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Bone deformation
I have been tasked with creating content for the Apple Vision Pro. Just the 3D content and animation, not the programming end of things. I can't seem to get any kind of mesh deformation animation to import into Reality Composer Pro. By that I mean bones/skin, or even point cache. I work on PC, and my main software is 3DS Max, but I'm borrowing an iMac for this job, and was instructed to use RCP on it for testing before handing things off to the programmer. My files open and play fine in other USD programs, like Omniverse, or USD View, just not Reality Composer Pro. I've seen the dinosaur demo in AVP, so I know mesh deformation is possible. If there are other essential tools that might make this possible, I have not been made aware of them. I am experimenting with bouncing things off of Blender, in case that exports better, but not really having luck there either -though my results are different. Thanks.
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133
Sep ’25
GameKit Leaderboards not working in iOS 26.2
Leaderboards working fine in iOS 26.1 but seem to be broken in 26.2 and also in the 26.3 developer beta. Players cannot submit scores and neither can they view scores on Apple's default leaderboards. Custom leaderboards that rely on pulling information using GameKit APIs also fail. Is there a workaround or patch for this?
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492
Jan ’26
Unity GameKit Plugin w/ Matchmaking Queue is not working
TLDR; I can't get QueueName to work with matchmaking a turn-based match in Unity using matchmaking rules. Long version: I'm using the apple unity plugin found here: https://github.com/apple/unityplugins/blob/main/plug-ins/Apple.GameKit/Apple.GameKit_Unity/Assets/Apple.GameKit/Documentation~/Apple.GameKit.md I have created a Queue, RuleSet and a simple Rule to match players by following these docs tightly: https://developer.apple.com/documentation/gamekit/finding-players-using-matchmaking-rules. Here is the single rule I have that drives matchmaking: { "data" : { "type" : "gameCenterMatchmakingRules", "id" : "[hiddden-rule-id]", "attributes" : { "referenceName" : "ComplimentaryFactionPreference", "description" : "default desc", "type" : "MATCH", "expression" : "requests[0].properties.preference != requests[1].properties.preference", "weight" : null }, "links" : { "self" : "https://api.appstoreconnect.apple.com/v1/gameCenterMatchmakingRules/[hidden-rule-id]" } }, "links" : { "self" : "https://api.appstoreconnect.apple.com/v1/gameCenterMatchmakingRules" } } which belongs to a rule set which belongs to a queue. I have verified these are setup and linked via the App Store Connect API. Additionally, when I tested queue-based matchmaking without a queue established, I got an error in Unity. Now, with this, I do not. However there is a problem when I attempt to use the queue for matchmaking. I have the basic C# function here: public override void StartSearch(NSMutableDictionary<NSString, NSObject> properties) { if (searching) return; base.StartSearch(properties); //Establish matchmaking requests _matchRequest = GKMatchRequest.Init(); _matchRequest.QueueName = _PreferencesToQueue(GetSerializedPreferences()); _matchRequest.Properties = properties; _matchRequest.MaxPlayers = PLAYERS_COUNT; _matchRequest.MinPlayers = PLAYERS_COUNT; _matchTask = GKTurnBasedMatch.Find(_matchRequest); } The _PreferencesToQueue(GetSerializedPreferences()); returns the exact name of the queue I added my ruleset to. After this function is called, I poll the task generated from the .Find(...) function. Every time I run this function, a new match is created almost instantly. No two players are ever added to the same match. Further, I'm running two built game instances, one on a mac and another on an ipad and when I simultaneously test, I am unable to join games this way. Can someone help me debug why I cannot seem to match make when using a queue based approach?
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1k
Sep ’25
Unable to find intelgpu_kbl_gt2r0 slice or a compatible one in binary archive
Unable to find intelgpu_kbl_gt2r0 slice or a compatible one in binary archive 'file:///System/Library/PrivateFrameworks/IconRendering.framework/Resources/binary.metallib' available slices: applegpu_g13g, applegpu_g13s, applegpu_g13d, applegpu_g14g, applegpu_g14s, applegpu_g14d, applegpu_g15g, applegpu_g15s, applegpu_g15d, applegpu_g16g, applegpu_g16s, applegpu_g17g, applegpu_g15g, applegpu_g15s, applegpu_g15d, applegpu_g16s Is it related to performance of applications in macOS 26.2 on Intel Macs?
