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The App Store purchase button disappears when another window approaches
Since macOS 15.3.2, we have observed that when another window is moved near the App Store's install button, the button disappears. We have attached a related video in the Feedback submission here https://feedbackassistant.apple.com/feedback/20444423 Our application overlays a transparent, watermark-window on top of the system window, which causes the install button in the App Store to be hidden when a user attempts to install an application.Could you advise on how to avoid this issue?
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243
Nov ’25
Core Image recipe for QR code icon image
Create the QRCode CIFilter<CIBlendWithMask> *f = CIFilter.QRCodeGenerator; f.message = [@"Message" dataUsingEncoding:NSASCIIStringEncoding]; f.correctionLevel = @"Q"; // increase level CIImage *qrcode = f.outputImage; Overlay the icon CIImage *icon = [CIImage imageWithURL:url]; CGAffineTransform *t = CGAffineTransformMakeTranslation( (qrcode.extent.width-icon.extent.width)/2.0, (qrcode.extent.height-icon.extent.height)/2.0); icon = [icon imageByApplyingTransform:t]; qrcode = [icon imageByCompositingOver:qrcode]; Round off the corners static dispatch_once_t onceToken; static CIWarpKernel *k; dispatch_once(&onceToken, ^ { k = [CIWarpKernel kernelWithFunctionName:name fromMetalLibraryData:metalLibData() error:nil]; }); CGRect iExtent = image.extent; qrcode = [k applyWithExtent:qrcode.extent roiCallback:^CGRect(int i, CGRect r) { return CGRectInset(r, -radius, -radius); } inputImage:qrcode arguments:@[[CIVector vectorWithCGRect:qrcode.extent], @(radius)]]; …and this code for the kernel should go in a separate .ci.metal source file: float2 bend_corners (float4 extent, float s, destination dest) { float2 p, dc = dest.coord(); float ratio = 1.0; // Round lower left corner p = float2(extent.x+s,extent.y+s); if (dc.x < p.x && dc.y < p.y) { float2 d = abs(dc - p); ratio = min(d.x,d.y)/max(d.x,d.y); ratio = sqrt(1.0 + ratio*ratio); return (dc - p)*ratio + p; } // Round lower right corner p = float2(extent.x+extent.z-s, extent.y+s); if (dc.x > p.x && dc.y < p.y) { float2 d = abs(dc - p); ratio = min(d.x,d.y)/max(d.x,d.y); ratio = sqrt(1.0 + ratio*ratio); return (dc - p)*ratio + p; } // Round upper left corner p = float2(extent.x+s,extent.y+extent.w-s); if (dc.x < p.x && dc.y > p.y) { float2 d = abs(dc - p); ratio = min(d.x,d.y)/max(d.x,d.y); ratio = sqrt(1.0 + ratio*ratio); return (dc - p)*ratio + p; } // Round upper right corner p = float2(extent.x+extent.z-s, extent.y+extent.w-s); if (dc.x > p.x && dc.y > p.y) { float2 d = abs(dc - p); ratio = min(d.x,d.y)/max(d.x,d.y); ratio = sqrt(1.0 + ratio*ratio); return (dc - p)*ratio + p; } return dc; }
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142
Mar ’25
How to apply the same SystemImage to both mainEmitter and spawnedEmitter without clipping in ParticleEmitterComponent?
Hi everyone, I’m currently learning about ParticleEmitterComponentParticleEmitterComponent and exploring the sample app provided in the Simulating particles in your visionOS app documentation. In the sample app, when I set the EmitterPreset to fireworks from the settings panel on the left side of the window and choose SystemImage, I noticed two issues: The image applied to mainEmitter appears clipped or cropped. The image on spawnedEmitter does not update to the selected SystemImage. What I want to achieve: Apply the same SystemImage to both mainEmittermainEmitter and spawnedEmitterspawnedEmitter so that it displays correctly without clipping. Remove the animation that changes the size of spawnedEmitterspawnedEmitter over time and keep it at a constant size. Could someone explain which properties should be adjusted to achieve this behavior? Any guidance or examples would be greatly appreciated. Thanks in advance!
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485
Sep ’25
Cannot load .mtlpackage to MTLLibrary
After watching WWDC 2025 session "Combine Metal 4 machine learning and graphics", I have decided to give it a shot to integrate the latest MTL4MachineLearningCommandEncoder to my existing render pipeline. After a lot of trial and errors, I managed to set up the pipeline and have the app compiled. However, I am now stuck on creating a MTLLibrary with .mtlpackage. Here is the code I have to create a MTLLibrary according the WWDC session https://developer.apple.com/videos/play/wwdc2025/262/?time=550: let coreMLFilePath = bundle.path(forResource: "my_model", ofType: "mtlpackage")! let coreMLURL = URL(string: coreMLFilePath)! do { metalDevice.makeLibrary(URL: coreMLURL) } catch { print("error: \(error)") } With the above code, I am getting error: Error Domain=MTLLibraryErrorDomain Code=1 "Invalid metal package" UserInfo={NSLocalizedDescription=Invalid metal package} What is the correct way to create a MTLLibrary with .mtlpackage? Do I see this error because the .mtlpackage I am using is incorrect? How should I go with debugging this? I'd really appreciate if I could get some help on this as I have been stuck with it for some time now. Thanks in advance!
