2) in App Store Connect Game Center Dashboard
Summary There is a critical synchronization issue within the App Store Connect dashboard affecting the management of Game Center Leaderboards. The web interface attempts to perform administrative tasks (such as listing player entries or moderating scores) by calling deprecated or mismatched API endpoints across different versions of the Iris API (v1 and v2), leading to a complete failure of the management UI. I have tried it with multiple browsers (Safari, Mozilla, Chrome, Opera) with same results. Observed Behavior Management UI Failure: The "Manage Scores and Players" section fails to load, often showing "Blocked" status in the browser's Network tab or remaining stuck on a loading spinner. API Version Conflict: While some parts of the dashboard successfully fetch app data via /iris/v1/, the leaderboard management logic appears to have been partially migrated to /iris/v2/. This results in the UI making calls to /v1/ resources that return 403 FORBIDDEN (GET_COLLECTION not allowed) or calling /v2/ paths that return 404 PATH_ERROR (The resource does not exist). Broken Relationships: Peticions to endpoints like /iris/v1/gameCenterDetails/{id}/gameCenterLeaderboards frequently return 404 errors stating that the relationship does not exist, even when the Leaderboard is "Live" and correctly configured. Moderation Inaccessibility: Attempting to delete or hide a score is impossible because the "Search" functionality fails to return Player IDs. The backend rejects GET requests on moderation endpoints, only allowing PATCH or UPDATE, but without a functioning search UI to retrieve the necessary Player IDs, the management loop is broken. Conclusion The Game Center management dashboard is currently unusable for certain apps due to these internal API inconsistencies. Developers are unable to moderate their leaderboards or remove suspicious scores because the UI cannot resolve the correct API path to fetch player data. Could you fix this as soon as possible, please? Thank you, JM.
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Jan ’26
Question Regarding App Rejection Reason
Hello, I hope you are doing well. I recently submitted my app for review, and it was rejected. However, I am still unsure about the exact reason for this decision. I carefully reviewed the feedback provided, but some points remain unclear to me. Could you please clarify which specific guidelines were not met, or which parts of the app need to be changed or improved? My goal is to fully understand the issue so I can fix it properly and ensure that the app complies with all App Store Review Guidelines in the future. Thank you in advance for your time and support.
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Jan ’26
Looking for some clarification
Was wondering if anyone from Apple could provide some clarification, The gaming studio "Epic Games" Is wondering if they could distribute the award winning game "Fortnite" back on MacOS without any retaliations. I know Fortnite being back on MacOS would benefit thousands of MacOS Devs. Hoping to get a clarification so Epic could start on bringing Fortnite back.
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Dec ’25
TestFlight shows “could not install”.
Hello, My app (App ID: 1616628950) is already published on the App Store, but recently we’ve been unable to install the TestFlight build for testing. The TestFlight build shows the green “Testing” status, but whenever we try to install it, we get this message: “Could not install / The requested application is not available or does not exist.” The TestFlight version is the same as the one currently live on the App Store, and the App Store version installs without any issue. I wanted to share this here in case someone from the team could check whether the TestFlight build might be stuck or misconfigured on the backend. Thank you very much for your time and help!