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298
Feb ’26
Crash occurring when authenticating user for Game Center
I am using the latest version of the Game Center plugin for Unity and have noticed that my game will crash on launch when trying to authenticate. I've tried this in an empty project with just the plugin and it still crashes with this exception. GfxDevice: creating device client; threaded=1; jobified=0 Initializing Metal device caps: Apple A14 GPU Initialize engine version: 2022.3.62f2 (7670c08855a9) GameKitException: Code=-7 Domain=GKErrorDomain Description=The operation couldn’t be completed. (GKErrorDomain error -7.) (UnsupportedOperationForOSVersion) at Apple.GameKit.DefaultNSErrorHandler.ThrowNSError (System.IntPtr nsErrorPtr) [0x00000] in <00000000000000000000000000000000>:0 Rethrow as TypeInitializationException: The type initializer for 'Apple.GameKit.GKGameActivity' threw an exception. And the area in the native code that is triggering the crash is this inside the GKLocalPlayer_SetAuthenticateHandler function `_onAuthenticate!(tid, _mostRecentAuthenticatePlayer!.passRetainedUnsafeMutablePointer()); I am using Unity 2022.3.62f2 and MacOS 15.6 with iOS 18.6.2 which based on the min specs for the plugin we should be within spec. I have also included this message because I thought it might help too `terminating due to uncaught exception of type Il2CppExceptionWrapper Could not import Swift modules for translation unit: failed to get module "GameKitWrapper" from AST context: error: 'GKErrorCodeExtension.h' file not found in file included from :1: error: could not build Objective-C module 'GameKitWrapper' warning: Ignoring missing VFS file: /Users/james/Library/Developer/Xcode/DerivedData/GameKitWrapper-dzawbtxqdxdviiakfxmfunexppqv/Build/Intermediates.noindex/GameKitWrapper.build/Release-iphoneos/GameKitWrapper-bc72bd3638f4d2956cac9b00e84c1a7d-VFS-iphoneos/all-product-headers.yaml This is the likely root cause for any subsequent compiler errors.warning: Ignoring missing VFS file: /Users/bill/Library/Developer/Xcode/DerivedData/GameKitWrapper-dzawbtxqdxdviiakfxmfunexppqv/Build/Intermediates.noindex/GameKitWrapper.build/Release-iphoneos/GameKitWrapper iOS.build/unextended-module-overlay.yaml This is the likely root cause for any subsequent compiler errors.warning: TypeSystemSwiftTypeRef::GetNumChildren: had to engage SwiftASTContext fallback for type $syyXCD I've also attached the script that I am using for authentication, this script runs on the first scene. GameCenterManager.cs
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486
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
Mar ’25
Deterministic RNG behaviour across Mac M1 CPU and Metal GPU – BigCrush pass & structural diagnostics
Hello, I am currently working on a research project under ENINCA Consulting, focused on advanced diagnostic tools for pseudorandom number generators (structural metrics, multi-seed stability, cross-architecture reproducibility, and complementary indicators to TestU01). To validate this diagnostic framework, I prototyped a small non-linear 64-bit PRNG (not as a goal in itself, but simply as a vehicle to test the methodology). During these evaluations, I observed something interesting on Apple Silicon (Mac M1): • bit-exact reproducibility between M1 ARM CPU and M1 Metal GPU, • full BigCrush pass on both CPU and Metal backends, • excellent p-values, • stable behaviour across multiple seeds and runs. This was not the intended objective, the goal was mainly to validate the diagnostic concepts, but these results raised some questions about deterministic compute behaviour in Metal. My question: Is there any official guidance on achieving (or expecting) deterministic RNG or compute behaviour across CPU ↔ Metal GPU on Apple Silicon? More specifically: • Are deterministic compute kernels expected or guaranteed on Metal for scientific workloads? • Are there recommended patterns or best practices to ensure reproducibility across GPU generations (M1 → M2 → M3 → M4)? • Are there known Metal features that can introduce non-determinism? I am not sharing the internal recurrence (this work is proprietary), but I can discuss the high-level diagnostic observations if helpful. Thank you for any insight, very interested in how the Metal engineering team views deterministic compute patterns on Apple Silicon. Pascal ENINCA Consulting
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214
Nov ’25
How to use CharacterControllerComponent.