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252
Nov ’25
Swift game sometimes runs on efficiency cores then snaps back to performance cores
I've been working on Swift game which is not yet launched or available for preview. The game works in such a way that it has idle CPU while the user is thinking and sustained max CPU and GPU on as many cores as possible when he makes a move. Rarely, due to OS activity or something else outside of my control (for example when dropping the OS curtain even if for just a bit then remove it), the game or some of its threads are moved to efficiency cores which results in major stuttering which persists precisely until the game is idle again at which point the game is moved back on performance cores - but if the player keeps making moves the stuttering simply won't go away and so I guess compuptation is locked onto efficiency cores. The issue does not reproduce on MacCatalyst on Intel. How do I tell Swift to avoid efficiency cores? BTW Swift and SceneKIT have AMAZING performance especially when compared to others.
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Mar ’25
How can I uninstall game-porting-toolkit completely
So, I'm done with GPTK and decided to delete it. The only thing I installed was brew -v install apple/apple/game-porting-toolkit and the external libraries from the ditto command. Now, I tried to remove it, but even after brew remove game-porting-toolkit brew autoremove all of the dependencies installed with brew are still there. The most obvious was game-porting-toolkit-compiler, but even after removing this there are so many libraries that are now orphaned and it's just impossible to manually identify those. Is there a way or is the easiest way to simply uninstall Homebrew completely and reinstall it again?
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280
May ’25
请问Game Center的数据保存逻辑
我们想在游戏类 App 内接入 Game Center。用户可以在游戏内创建多个角色,若用户在游戏内创建了2个角色:角色1、角色2,请问: 当用户将角色1与 Game Center 绑定后,数据将上报至 Game Center。此时玩家想要将角色1与 Game Center 解除绑定,解绑后,再将角色2与 Game Center 绑定。那么这时角色1的数据是留存在 Game Center 中,还是将被移除?
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343
Oct ’25
Game Center Sandbox: Achievements not unlocking in development build?
Hello Everyone I am new here, I am testing game center integration and using a development build of my IOS game. I have set up a couple of achievements in app store connect, but when I trigger them in the game then they do not unlock or show up. Okay so i am signed into the game center with a sandbox account on a test advice. Is there anything else I need to configure, or do achievements usually only work after the game is released?. I will appreciate any guidance… Thanks in Advance!!!
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232
May ’25
Threadgroup configuration for tile shading
Hello! I have a question about how thread groups work with tile shading. When running "traditional" compute, I get to choose both thread group size and the grid size. However, when using tile shading kernel I only have dispatchThreadsPerTile method - this controls how many threads will be ran in each tile. So far so good, but what about thread groups? The examples in video "Tile Shading on A11" seem to suggest that there will be only one thread group per tile. In the video, [[thread_index_in_threadgroup]] is called "local_id" and it is used to access the image block. I assume this is the default configuration. So when one does the following: Creates MTLRenderPassDescriptor with tileWidth set to W and tileHeight set to H Fires up the tile shading kernel using dispatchThreadsPerTile with MTLSize size = { W, H, 1 } I understand that the result is 1-to-1 mapping between the tile "pixels" and kernel threads. Now, what I would like to do is to have more than one thread group there. I want this for performance reasons: I have a certain compute kernel which I know executes very well with small thread group size. In fact, { 32, 1, 1 } seems to be the fastest. My understanding is that even if I set tile size to 16x16, and so I am executing 256 threads there, there will only be one SIMD group active in a thread group. Meaning that this SIMD group has to execute 8 times over the tile. Is it possible somehow? Or perhaps the limitations of the API are pointing at the limitations of hardware itself, and if I want to execute with SIMD group sized thread groups I have to use "traditional" compute encoder? Will be grateful for help. Michał
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Mar ’25
vsync, drawable present, instrument gui
hi When analyzing our game using Instruments, I've always been confused about the two items "Drawable Present" and "Drawable Presented" in the GPU column. The timing of Drawable Present seems to be when the CPU layer calls commandbuffer:present, rather than when the actual encoding is completed on the GPU. Also, what does drawable presented specifically mean? In our case, when a CPU stall occurs, it appears that the vsync interval changes in the next frame, and a surface that has already been calculated is not displayed. Why is this happening?
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168
May ’25
Achievement Banners Not always Showing
When running on my iPhone SE3 under IOS 18.4.1, achievement banners show as expected. The same code running on my iPad Air2 under IOS 15.8.4, achievement banners do not show, but they are accepted (as shown in the GameCenterViewController). The banners also don't show when running the simulator under iPhone 16 Pro Max under IOS 18.2 or simulator under iPhone SE3 under IOS 18.3. I haven't tried others. [Note that I clear the achievements each run during test so that I can duplicate this]
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129
May ’25
Can I use metal shader if I use RealityKit to build a VisionOS app?