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Dec ’25
Game Center matchmaking fails for all non-default users on Apple TV — no IDS registration for secondary users (FB24156316)
Game Center matchmaking fails for all non-default users on Apple TV — no IDS registration for secondary users (FB24156316) On a multi-user Apple TV (tvOS 26.5, Apple TV 4K 3rd gen), Game Center real-time matchmaking fails for every user except the default user, in every app I've tested — including Apple Arcade titles. Filed as FB24156316 with full logs and sysdiagnose; posting here for visibility and in case anyone has shipped multi-user GC multiplayer on tvOS successfully. My game adopts com.apple.developer.user-management (runs-as-current-user-with-user-independent-keychain). The entitlement itself works: on a secondary user's profile the app runs under that user's persona and GKLocalPlayer authenticates as them — the welcome banner shows the right account. But any GKMatchmakerViewController quickmatch hard-fails within ~9 seconds ("Failed to find players"), and accepting an invite fails with GKError 35 ("not signed in to iCloud") even though Settings shows that user's iCloud as signed in. Unified logs show the root cause. When matchmaking starts, gamed can't provision the player's pseudonym because the current user has no identity-services registration: gamed No URI found on any account -- returning nil gamed Failed to fetch pseudonym for local player. Error: GameDaemonCore.PseudonymManagerError.failedToProvision( internalError: Error Domain=com.apple.ids.IDSPseudonymErrorDomain Code=400 "Invalid URI") For the default user, the identical flow succeeds (identityservicesd … resultCode: 0). Across a full day of log capture — profile adds, a remove/re-add, multiple user switches — identityservicesd never once references the secondary users' accounts: registration for them is never attempted, not attempted-and-failed. Meanwhile gamed advertises the nearby-matchmaking Bonjour service with the default user's identity while the foreground app runs as the secondary user. Reproduction matrix: two apps (my shipping game Extreme Violence and Apple Arcade's Crossy Road Castle, which also runs under the correct persona), both sandbox and production Game Center, two unrelated secondary accounts (both healthy elsewhere). Persists across reboot and profile remove/re-add. Default user unaffected. The documentation says the entitlement is all that's needed ("each person who uses your app will have access to… their own Game Center… you don't have to make any code changes" — WWDC20 session 10645). As far as I can tell that promise is currently unfulfillable for online play: there is no API or Settings path that creates the missing IDS registration. Has anyone seen non-default-user matchmaking work on tvOS, on any version? Is there anything an app can do here, or is this purely an OS-side fix? (Related: thread 782163 — a different tvOS matchmaking failure that DTS confirmed as a bug.)
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[Bug] iPadOS 26: 4-Finger Fast Tap/Swipe Gesture Not Detected (Multitouch Issue)
Hi everyone I'm experiencing an issue with iPadOS 26 regarding multi-touch gesture detection. When performing a quick four-finger gesture (tap and swipe), the system often fails to recognize the input. This especially affects multi-touch gestures, such as rhythm games with difficult levels. Steps to Reproduce: Place four fingers on the screen. Perform a quick tap or a quick horizontal swipe (like the one used to switch apps). Observe whether the gesture is ignored or detected inconsistently. Expected Behavior: 4-finger multitouch gestures should be recognized regardless of gesture speed, just like previous iPadOS versions. Actual Behavior: Gestures fail to be detected when executed quickly—same gestures still work, and miss notes in rhythm games. You can check out my posts on Twitter/x and Facebook: [https://x.com/kokona_fwa/status/1978131164104728949?s=61] Facebook: [https://m.facebook.com/groups/idipad/permalink/24438964899058806/?]
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4.3a Refuses to appeal or seek a solution, and the game production will solve the 4.3a problem for 2 years and be revised for half a year.
Our game was written by Cocos Creator version 3.8.5 ‌TypeScript, which took the team nearly 2 years to complete. At the beginning, my application was not defined as 4.3a. The first four reviews were all normal feedback questions. We revised the questions. After the last review rejected 4.3A, we also suspected that the reasons such as game creativity, game copywriting and game art might be close to other applications. Then our team added functional innovations that other applications in the Apple Store didn't have, and the original art was original. We created new art again because of 4.3a, and also revised many places that may be similar to other developers, including that we removed all SDK modules except Apple Pay and Apple Login, and it also showed that 4.3a refused, and we have revised no less than 20 versions or failed. Our business code except the game engine code is newly developed by us and should not be duplicated with other developers' code. Is it because the JSC file and binary file output by JavaScript code are similar to those of other developers? Can we check our original code? We really want to put it on the Apple Store. We guarantee that the game was originally written. We can provide any proof, including but not limited to (GIT code submission records and codes from the beginning to today, art original proof, proof that the game mode innovation ability is not consistent with other developers' concepts, etc.) Cocos creator Engine Address: https://www.cocos.com/creator-download We have been put on the shelves in app stores such as WeChat applet and Android, and we are deeply loved by users in other channels. Dear audit, can you manually check our game code and look at the game to experience it? I believe that as the greatest technology company in the world, Apple's official staff are very professional, knowledgeable and innovative, so that Apple players can get a unique and high-quality experience. However, this repeated 4.3a refusal makes me very suspicious. So many games that use cocos game engine in the world are on the Apple store, why do we independently write the rest of the code except the game engine? Every time the reason for refusing is this passage, we have revised it for half a year, and no less than 20 game versions have been changed in half a year. Hello, The issues we previously identified still need your attention. If you have any questions, we are here to help. Reply to this message in App Store Connect and let us know. Review Environment Submission ID: 68bd1e18-6eaa-4a19-976e-c7b2e1ff0e44 Review date: June 28, 2025 Version reviewed: 2.3.0 Guideline 4.3(a) - Design - Spam We noticed your app still 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. Next Steps Since we do not accept spam apps on the App Store, we encourage you to review your app concept and submit a unique app with distinct content and functionality. Support Reply to this message in your preferred language if you need assistance. If you need additional support, use the Contact Us module. Consult with fellow developers and Apple engineers on the Apple Developer Forums. Request an App Review Appointment at Meet with Apple to discuss your app's review. Appointments subject to availability during your local business hours on Tuesdays and Thursdays. Provide feedback on this message and your review experience by completing a short survey.