I am trying to implement a ChacterControllerComponent using the following URL. https://developer.apple.com/documentation/realitykit/charactercontrollercomponent I have written sample code, but PhysicsSimulationEvents.WillSimulate is not executed and nothing happens. import SwiftUI import RealityKit import RealityKitContent struct ImmersiveView: View { let gravity: SIMD3<Float> = [0, -50, 0] let jumpSpeed: Float = 10 enum PlayerInput { case none, jump } @State private var testCharacter: Entity = Entity() @State private var myPlayerInput = PlayerInput.none var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) testCharacter = immersiveContentEntity.findEntity(named: "Capsule")! testCharacter.components.set(CharacterControllerComponent()) let _ = content.subscribe(to: PhysicsSimulationEvents.WillSimulate.self, on: testCharacter) { event in print("subscribe run") let deltaTime: Float = Float(event.deltaTime) var velocity: SIMD3<Float> = .zero var isOnGround: Bool = false // RealityKit automatically adds `CharacterControllerStateComponent` after moving the character for the first time. if let ccState = testCharacter.components[CharacterControllerStateComponent.self] { velocity = ccState.velocity isOnGround = ccState.isOnGround } if !isOnGround { // Gravity is a force, so you need to accumulate it for each frame. velocity += gravity * deltaTime } else if myPlayerInput == .jump { // Set the character's velocity directly to launch it in the air when the player jumps. velocity.y = jumpSpeed } testCharacter.moveCharacter(by: velocity * deltaTime, deltaTime: deltaTime, relativeTo: nil) { event in print("playerEntity collided with \(event.hitEntity.name)") } } } } } } The scene is loaded from RCP. It is simple, just a capsule on a pedestal. Do I need a separate code to run testCharacter from this state?
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179
May ’25
Metal texture allocated size versus actual image data size
Hello. In the iOS app i'm working on we are very tight on memory budget and I was looking at ways to reduce our texture memory usage. However I noticed that comparing ASTC8x8 to ASTC12x12, there is no actual difference in allocated memory for most of our textures despite ASTC12x12 having less than half the bpp of 8x8. The difference between the two only becomes apparent for textures 1024x1024 and larger, and even in that case the actual texture data is sometimes only 60% of the allocation size. I understand there must be some alignment and padding going on, but this seems extreme. For an example scene in my app with astc12x12 for most textures there is over a 100mb difference in astc size on disk versus when loaded, so I would love to be able to recover even a portion of that memory. Here is some test code with some measurements i've taken using an iphone 11: for(int i = 0; i &lt; 11; i++) { MTLTextureDescriptor *texDesc = [[MTLTextureDescriptor alloc] init]; texDesc.pixelFormat = MTLPixelFormatASTC_12x12_LDR; int dim = 12; int n = 2 &lt;&lt; i; int mips = i+1; texDesc.width = n; texDesc.height = n; texDesc.mipmapLevelCount = mips; texDesc.resourceOptions = MTLResourceStorageModeShared; texDesc.usage = MTLTextureUsageShaderRead; // Calculate the equivalent astc texture size int blocks = 0; if(mips == 1) { blocks = n/dim + (n%dim&gt;0? 1 : 0); blocks *= blocks; } else { for(int j = 0; j &lt; mips; j++) { int a = 2 &lt;&lt; j; int cur = a/dim + (a%dim&gt;0? 1 : 0); blocks += cur*cur; } } auto tex = [objCObj newTextureWithDescriptor:texDesc]; printf("%dx%d, mips %d, Astc: %d, Metal: %d\n", n, n, mips, blocks*16, (int)tex.allocatedSize); } MTLPixelFormatASTC_12x12_LDR 128x128, mips 7, Astc: 2768, Metal: 6016 256x256, mips 8, Astc: 10512, Metal: 32768 512x512, mips 9, Astc: 40096, Metal: 98304 1024x1024, mips 10, Astc: 158432, Metal: 262144 128x128, mips 1, Astc: 1936, Metal: 4096 256x256, mips 1, Astc: 7744, Metal: 16384 512x512, mips 1, Astc: 29584, Metal: 65536 1024x1024, mips 1, Astc: 118336, Metal: 147456 MTLPixelFormatASTC_8x8_LDR 128x128, mips 7, Astc: 5488, Metal: 6016 256x256, mips 8, Astc: 21872, Metal: 32768 512x512, mips 9, Astc: 87408, Metal: 98304 1024x1024, mips 10, Astc: 349552, Metal: 360448 128x128, mips 1, Astc: 4096, Metal: 4096 256x256, mips 1, Astc: 16384, Metal: 16384 512x512, mips 1, Astc: 65536, Metal: 65536 1024x1024, mips 1, Astc: 262144, Metal: 262144 I also tried using MTLHeaps (placement and automatic) hoping they might be better, but saw nearly the same numbers. Is there any way to have metal allocate these textures in a more compact way to save on memory?