I asked AI to build a realistic ocean shader for a VisionOS project using RealityKit. It gave a bunch instructions and asked me to connect large amount of nodes for the ShaderGraph in the Reality Composer Pro. I am just wondering if AI can help to generate the Metal shader code directly, or build the ShaderGraph nodes for me automatically.
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GPTK 3 and D3DMetal issue with Modern Pipeline Creation
Death Stranding 2: On the Beach (v1.0.48.0, Steam) crashes during rendering initialization when running through CrossOver 26 with D3DMetal 3.0 on an Apple M2 Max Mac Studio running macOS Sequoia. The game successfully initializes Streamline, NVAPI, DLSS (Result::eOk), DLSSG (Result::eOk), Reflex, and XeSS — all subsystems report success. The crash occurs immediately after, during rendering pipeline creation, before the game reaches NXStorage initialization or window creation. Minidump analysis confirms the crash is an access violation (0xc0000005) at DS2.exe+0x67233d, writing to address 0x0. RAX=0x0 (null pointer being dereferenced), R12=0xFFFFFFFFFFFFFFFF (error/invalid handle return). The game appears to call a D3D12 API — likely CheckFeatureSupport or a pipeline state creation function — that D3DMetal acknowledges as supported but returns null or invalid data for. The game trusts the response and dereferences the null pointer. Two other Nixxes titles using the same engine and D3DMetal setup run without issue: Spider-Man 2 (~50 FPS) and Horizon Zero Dawn Remastered (~34 FPS). DS2 uses newer technology versions (DLSS 4, FSR 4, XeSS 2) and a newer DirectX 12 Agility SDK, which likely queries D3D12 features that D3DMetal does not yet fully implement. The crash also reproduces when D3DMetal reports as AMD vendor (1002) instead of NVIDIA (10de), crashing at the same executable offset, confirming it is a D3D12 feature reporting gap in D3DMetal rather than a vendor-specific issue. How To Reproduce Install Crossover 26+ on MacOS 26.4 Install Steam and download Death Stranding 2 Run Death Stranding 2 and check logs after crash in Documents\DEATH STRANDING 2 ON THE BEACH Feedback Requests FB22285513 — Game Porting Toolkit 3 issue with Modern Pipeline Creation
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SpriteKit framerate drop on iOS 26.4 (ongoing for months)
I have noticed that the performance drop on SpriteKit-based projects running on iOS 26 is still ongoing With iOS 26 back in Sep 2025 a framerate problem was introduced. My app was always running smoothly with 60fps even on very old devices suddenly started to stutter with 40fps - and lower on a rather normal iPhone 13. This problem continued with BETA 26.1 The problem was fixed in 26.2. But 26.3 brought the problem back and its still ongoing with 26.4 of yesterday This is easily reproducible with a very simple example // // BareboneSpriteKitApp.swift // BareboneSpriteKit // // Created by Bernd Beyreuther on 24.02.26. // import SwiftUI import SpriteKit @main struct BareboneSpriteKitApp: App { var body: some Scene { WindowGroup { BareboneSceneView() } } } final class BareboneScene: SKScene { override func didMove(to view: SKView) { size = view.bounds.size scaleMode = .resizeFill anchorPoint = CGPoint(x: 0.5, y: 0.5) backgroundColor = .darkGray let s = SKSpriteNode(color: .cyan, size: CGSize(width: 64, height: 64)) addChild(s) let action = SKAction.rotate(byAngle: .pi, duration: 2) s.run(.repeatForever(action)) let t = SKLabelNode(text: deviceInfoString()) t.fontSize = 15 t.position.y = -100 addChild(t) } } struct BareboneSceneView: View { var body: some View { SpriteView( scene: BareboneScene(), debugOptions: [.showsFPS] ) .ignoresSafeArea() } } func deviceInfoString() -> String { let os = ProcessInfo.processInfo.operatingSystemVersion let osString = "iOS \(os.majorVersion).\(os.minorVersion).\(os.patchVersion)" let model = UIDevice.current.model // "iPhone", "iPad" let machine = { var sysinfo = utsname() uname(&sysinfo) return withUnsafePointer(to: &sysinfo.machine) { ptr -> String in ptr.withMemoryRebound(to: CChar.self, capacity: 1) { cptr in String(cString: cptr) } } }() // z.B. "iPhone15,2" return "Model Identifier: \(model) (\(machine)), \(osString)" } I file a bugreport via Feedback Assistant FB22038921 The problem is no around for such a long time ! This is deeply concerning, because it questions if it is really feasable to continue to develop using Spritekit ?
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Display 17 PROseries
Dear colleagues, when will you add the ability to manually adjust the display's color temperature? Everyone is familiar with the color rendering issue on the 17 series. Many complain about the display's yellowish tint. I'm one of those people, with a G9N panel, but I can't get whites right; there's a persistent yellow tint. TrueTone only solves this problem under cool, white lighting conditions. So, the display might work as intended, but how can I make it work consistently? If there were a way to manually adjust TrueTone, many users wouldn't be so upset when buying a new device, fearing the display would be yellow. I'd like users to be able to choose their preferred color, warm or cool, and have a scale to adjust it! This would solve the yellowish tint issue on 17 series displays! Thank you.