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1w
WatchBlocks v1.5 is now available: a sandbox game built for Apple Watch
Hi everyone! After about 4-5 months of development, I released WatchBlocks v1.5 today. The project started as an experiment to answer a simple question: Could you build a real sandbox survival game that runs well on Apple Watch? It eventually grew into a cross-platform game supporting Apple Watch, iPhone, iPad, and Mac. Some of the technical challenges I enjoyed solving included: Optimizing rendering and gameplay for watchOS. Designing controls around the Digital Crown and the watch display. Building multiplayer across Apple platforms. Creating a content system that lets players make and share their own blocks, items, mobs, and biomes. The new update also transitions the game to a free-to-start model, making it easier for people to try it before deciding whether to unlock the full experience. I’d love to hear from other developers building for watchOS. It’s a platform that doesn’t get much attention for games, but I think there’s a lot of untapped potential. If anyone has questions about developing games for Apple Watch, I’m happy to answer them. App Store: https://apps.apple.com/us/app/watchblocks-craft-build/id6760209351
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649
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2w
-1003 error when reporting or loading achievements in Unity app
Hello, I'm building an unreleased game and testing it on both iOS 26.5.2 and iOS 27.0 Developer Beta, and getting the same error when trying to interact with GameKit. It doesn't seem to matter whether the game is deployed directly through Xcode or Testflight. The local player authenticates properly upon booting the game, but when trying to claim an achievement using the following code: try { var inProgressAchievements = await GKAchievement.LoadAchievements(); var gkAchievement = inProgressAchievements.FirstOrDefault(ach => ach.Identifier == "NEW_CASE"); if (gkAchievement == null) gkAchievement = GKAchievement.Init("NEW_CASE"); gkAchievement.PercentComplete = 100; await GKAchievement.Report(gkAchievement); } catch (GameKitException e) { Debug.LogError($"Failed to report achievement {achievement.IOSAchievementID}, error {e.Code} : {e.Message}"); } I get the following error: [Platform] [21.598] Failed to report achievement NEW_CASE, error -1003 : Code=-1003 Domain=NSURLErrorDomain Description=Aucun serveur ayant le nom d’hôte précisé n’a été détecté. Manavoid.Core.<<UnlockAchievement>gDoAsync|0>d:MoveNext() (at ./Library/PackageCache/com.manavoid.core@824a3b70b55f/Runtime/Platform/IOSSubsystem.cs:69) Apple.GameKit.GKAchievement:OnLoadAchievementsError(Int64, IntPtr) (at ./Library/PackageCache/com.apple.unityplugin.gamekit@1ebe01ff0665/Source/GKAchievement.cs:139) [Platform] [21.59859] Failed to report achievement , error -1003 : Code=-1003 Domain=NSURLErrorDomain Description=Aucun serveur ayant le nom d’hôte précisé n’a été détecté. Manavoid.Core.<<UnlockAchievement>gDoAsync|0>d:MoveNext() (at ./Library/PackageCache/com.manavoid.core@824a3b70b55f/Runtime/Platform/IOSSubsystem.cs:69) Apple.GameKit.GKAchievement:OnLoadAchievementsError(Int64, IntPtr) (at ./Library/PackageCache/com.apple.unityplugin.gamekit@1ebe01ff0665/Source/GKAchievement.cs:139) I currently have 18 achievements set up in Game Center. Some of them are still strictly IDs and have no localization data or artwork yet, if that matters. Opening the Game Center overlay in-game works, but I can't see any achievements listed. I did manage to see them once (with missing localization as expected), but I couldn't reproduce it consistently, most of the time Game Center simply says "0 out of 0 achievements". My Testflight build metadata looks like this: ***.app*** application-identifier: **********.com.***.*** get-task-allow: false beta-reports-active: true com.apple.developer.team-identifier: ********** com.apple.developer.game-center: true Help!