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2.8k
Mar ’25
Distortion Artifacts on VisionOS When Rendering Opaque/Alpha Clipped Foliage in URP (Unity 6.0, Metal)
I'm running into a persistent visual issue while deploying a floral corridor scene to Apple Vision Pro using Unity 6.0 with URP and Metal. The issue only appears on the Vision Pro device — everything looks fine in the Unity Editor. Issue Description When the frame rate drops to around 60–70 FPS, noticeable distortion artifacts appear around the edges of foliage models. It seems like the background meshes (behind the plants) get warped and leak through the edges of the foliage. Although this is most visible around the leaves, even solid objects like standard URP wall or box models show distorted edges when the issue occurs. All the foliage uses Opaque or Alpha Clipping materials. Things I've Tried Changing the foliage materials to Transparent mode —distortion around edges disappears, but using Transparent for a large number of foliage assets is not ideal for performance or sorting complexity. Reducing the number of foliage objects — with only a few plants in the scene and the frame rate staying around 100 FPS, the distortion disappears. However, this isn’t a practical solution for a full environment. Possible Cause? I came across this note in the Unity documentation: "Ensure depth-buffer for each pixel is non-zero - on visionOS, the depth buffer is used for reprojection. To ensure visual effects like skyboxes and shaders are displayed beautifully, ensure that some value is written to the depth for each pixel." Could this be related to the issue? Is it possible that Alpha Clipping with low pixel coverage leads to some pixels not writing to the depth buffer, which then causes problems during Vision Pro’s reprojection or foveated rendering? However, even when I disable Alpha Clipping entirely, the distortion issue still persists, so it may not be solely caused by clipping itself. Project Setup Unity 6.0 (URP) Depth Texture: Enable Using Metal as the graphics backend Running on real Vision Pro hardware (not simulator) Any advice on how to avoid these distortion issues on Vision Pro would be greatly appreciated. Thanks!
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153
Jul ’25
Sparse Texture Writes
Hey, I've been struggling with this for some days now. I am trying to write to a sparse texture in a compute shader. I'm performing the following steps: Set up a sparse heap and create a texture from it Map the whole area of the sparse texture using updateTextureMapping(..) Overwrite every value with the value "4" in a compute shader Blit the texture to a shared buffer Assert that the values in the buffer are "4". I have a minimal example (which is still pretty long unfortunately). It works perfectly when removing the line heapDesc.type = .sparse. What am I missing? I could not find any information that writes to sparse textures are unsupported. Any help would be greatly appreciated. import Metal func sparseTexture64x64Demo() throws { // ── Metal objects guard let device = MTLCreateSystemDefaultDevice() else { throw NSError(domain: "SparseNotSupported", code: -1) } let queue = device.makeCommandQueue()! let lib = device.makeDefaultLibrary()! let pipeline = try device.makeComputePipelineState(function: lib.makeFunction(name: "addOne")!) // ── Texture descriptor let width = 64, height = 64 let format: MTLPixelFormat = .r32Uint // 4 B per texel let desc = MTLTextureDescriptor() desc.textureType = .type2D desc.pixelFormat = format desc.width = width desc.height = height desc.storageMode = .private desc.usage = [.shaderWrite, .shaderRead] // ── Sparse heap let bytesPerTile = device.sparseTileSizeInBytes let meta = device.heapTextureSizeAndAlign(descriptor: desc) let heapBytes = ((bytesPerTile + meta.size + bytesPerTile - 1) / bytesPerTile) * bytesPerTile let heapDesc = MTLHeapDescriptor() heapDesc.type = .sparse heapDesc.storageMode = .private heapDesc.size = heapBytes let heap = device.makeHeap(descriptor: heapDesc)! let tex = heap.makeTexture(descriptor: desc)! // ── CPU buffers let bytesPerPixel = MemoryLayout<UInt32>.stride let rowStride = width * bytesPerPixel let totalBytes = rowStride * height let dstBuf = device.makeBuffer(length: totalBytes, options: .storageModeShared)! let cb = queue.makeCommandBuffer()! let fence = device.makeFence()! // 2. Map the sparse tile, then signal the fence let rse = cb.makeResourceStateCommandEncoder()! rse.updateTextureMapping( tex, mode: .map, region: MTLRegionMake2D(0, 0, width, height), mipLevel: 0, slice: 0) rse.update(fence) // ← capture all work so far rse.endEncoding() let ce = cb.makeComputeCommandEncoder()! ce.waitForFence(fence) ce.setComputePipelineState(pipeline) ce.setTexture(tex, index: 0) let threadsPerTG = MTLSize(width: 8, height: 8, depth: 1) let tgCount = MTLSize(width: (width + 7) / 8, height: (height + 7) / 8, depth: 1) ce.dispatchThreadgroups(tgCount, threadsPerThreadgroup: threadsPerTG) ce.updateFence(fence) ce.endEncoding() // Blit texture into shared buffer let blit = cb.makeBlitCommandEncoder()! blit.waitForFence(fence) blit.copy( from: tex, sourceSlice: 0, sourceLevel: 0, sourceOrigin: MTLOrigin(x: 0, y: 0, z: 0), sourceSize: MTLSize(width: width, height: height, depth: 1), to: dstBuf, destinationOffset: 0, destinationBytesPerRow: rowStride, destinationBytesPerImage: totalBytes) blit.endEncoding() cb.commit() cb.waitUntilCompleted() assert(cb.error == nil, "GPU error: \(String(describing: cb.error))") // ── Verify a few texels let out = dstBuf.contents().bindMemory(to: UInt32.self, capacity: width * height) print("first three texels:", out[0], out[1], out[width]) // 0 1 64 assert(out[0] == 4 && out[1] == 4 && out[width] == 4) } Metal shader: #include <metal_stdlib> using namespace metal; kernel void addOne(texture2d<uint, access::write> tex [[texture(0)]], uint2 gid [[thread_position_in_grid]]) { tex.write(4, gid); }
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135
May ’25
ARView ignores multi-touch events
Hi, How to enable multitouch on ARView? Touch functions (touchesBegan, touchesMoved, ...) seem to only handle one touch at a time. In order to handle multiple touches at a time with ARView, I have to either: Use SwiftUI .simultaneousGesture on top of an ARView representable Position a UIView on top of ARView to capture touches and do hit testing by passing a reference to ARView Expected behavior: ARView should capture all touches via touchesBegan/Moved/Ended/Cancelled. Here is what I tried, on iOS 26.1 and macOS 26.1: ARView Multitouch The setup below is a minimal ARView presented by SwiftUI, with touch events handled inside ARView. Multitouch doesn't work with this setup. Note that multitouch wouldn't work either if the ARView is presented with a UIViewController instead of SwiftUI. import RealityKit import SwiftUI struct ARViewMultiTouchView: View { var body: some View { ZStack { ARViewMultiTouchRepresentable() .ignoresSafeArea() } } } #Preview { ARViewMultiTouchView() } // MARK: Representable ARView struct ARViewMultiTouchRepresentable: UIViewRepresentable { func makeUIView(context: Context) -> ARView { let arView = ARViewMultiTouch(frame: .zero) let anchor = AnchorEntity() arView.scene.addAnchor(anchor) let boxWidth: Float = 0.4 let boxMaterial = SimpleMaterial(color: .red, isMetallic: false) let box = ModelEntity(mesh: .generateBox(size: boxWidth), materials: [boxMaterial]) box.name = "Box" box.components.set(CollisionComponent(shapes: [.generateBox(width: boxWidth, height: boxWidth, depth: boxWidth)])) anchor.addChild(box) return arView } func updateUIView(_ uiView: ARView, context: Context) { } } // MARK: ARView class ARViewMultiTouch: ARView { required init(frame: CGRect) { super.init(frame: frame) /// Enable multi-touch isMultipleTouchEnabled = true cameraMode = .nonAR automaticallyConfigureSession = false environment.background = .color(.gray) /// Disable gesture recognizers to not conflict with touch events /// But it doesn't fix the issue gestureRecognizers?.forEach { $0.isEnabled = false } } required dynamic init?