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ParticleEmitterComponent Position Offset Issue After iOS 26.1 Update – Seeking Solutions & Workarounds
Problem Summary After upgrading to iOS 26.1 and 26.2, I'm experiencing a particle positioning bug in RealityKit where ParticleEmitterComponent particles render at an incorrect offset relative to their parent entity. This behavior does not occur on iOS 18.6.2 or earlier versions, suggesting a regression introduced in the newer OS builds. Environment Details Operating System: iOS 26.1 & iOS 26.2 Framework: RealityKit Xcode Version: 16.2 (16C5032a) Expected vs. Actual Behavior Expected: Particles should render at the position of the entity to which the ParticleEmitterComponent is attached, matching the behavior on iOS 18.6.2 and earlier. Actual: Particles appear away from their parent entity, creating a visual misalignment that breaks the intended AR experience. Steps to Reproduce Create or open an AR application with RealityKit that uses particle components Attach a ParticleEmitterComponent to an entity via a custom system Run the application on iOS 26.1 or iOS 26.2 Observe that particles render at an offset position away from the entity Minimal Code Example Here's the setup from my test case: Custom Component & System: struct SparkleComponent4: Component {} class SparkleSystem4: System { static let query = EntityQuery(where: .has(SparkleComponent4.self)) required init(scene: Scene) {} func update(context: SceneUpdateContext) { for entity in context.scene.performQuery(Self.query) { // Only add once if entity.components.has(ParticleEmitterComponent.self) { continue } var newEmitter = ParticleEmitterComponent() newEmitter.mainEmitter.color = .constant(.single(.red)) entity.components.set(newEmitter) } } } AR Setup: let material = SimpleMaterial(color: .gray, roughness: 0.15, isMetallic: true) let model = Entity() model.components.set(ModelComponent(mesh: boxMesh, materials: [material])) model.components.set(SparkleComponent4()) model.position = [0, 0.05, 0] model.name = "MyCube" let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: [0.2, 0.2])) anchor.addChild(model) arView.scene.addAnchor(anchor) Questions for the Community Has anyone else encountered this particle positioning issue after updating to iOS 26.1/26.2? Are there known workarounds or configuration changes to ParticleEmitterComponent that restore correct positioning? Is this a confirmed bug, or could there be a change in coordinate system handling or transform inheritance that I'm missing? Additional Information I've already submitted this issue via Feedback Assistant(FB21346746)
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634
Dec ’25
Custom Cameras in RealityKit
Hi all, I've developed some code that enables an arcball camera interaction with my scene. I've done this using components and systems. The implementation feels a bit messy as I've got gesture code on my realityView, and then a bunch of other code that uses those gesture inputs in my component and system. Is there a demo app, or some example code that shows a nice way to encapsulate these things in to one item for custom cameras, something like Apple's .realityViewCameraControls(.orbit) If not can anyone recommend an approach to take?
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302
Oct ’25
Metal recommendedMaxWorkingSetSize vs actual RAM on iPhone (LLM load fails)
Context I’m deploying large language models on iPhone using llama.cpp. A new iPhone Air (12 GB RAM) reports a Metal MTLDevice.recommendedMaxWorkingSetSize of 8,192 MB, and my attempt to load Llama-2-13B Q4_K (~7.32 GB weights) fails during model initialization. Environment Device: iPhone Air (12 GB RAM) iOS: 26 Xcode: 26.0.1 Build: Metal backend enabled llama.cpp App runs on device (not Simulator) What I’m seeing MTLCreateSystemDefaultDevice().recommendedMaxWorkingSetSize == 8192 MiB Loading Llama-2-13B Q4_K (7.32 GB) fails to complete. Logs indicate memory pressure / allocation issues consistent with the 8 GB working-set guidance. Smaller models (e.g., 7B/8B with similar quantization) load and run (8B Q4_K provide around 9 tokens/second decoding speed). Questions Is 8,192 MB an expected recommendedMaxWorkingSetSize on a 12 GB iPhone? What values should I expect on other 2025 devices including iPhone 17 (8 GB RAM) and iPhone 17 Pro (12 GB RAM) Is it strictly enforced by Metal allocations (heaps/buffers), or advisory for best performance/eviction behavior? Can a process practically exceed this for long-lived buffers without immediate Jetsam risk? Any guidance for LLM scenarios near the limit?
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603
Oct ’25
The App Store purchase button disappears when another window approaches
Since macOS 15.3.2, we have observed that when another window is moved near the App Store's install button, the button disappears. We have attached a related video in the Feedback submission here https://feedbackassistant.apple.com/feedback/20444423 Our application overlays a transparent, watermark-window on top of the system window, which causes the install button in the App Store to be hidden when a user attempts to install an application.Could you advise on how to avoid this issue?