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505
Activity
Jul ’26
Blurry Game Center Achievement Images?
Hey all — I’ve been building out my first set of Game Center Achievements for a game I’m working on, and I’ve run into something odd with the image quality. The specs say to upload icons at 512x512 or 1024x1024@2x. I’ve been uploading 1024x1024 PNGs (without explicitly naming them “@2x” since there’s only one upload slot), assuming that Game Center would just handle the scaling automatically — kind of like how a lot of things are getting more streamlined across platforms lately. But in testing, the icons are showing up a bit blurry, especially in the Game Center interface. It’s not horrible, but it’s definitely softer than I expected — more like low-res than Retina. All my test devices (outside the Simulator) are running iOS 26, so I’m also wondering if this might be a beta-related display bug? Has anyone else run into this? Curious if I’m missing a best practice here, or if I really do need to ensure I’m uploading it with the @2x suffix, or maybe something else entirely? Thanks!
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3
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1.6k
Activity
Jun ’26
Show Forums: I built a 100k+ line game in 2 months with all-AI assets
Hi everyone, I’ve spent the last 2 months pulling off a wild solo experiment: building a complete mobile puzzle game from scratch using Unreal Engine, where over 100k lines of code (C++ & pipelines) and thousands of 3D/UI assets were entirely generated by various AI models. Before anyone rolls their eyes—no, AI didn't replace the game designer here. AI provided the brute-force production muscle, but I gave it its soul. Every single bit of core design—the underlying math models, difficulty pacing, and counter-mechanics for the dynamic gimmick bosses—was designed and balanced by me. The game itself is a tactical, gimmick-boss driven match-3. I got tired of the usual candy-coated reskins and wanted to make something with rigid logic, irregular board topologies, and tight move economies for people who actually like strategic puzzle-solving. I’m currently running a closed beta via TestFlight on iOS to stress-test the build, and I'd love to get some brutal feedback from fellow devs. (Just a heads up: save progress won't carry over to final release). You can grab the build directly here: https://testflight.apple.com/join/VnUWvHFC I’m specifically looking for insights on: Performance & Thermals: How does the UE rendering pipeline handle on your device during heavy chain reactions? Aesthetic Cohesion: Does an all-AI asset pipeline manage to feel like a unified universe, or do you feel that "AI uncanny valley"? Balance: Do the non-Euclidean layouts and boss disruption mechanics feel strategic or just plain frustrating? I'll be hanging out in the comments. Drop any questions you have about prompt-engineering a 100k-line codebase, solo pipeline management, or UE integration. Thanks for testing!
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671
Activity
Jun ’26
Show Forums: I built a 100k+ line Unreal Engine game in 2 months with all-AI assets
Hi everyone, I’ve spent the last 2 months pulling off a wild solo experiment: building a complete mobile puzzle game from scratch using Unreal Engine, where over 100k lines of code (C++ & pipelines) and thousands of 3D/UI assets were entirely generated by various AI models. Before anyone rolls their eyes—no, AI didn't replace the game designer here. AI provided the brute-force production muscle, but I gave it its soul. Every single bit of core design—the underlying math models, difficulty pacing, and counter-mechanics for the dynamic gimmick bosses—was designed and balanced by me. The game itself is a tactical, gimmick-boss driven match-3. I got tired of the usual candy-coated reskins and wanted to make something with rigid logic, irregular board topologies, and tight move economies for people who actually like strategic puzzle-solving. I’m currently running a closed beta via TestFlight on iOS to stress-test the build, and I'd love to get some brutal feedback from fellow devs. (Just a heads up: save progress won't carry over to final release). You can grab the build directly here: https://testflight.apple.com/join/VnUWvHFC I’m specifically looking for insights on: Performance & Thermals: How does the UE rendering pipeline handle on your device during heavy chain reactions? Aesthetic Cohesion: Does an all-AI asset pipeline manage to feel like a unified universe, or do you feel that "AI uncanny valley"? Balance: Do the non-Euclidean layouts and boss disruption mechanics feel strategic or just plain frustrating? I'll be hanging out in the comments. Drop any questions you have about prompt-engineering a 100k-line codebase, solo pipeline management, or UE integration. Thanks for testing!