(coder decoder: NSCoder) { fatalError("init(coder:) has not been implemented") } override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) { for touch in touches { /// # Problem /// This should print for every new touch, up to 5 simultaneously on an iPhone (multi-touch) /// But it only fires for one touch at a time (single-touch) print("Touch began at: \(touch.location(in: self))") } } } Multitouch with an Overlay This setup works, but it doesn't seem right. There must be a solution to make ARView handle multi touch directly, right? import SwiftUI import RealityKit struct MultiTouchOverlayView: View { var body: some View { ZStack { MultiTouchOverlayRepresentable() .ignoresSafeArea() Text("Multi touch with overlay view") .font(.system(size: 24, weight: .medium)) .foregroundStyle(.white) .offset(CGSize(width: 0, height: -150)) } } } #Preview { MultiTouchOverlayView() } // MARK: Representable Container struct MultiTouchOverlayRepresentable: UIViewRepresentable { func makeUIView(context: Context) -> UIView { /// The view that SwiftUI will present let container = UIView() /// ARView let arView = ARView(frame: container.bounds) arView.autoresizingMask = [.flexibleWidth, .flexibleHeight] arView.cameraMode = .nonAR arView.automaticallyConfigureSession = false arView.environment.background = .color(.gray) let anchor = AnchorEntity() arView.scene.addAnchor(anchor) let boxWidth: Float = 0.4 let boxMaterial = SimpleMaterial(color: .red, isMetallic: false) let box = ModelEntity(mesh: .generateBox(size: boxWidth), materials: [boxMaterial]) box.name = "Box" box.components.set(CollisionComponent(shapes: [.generateBox(width: boxWidth, height: boxWidth, depth: boxWidth)])) anchor.addChild(box) /// The view that will capture touches let touchOverlay = TouchOverlayView(frame: container.bounds) touchOverlay.autoresizingMask = [.flexibleWidth, .flexibleHeight] touchOverlay.backgroundColor = .clear /// Pass an arView reference to the overlay for hit testing touchOverlay.arView = arView /// Add views to the container. /// ARView goes in first, at the bottom. container.addSubview(arView) /// TouchOverlay goes in last, on top. container.addSubview(touchOverlay) return container } func updateUIView(_ uiView: UIView, context: Context) { } } // MARK: Touch Overlay View /// A UIView to handle multi-touch on top of ARView class TouchOverlayView: UIView { weak var arView: ARView? override init(frame: CGRect) { super.init(frame: frame) isMultipleTouchEnabled = true isUserInteractionEnabled = true } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) { let totalTouches = event?.allTouches?.count ?? touches.count print("--- Touches Began --- (New: \(touches.count), Total: \(totalTouches))") for touch in touches { let location = touch.location(in: self) /// Hit testing. /// ARView and Touch View must be of the same size if let arView = arView { let entity = arView.entity(at: location) if let entity = entity { print("Touched entity: \(entity.name)") } else { print("Touched: none") } } } } override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) { let totalTouches = event?.allTouches?.count ?? touches.count print("--- Touches Cancelled --- (Cancelled: \(touches.count), Total: \(totalTouches))") } }
2
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488
Jan ’26
iPad - Can I prevent Multitasking on my app?