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243
Activity
Nov ’25
Core Image recipe for QR code icon image
Create the QRCode CIFilter<CIBlendWithMask> *f = CIFilter.QRCodeGenerator; f.message = [@"Message" dataUsingEncoding:NSASCIIStringEncoding]; f.correctionLevel = @"Q"; // increase level CIImage *qrcode = f.outputImage; Overlay the icon CIImage *icon = [CIImage imageWithURL:url]; CGAffineTransform *t = CGAffineTransformMakeTranslation( (qrcode.extent.width-icon.extent.width)/2.0, (qrcode.extent.height-icon.extent.height)/2.0); icon = [icon imageByApplyingTransform:t]; qrcode = [icon imageByCompositingOver:qrcode]; Round off the corners static dispatch_once_t onceToken; static CIWarpKernel *k; dispatch_once(&onceToken, ^ { k = [CIWarpKernel kernelWithFunctionName:name fromMetalLibraryData:metalLibData() error:nil]; }); CGRect iExtent = image.extent; qrcode = [k applyWithExtent:qrcode.extent roiCallback:^CGRect(int i, CGRect r) { return CGRectInset(r, -radius, -radius); } inputImage:qrcode arguments:@[[CIVector vectorWithCGRect:qrcode.extent], @(radius)]]; …and this code for the kernel should go in a separate .ci.metal source file: float2 bend_corners (float4 extent, float s, destination dest) { float2 p, dc = dest.coord(); float ratio = 1.0; // Round lower left corner p = float2(extent.x+s,extent.y+s); if (dc.x < p.x && dc.y < p.y) { float2 d = abs(dc - p); ratio = min(d.x,d.y)/max(d.x,d.y); ratio = sqrt(1.0 + ratio*ratio); return (dc - p)*ratio + p; } // Round lower right corner p = float2(extent.x+extent.z-s, extent.y+s); if (dc.x > p.x && dc.y < p.y) { float2 d = abs(dc - p); ratio = min(d.x,d.y)/max(d.x,d.y); ratio = sqrt(1.0 + ratio*ratio); return (dc - p)*ratio + p; } // Round upper left corner p = float2(extent.x+s,extent.y+extent.w-s); if (dc.x < p.x && dc.y > p.y) { float2 d = abs(dc - p); ratio = min(d.x,d.y)/max(d.x,d.y); ratio = sqrt(1.0 + ratio*ratio); return (dc - p)*ratio + p; } // Round upper right corner p = float2(extent.x+extent.z-s, extent.y+extent.w-s); if (dc.x > p.x && dc.y > p.y) { float2 d = abs(dc - p); ratio = min(d.x,d.y)/max(d.x,d.y); ratio = sqrt(1.0 + ratio*ratio); return (dc - p)*ratio + p; } return dc; }
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142
Activity
Mar ’25
immersive scene blinking on nearby experience on app
after launching a nearby exoerience on quick look or inside our app, all the user in the group watch sometimes teh model blinking abd becoming transparet... ... just one user hasnt the issue, either the one who launched shareplay or the user who force align the immersive space in front weird
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132
Activity
Sep ’25
How to apply the same SystemImage to both mainEmitter and spawnedEmitter without clipping in ParticleEmitterComponent?
Hi everyone, I’m currently learning about ParticleEmitterComponentParticleEmitterComponent and exploring the sample app provided in the Simulating particles in your visionOS app documentation. In the sample app, when I set the EmitterPreset to fireworks from the settings panel on the left side of the window and choose SystemImage, I noticed two issues: The image applied to mainEmitter appears clipped or cropped. The image on spawnedEmitter does not update to the selected SystemImage. What I want to achieve: Apply the same SystemImage to both mainEmittermainEmitter and spawnedEmitterspawnedEmitter so that it displays correctly without clipping. Remove the animation that changes the size of spawnedEmitterspawnedEmitter over time and keep it at a constant size. Could someone explain which properties should be adjusted to achieve this behavior? Any guidance or examples would be greatly appreciated. Thanks in advance!
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485
Activity
Sep ’25
Cannot load .mtlpackage to MTLLibrary
After watching WWDC 2025 session "Combine Metal 4 machine learning and graphics", I have decided to give it a shot to integrate the latest MTL4MachineLearningCommandEncoder to my existing render pipeline. After a lot of trial and errors, I managed to set up the pipeline and have the app compiled. However, I am now stuck on creating a MTLLibrary with .mtlpackage. Here is the code I have to create a MTLLibrary according the WWDC session https://developer.apple.com/videos/play/wwdc2025/262/?time=550: let coreMLFilePath = bundle.path(forResource: "my_model", ofType: "mtlpackage")! let coreMLURL = URL(string: coreMLFilePath)! do { metalDevice.makeLibrary(URL: coreMLURL) } catch { print("error: \(error)") } With the above code, I am getting error: Error Domain=MTLLibraryErrorDomain Code=1 "Invalid metal package" UserInfo={NSLocalizedDescription=Invalid metal package} What is the correct way to create a MTLLibrary with .mtlpackage? Do I see this error because the .mtlpackage I am using is incorrect? How should I go with debugging this? I'd really appreciate if I could get some help on this as I have been stuck with it for some time now. Thanks in advance!