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539
Activity
Jun ’26
Questions regarding Guidelines 5.1.1, 4.5.3, and 4.5.5 for cross-save and custom backend integration
Hello, I am developing an macOS app and planning to implement a cross-platform save feature. I have two questions regarding the App Store Review Guidelines and Game Center integration. 1. Requiring Game Center exclusively for an optional "Cross-Save" feature (Guideline 5.1.1 & HIG) in macOS To comply with Guideline 5.1.1(v), we do not force users to sign in to Game Center upon app launch. Users can fully access the core features, play locally, and even use standard iCloud sync without any Game Center authentication. However, to use the specific, optional "Cross-Save" feature (which syncs data across different platforms via our proprietary backend), we intend to require Game Center login. Question: Is it acceptable to prompt for and require Game Center authentication only when the user explicitly tries to enable this specific cross-save feature? 2. Associating Game Center IDs with a proprietary backend account (Guidelines 4.5.3 & 4.5.5) To facilitate cross-progression, our backend server plans to authenticate the user using Game Center's identity verification signature via fetchItems(forIdentityVerificationSignature:). Once authenticated, we want to link the user's Game Center ID (specifically, teamPlayerID or gamePlayerID) to our proprietary service account in our own database. Question: Guidelines 4.5.3 and 4.5.5 state that we should not share Player IDs with "any third party." Does storing and linking the Game Center ID to our own backend server account (strictly to manage our game's cross-saves) fall under this "third party" restriction, or is our proprietary backend considered a permitted, first-party use? I want to ensure our implementation fully complies with Apple's privacy and user experience standards. Any insights would be greatly appreciated. Thank you.
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1
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395
Activity
May ’26
No response and stuck in waiting for review
Mar, 1 at 9:51 PM iOS 1.0 stuck on review
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246
Activity
Apr ’26
App costing money
Apps should all be free then cost money after you play them like fortnite is free but is really popular and make a lot of money so other apps should be like that and have in game purchases to
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389
Activity
Mar ’26
Pls Can You Make a New Game..
Can you Make an GLOBAL IN REAL LIFE SIMULATOR ROLEPLAY.. Try to get 8 Different Developers to Help do it.. (Similar to Sims Play others Kind of that as well.. Gta Greenfiel rp in Roblox Minigame others as well..) Family Life Simulator Make it Realistic as can be.. The Server Could Add Billionaires or More then That on the Server & Add Multiple ppl on there in Online & Offline.. They Could Play it on ALL KINDS OF DEVICES & Android IPad Google Play IOS other Stuff too) Pls Pls Pls Pls.. I will Make a Image of it then I will Show it to you Guys to See what I want to be in the Game thnxs.. they could Have Wifi/Internet Hotspots & Offline..
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1.2k
Activity
Mar ’26
"access_denied" error during Sign in with Apple user migration (TN3159)
Hello, I am currently process of migrating an app from Team A to Team B and attempting to generate transfer identifiers using the migration endpoint: POST https://appleid.apple.com/auth/usermigrationinfo. Content-Type: application/x-www-form-urlencoded However, I am consistently receiving an { "error": "access_denied" } response. [Current Configuration] Team A (Source): Primary App ID: com.example.primary Grouped App IDs: com.example.service (Services ID for Web) com.example.app (App ID for iOS - The one being transferred) All identifiers are under the same App Group. Team B (Destination): New App ID and Key created. [Steps Taken] Created a Client Secret (JWT) using Team A's Key ID and Team ID. The sub (subject) in the JWT is set to the Primary App ID of Team A. Requesting with client_id (Primary App ID), client_secret (JWT), and user_token. [Questions] 1. App Group Impact: Does the fact that the App being transferred is a Grouped App ID (not the Primary) affect the usermigrationinfo request? Should I use the Primary App ID or the specific Grouped App ID as the client_id? 2. Ungrouping Safety: If I need to ungroup the App ID from the Primary App ID to resolve this: Will existing users still be able to sign in without issues? Is there any risk of changing the sub (user identifier) that the app receives from Apple? Will this cause any immediate service interruption for the live app? Any insights on why access_denied occurs in this Primary-Grouped configuration would be greatly appreciated.
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1
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368
Activity
Mar ’26
Possible Bug - Hover Effects/Spatial Event Compatibilty with PSVR2 Controllers?