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252
Activity
Nov ’25
Swift game sometimes runs on efficiency cores then snaps back to performance cores
I've been working on Swift game which is not yet launched or available for preview. The game works in such a way that it has idle CPU while the user is thinking and sustained max CPU and GPU on as many cores as possible when he makes a move. Rarely, due to OS activity or something else outside of my control (for example when dropping the OS curtain even if for just a bit then remove it), the game or some of its threads are moved to efficiency cores which results in major stuttering which persists precisely until the game is idle again at which point the game is moved back on performance cores - but if the player keeps making moves the stuttering simply won't go away and so I guess compuptation is locked onto efficiency cores. The issue does not reproduce on MacCatalyst on Intel. How do I tell Swift to avoid efficiency cores? BTW Swift and SceneKIT have AMAZING performance especially when compared to others.
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254
Activity
Mar ’25
How can I uninstall game-porting-toolkit completely
So, I'm done with GPTK and decided to delete it. The only thing I installed was brew -v install apple/apple/game-porting-toolkit and the external libraries from the ditto command. Now, I tried to remove it, but even after brew remove game-porting-toolkit brew autoremove all of the dependencies installed with brew are still there. The most obvious was game-porting-toolkit-compiler, but even after removing this there are so many libraries that are now orphaned and it's just impossible to manually identify those. Is there a way or is the easiest way to simply uninstall Homebrew completely and reinstall it again?
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280
Activity
May ’25
请问Game Center的数据保存逻辑
我们想在游戏类 App 内接入 Game Center。用户可以在游戏内创建多个角色,若用户在游戏内创建了2个角色:角色1、角色2,请问: 当用户将角色1与 Game Center 绑定后,数据将上报至 Game Center。此时玩家想要将角色1与 Game Center 解除绑定,解绑后,再将角色2与 Game Center 绑定。那么这时角色1的数据是留存在 Game Center 中,还是将被移除?
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343
Activity
Oct ’25
Game Center Sandbox: Achievements not unlocking in development build?
Hello Everyone I am new here, I am testing game center integration and using a development build of my IOS game. I have set up a couple of achievements in app store connect, but when I trigger them in the game then they do not unlock or show up. Okay so i am signed into the game center with a sandbox account on a test advice. Is there anything else I need to configure, or do achievements usually only work after the game is released?. I will appreciate any guidance… Thanks in Advance!!!
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232
Activity
May ’25
Threadgroup configuration for tile shading
Hello! I have a question about how thread groups work with tile shading. When running "traditional" compute, I get to choose both thread group size and the grid size. However, when using tile shading kernel I only have dispatchThreadsPerTile method - this controls how many threads will be ran in each tile. So far so good, but what about thread groups? The examples in video "Tile Shading on A11" seem to suggest that there will be only one thread group per tile. In the video, [[thread_index_in_threadgroup]] is called "local_id" and it is used to access the image block. I assume this is the default configuration. So when one does the following: Creates MTLRenderPassDescriptor with tileWidth set to W and tileHeight set to H Fires up the tile shading kernel using dispatchThreadsPerTile with MTLSize size = { W, H, 1 } I understand that the result is 1-to-1 mapping between the tile "pixels" and kernel threads. Now, what I would like to do is to have more than one thread group there. I want this for performance reasons: I have a certain compute kernel which I know executes very well with small thread group size. In fact, { 32, 1, 1 } seems to be the fastest. My understanding is that even if I set tile size to 16x16, and so I am executing 256 threads there, there will only be one SIMD group active in a thread group. Meaning that this SIMD group has to execute 8 times over the tile. Is it possible somehow? Or perhaps the limitations of the API are pointing at the limitations of hardware itself, and if I want to execute with SIMD group sized thread groups I have to use "traditional" compute encoder? Will be grateful for help. Michał
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Activity
Mar ’25
vsync, drawable present, instrument gui
hi When analyzing our game using Instruments, I've always been confused about the two items "Drawable Present" and "Drawable Presented" in the GPU column. The timing of Drawable Present seems to be when the CPU layer calls commandbuffer:present, rather than when the actual encoding is completed on the GPU. Also, what does drawable presented specifically mean? In our case, when a CPU stall occurs, it appears that the vsync interval changes in the next frame, and a surface that has already been calculated is not displayed. Why is this happening?
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168
Activity
May ’25
Achievement Banners Not always Showing
When running on my iPhone SE3 under IOS 18.4.1, achievement banners show as expected. The same code running on my iPad Air2 under IOS 15.8.4, achievement banners do not show, but they are accepted (as shown in the GameCenterViewController). The banners also don't show when running the simulator under iPhone 16 Pro Max under IOS 18.2 or simulator under iPhone SE3 under IOS 18.3. I haven't tried others. [Note that I clear the achievements each run during test so that I can duplicate this]
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129
Activity
May ’25
Can I use metal shader if I use RealityKit to build a VisionOS app?
I asked AI to build a realistic ocean shader for a VisionOS project using RealityKit. It gave a bunch instructions and asked me to connect large amount of nodes for the ShaderGraph in the Reality Composer Pro. I am just wondering if AI can help to generate the Metal shader code directly, or build the ShaderGraph nodes for me automatically.
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486
Activity
6d
GPTK 3 and D3DMetal issue with Modern Pipeline Creation
Death Stranding 2: On the Beach (v1.0.48.0, Steam) crashes during rendering initialization when running through CrossOver 26 with D3DMetal 3.0 on an Apple M2 Max Mac Studio running macOS Sequoia. The game successfully initializes Streamline, NVAPI, DLSS (Result::eOk), DLSSG (Result::eOk), Reflex, and XeSS — all subsystems report success. The crash occurs immediately after, during rendering pipeline creation, before the game reaches NXStorage initialization or window creation. Minidump analysis confirms the crash is an access violation (0xc0000005) at DS2.exe+0x67233d, writing to address 0x0. RAX=0x0 (null pointer being dereferenced), R12=0xFFFFFFFFFFFFFFFF (error/invalid handle return). The game appears to call a D3D12 API — likely CheckFeatureSupport or a pipeline state creation function — that D3DMetal acknowledges as supported but returns null or invalid data for. The game trusts the response and dereferences the null pointer. Two other Nixxes titles using the same engine and D3DMetal setup run without issue: Spider-Man 2 (~50 FPS) and Horizon Zero Dawn Remastered (~34 FPS). DS2 uses newer technology versions (DLSS 4, FSR 4, XeSS 2) and a newer DirectX 12 Agility SDK, which likely queries D3D12 features that D3DMetal does not yet fully implement. The crash also reproduces when D3DMetal reports as AMD vendor (1002) instead of NVIDIA (10de), crashing at the same executable offset, confirming it is a D3D12 feature reporting gap in D3DMetal rather than a vendor-specific issue. How To Reproduce Install Crossover 26+ on MacOS 26.4 Install Steam and download Death Stranding 2 Run Death Stranding 2 and check logs after crash in Documents\DEATH STRANDING 2 ON THE BEACH Feedback Requests FB22285513 — Game Porting Toolkit 3 issue with Modern Pipeline Creation
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432
Activity
2d
SpriteKit framerate drop on iOS 26.4 (ongoing for months)
I have noticed that the performance drop on SpriteKit-based projects running on iOS 26 is still ongoing With iOS 26 back in Sep 2025 a framerate problem was introduced. My app was always running smoothly with 60fps even on very old devices suddenly started to stutter with 40fps - and lower on a rather normal iPhone 13. This problem continued with BETA 26.1 The problem was fixed in 26.2. But 26.3 brought the problem back and its still ongoing with 26.4 of yesterday This is easily reproducible with a very simple example // // BareboneSpriteKitApp.swift // BareboneSpriteKit // // Created by Bernd Beyreuther on 24.02.26. // import SwiftUI import SpriteKit @main struct BareboneSpriteKitApp: App { var body: some Scene { WindowGroup { BareboneSceneView() } } } final class BareboneScene: SKScene { override func didMove(to view: SKView) { size = view.bounds.size scaleMode = .resizeFill anchorPoint = CGPoint(x: 0.5, y: 0.5) backgroundColor = .darkGray let s = SKSpriteNode(color: .cyan, size: CGSize(width: 64, height: 64)) addChild(s) let action = SKAction.rotate(byAngle: .pi, duration: 2) s.run(.repeatForever(action)) let t = SKLabelNode(text: deviceInfoString()) t.fontSize = 15 t.position.y = -100 addChild(t) } } struct BareboneSceneView: View { var body: some View { SpriteView( scene: BareboneScene(), debugOptions: [.showsFPS] ) .ignoresSafeArea() } } func deviceInfoString() -> String { let os = ProcessInfo.processInfo.operatingSystemVersion let osString = "iOS \(os.majorVersion).\(os.minorVersion).\(os.patchVersion)" let model = UIDevice.current.model // "iPhone", "iPad" let machine = { var sysinfo = utsname() uname(&sysinfo) return withUnsafePointer(to: &sysinfo.machine) { ptr -> String in ptr.withMemoryRebound(to: CChar.self, capacity: 1) { cptr in String(cString: cptr) } } }() // z.B. "iPhone15,2" return "Model Identifier: \(model) (\(machine)), \(osString)" } I file a bugreport via Feedback Assistant FB22038921 The problem is no around for such a long time ! This is deeply concerning, because it questions if it is really feasable to continue to develop using Spritekit ?