Hi, I would like clarification on whether the new hover effects feature introduced in vision os 26 supported pinch gestures through the psvr 2 controllers. In your sample application, I found that this was not working. Pulling the trigger on the controller whilst looking at the 3d object did not activate the hover effect spatial event in the sample application. (The object is showing the highlight though), only pinch clicking with my fingers seem to be registering/triggering the spatial event. I am using Vision OS 26.3 This is inconsistent with how the psvr2 controller behaves on swift ui views and ui view elements, where the trigger press does count as a button click. The sample I used was this one: https://developer.apple.com/documentation/compositorservices/rendering_hover_effects_in_metal_immersive_apps
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2
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1.3k
Activity
Mar ’26
The application review process takes too long.
My application has been pending review for almost two months and is stuck in the "waiting for review" stage. Could you please check it for me?
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2
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2
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415
Activity
Feb ’26
Unity iOS Game Name Display Issue
When building a Unity iOS game, the app name displays incorrectly as "BigBall" on the iPhone home screen, despite setting the project name and bundle identifier to "Big Ball" in Unity and Apple Developer account. The correct name, "Big Ball," appears in TestFlight. I tried solutions from ChatGPT and DeepSeek, but none were satisfactory. Please help me.
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479
Activity
Feb ’26
Technical Issue: Internal API Version Mismatch (Iris v1 vs. v2) in App Store Connect Game Center Dashboard
Summary There is a critical synchronization issue within the App Store Connect dashboard affecting the management of Game Center Leaderboards. The web interface attempts to perform administrative tasks (such as listing player entries or moderating scores) by calling deprecated or mismatched API endpoints across different versions of the Iris API (v1 and v2), leading to a complete failure of the management UI. I have tried it with multiple browsers (Safari, Mozilla, Chrome, Opera) with same results. Observed Behavior Management UI Failure: The "Manage Scores and Players" section fails to load, often showing "Blocked" status in the browser's Network tab or remaining stuck on a loading spinner. API Version Conflict: While some parts of the dashboard successfully fetch app data via /iris/v1/, the leaderboard management logic appears to have been partially migrated to /iris/v2/. This results in the UI making calls to /v1/ resources that return 403 FORBIDDEN (GET_COLLECTION not allowed) or calling /v2/ paths that return 404 PATH_ERROR (The resource does not exist). Broken Relationships: Peticions to endpoints like /iris/v1/gameCenterDetails/{id}/gameCenterLeaderboards frequently return 404 errors stating that the relationship does not exist, even when the Leaderboard is "Live" and correctly configured. Moderation Inaccessibility: Attempting to delete or hide a score is impossible because the "Search" functionality fails to return Player IDs. The backend rejects GET requests on moderation endpoints, only allowing PATCH or UPDATE, but without a functioning search UI to retrieve the necessary Player IDs, the management loop is broken. Conclusion The Game Center management dashboard is currently unusable for certain apps due to these internal API inconsistencies. Developers are unable to moderate their leaderboards or remove suspicious scores because the UI cannot resolve the correct API path to fetch player data. Could you fix this as soon as possible, please? Thank you, JM.
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217
Activity
Jan ’26
Question Regarding App Rejection Reason
Hello, I hope you are doing well. I recently submitted my app for review, and it was rejected. However, I am still unsure about the exact reason for this decision. I carefully reviewed the feedback provided, but some points remain unclear to me. Could you please clarify which specific guidelines were not met, or which parts of the app need to be changed or improved? My goal is to fully understand the issue so I can fix it properly and ensure that the app complies with all App Store Review Guidelines in the future. Thank you in advance for your time and support.
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2
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747
Activity
Jan ’26
Looking for some clarification
Was wondering if anyone from Apple could provide some clarification, The gaming studio "Epic Games" Is wondering if they could distribute the award winning game "Fortnite" back on MacOS without any retaliations. I know Fortnite being back on MacOS would benefit thousands of MacOS Devs. Hoping to get a clarification so Epic could start on bringing Fortnite back.
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2
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1.1k
Activity
Dec ’25
TestFlight shows “could not install”.
Hello, My app (App ID: 1616628950) is already published on the App Store, but recently we’ve been unable to install the TestFlight build for testing. The TestFlight build shows the green “Testing” status, but whenever we try to install it, we get this message: “Could not install / The requested application is not available or does not exist.” The TestFlight version is the same as the one currently live on the App Store, and the App Store version installs without any issue. I wanted to share this here in case someone from the team could check whether the TestFlight build might be stuck or misconfigured on the backend. Thank you very much for your time and help!
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373
Activity
Dec ’25