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161
Activity
3w
Display 17 PROseries
Dear colleagues, when will you add the ability to manually adjust the display's color temperature? Everyone is familiar with the color rendering issue on the 17 series. Many complain about the display's yellowish tint. I'm one of those people, with a G9N panel, but I can't get whites right; there's a persistent yellow tint. TrueTone only solves this problem under cool, white lighting conditions. So, the display might work as intended, but how can I make it work consistently? If there were a way to manually adjust TrueTone, many users wouldn't be so upset when buying a new device, fearing the display would be yellow. I'd like users to be able to choose their preferred color, warm or cool, and have a scale to adjust it! This would solve the yellowish tint issue on 17 series displays! Thank you.
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85
Activity
3w
Combine 2 animations in RealityKit
Hello I would like to know how to combine 2 animations with RealityKit (one animation for the arms and one for the legs for example) I saw this apple demo that seems to explain it but I don't understand at all how to do it... Thanks
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495
Activity
Jul ’25
ParticleEmitterComponent Position Offset Issue After iOS 26.1 Update – Seeking Solutions & Workarounds
Problem Summary After upgrading to iOS 26.1 and 26.2, I'm experiencing a particle positioning bug in RealityKit where ParticleEmitterComponent particles render at an incorrect offset relative to their parent entity. This behavior does not occur on iOS 18.6.2 or earlier versions, suggesting a regression introduced in the newer OS builds. Environment Details Operating System: iOS 26.1 & iOS 26.2 Framework: RealityKit Xcode Version: 16.2 (16C5032a) Expected vs. Actual Behavior Expected: Particles should render at the position of the entity to which the ParticleEmitterComponent is attached, matching the behavior on iOS 18.6.2 and earlier. Actual: Particles appear away from their parent entity, creating a visual misalignment that breaks the intended AR experience. Steps to Reproduce Create or open an AR application with RealityKit that uses particle components Attach a ParticleEmitterComponent to an entity via a custom system Run the application on iOS 26.1 or iOS 26.2 Observe that particles render at an offset position away from the entity Minimal Code Example Here's the setup from my test case: Custom Component & System: struct SparkleComponent4: Component {} class SparkleSystem4: System { static let query = EntityQuery(where: .has(SparkleComponent4.self)) required init(scene: Scene) {} func update(context: SceneUpdateContext) { for entity in context.scene.performQuery(Self.query) { // Only add once if entity.components.has(ParticleEmitterComponent.self) { continue } var newEmitter = ParticleEmitterComponent() newEmitter.mainEmitter.color = .constant(.single(.red)) entity.components.set(newEmitter) } } } AR Setup: let material = SimpleMaterial(color: .gray, roughness: 0.15, isMetallic: true) let model = Entity() model.components.set(ModelComponent(mesh: boxMesh, materials: [material])) model.components.set(SparkleComponent4()) model.position = [0, 0.05, 0] model.name = "MyCube" let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: [0.2, 0.2])) anchor.addChild(model) arView.scene.addAnchor(anchor) Questions for the Community Has anyone else encountered this particle positioning issue after updating to iOS 26.1/26.2? Are there known workarounds or configuration changes to ParticleEmitterComponent that restore correct positioning? Is this a confirmed bug, or could there be a change in coordinate system handling or transform inheritance that I'm missing? Additional Information I've already submitted this issue via Feedback Assistant(FB21346746)
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634
Activity
Dec ’25
Custom Cameras in RealityKit
Hi all, I've developed some code that enables an arcball camera interaction with my scene. I've done this using components and systems. The implementation feels a bit messy as I've got gesture code on my realityView, and then a bunch of other code that uses those gesture inputs in my component and system. Is there a demo app, or some example code that shows a nice way to encapsulate these things in to one item for custom cameras, something like Apple's .realityViewCameraControls(.orbit) If not can anyone recommend an approach to take?
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302
Activity
Oct ’25
Metal recommendedMaxWorkingSetSize vs actual RAM on iPhone (LLM load fails)
Context I’m deploying large language models on iPhone using llama.cpp. A new iPhone Air (12 GB RAM) reports a Metal MTLDevice.recommendedMaxWorkingSetSize of 8,192 MB, and my attempt to load Llama-2-13B Q4_K (~7.32 GB weights) fails during model initialization. Environment Device: iPhone Air (12 GB RAM) iOS: 26 Xcode: 26.0.1 Build: Metal backend enabled llama.cpp App runs on device (not Simulator) What I’m seeing MTLCreateSystemDefaultDevice().recommendedMaxWorkingSetSize == 8192 MiB Loading Llama-2-13B Q4_K (7.32 GB) fails to complete. Logs indicate memory pressure / allocation issues consistent with the 8 GB working-set guidance. Smaller models (e.g., 7B/8B with similar quantization) load and run (8B Q4_K provide around 9 tokens/second decoding speed). Questions Is 8,192 MB an expected recommendedMaxWorkingSetSize on a 12 GB iPhone? What values should I expect on other 2025 devices including iPhone 17 (8 GB RAM) and iPhone 17 Pro (12 GB RAM) Is it strictly enforced by Metal allocations (heaps/buffers), or advisory for best performance/eviction behavior? Can a process practically exceed this for long-lived buffers without immediate Jetsam risk? Any guidance for LLM scenarios near the limit?
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603
Activity
Oct ’25