I have a game built in Unreal Engine 5.6 which uses tilt motion controls to rotate an object. I've restricted the app to only run in portrait for iPhone, and everything works fine, however for iPad I've had a few issues relating to multitasking and I can't seem to solve it. Forcing the app to portrait only still allows the app to run in landscape mode, but shows black bars either side of the game, and the axes for the motion controls are incorrect. X becomes Y and Y becomes X, and there's no way for my app to know which orientation it is because the container is still technically portrait. Allowing my game to run in all orientations makes the whole app more presentable, it doesn't add black bars and the game is still functional and I'm able to map the controls correctly because the game knows it's landscape rather than portrait. The problem with allowing my app to run in landscape mode is if multitasking is enabled on the ipad, you can resize the app to be portrait, and then I run into the same problem again where the game thinks it's portrait mode and all of the axes are wrong again. I tried getting the true orientation of the device rather than the scene, but the game is intended to be played flat so instead of returning the orientation of the OS the orientation is FaceUp, which doesn't help. I need to either disable multitasking or find a way of getting the orientation of the OS (not the scene or the device). I haven't found how to get the OS orientation so I've been trying to disable multitasking. I've got Requires Fullscreen true and UIApplicationSupportsMultipleScreens false in my info.plist but my iPad still seems to allow the window to be resized in landscape view. Opening the IOS workspace of my project Requires Fullscreen is ticked but under that it says "Supports Multiple Windows" and the arrow button next to it takes my to my info.plist values, but no indication of how I can change it. I'm using Unreal Engine 5.6 and Xcode 16.0. Xcode is old I know, but this version of unreal engine doesn't seem to support any newer.
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311
Nov ’25
Query GPU metrics
Hello! I'm a developer working on a plugin for the Elgato Stream Deck, called GPU Metrics. The plugin currently only works on Windows but I'd like to bring it to macOS. However, based on forum posts I've read (and StackOverflow) there isn't a very clear path to query GPU metrics like usage, temperature, used GPU memory, and power consumption. There are some tools out there that do similar things, but I wanted to see what would be the recommendation from Apple's engineering team to get this data via a public API. Requirements: Access GPU utilization, temperature, memory usage, power usage C/C++ based API for querying the metrics so I can expose the data to JavaScript via Node Addon No need to compatibile with Intel-based Macs, as Apple silicon will be fine for now Plugin GitHub Thank you! Noah
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143
May ’25
MTL4FXTemporalDenoisedScaler initialization
I’m trying to use MTL4FXTemporalDenoisedScaler, and I’m seeing a crash during initialization even with a very simple sample app. I created a minimal sample here: https://github.com/tatsuya-ogawa/MetalFXInitExample The exception is: NSException: "-[AGXG16XFamilyHeap baseObject]: unrecognized selector sent to instance ..." What I found is: • This works: descriptor.makeTemporalDenoisedScaler(device: device) • This crashes: descriptor.makeTemporalDenoisedScaler(device: device, compiler: metal4Compiler) So the issue seems to happen only with the Metal4FX version. For testing, I’m using an iPhone 15 Pro. According to the Metal Feature Set Tables, MetalFX denoised upscaling should be supported on Apple9 and later, so I believe the device itself should meet the requirements. Reference: https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf Has anyone seen this before, or knows what might be causing it? I’d appreciate any advice. Thanks.
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39
4d
How does the automatch feature work in Game Kit?
I'm developing a turn based game. When I present the GKTurnBasedMatchmakerViewController players can opt in for automatch instead of selecting a specific friend as opponent. How exactly does the matching work if a player doesn't specify anything explicitly? Does Game Center send push notifications in a round robin fashion to all friends and the first one to accept is then matched as opponent? Is this documented somewhere?
3
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510
Jan ’26
Float8 and Float16 "Reserved_Name__Do_not_use"
I am developing a macOS terminal app, running on an M4 Pro, and using Metal. I am not able use float8 or float16, both reporting Variable has incomplete type 'float16' (aka '__Reserved_Name__Do_not_use_float16'). Based on the system I should be able to use these. Either it is because it is also compiling to Intel, which they are not allowed, or something else. Either way I have not been able to figure out how to get past this. IIs there a compiler setting I need to set to make this work? if so which one and what setting do I need? I only want to run this on M processes, on the latest version of OS so not interested in Intel version or backward compatibility.
Topic: Graphics & Games SubTopic: Metal Tags:
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Aug ’25
Bone deformation
I have been tasked with creating content for the Apple Vision Pro. Just the 3D content and animation, not the programming end of things. I can't seem to get any kind of mesh deformation animation to import into Reality Composer Pro. By that I mean bones/skin, or even point cache. I work on PC, and my main software is 3DS Max, but I'm borrowing an iMac for this job, and was instructed to use RCP on it for testing before handing things off to the programmer. My files open and play fine in other USD programs, like Omniverse, or USD View, just not Reality Composer Pro. I've seen the dinosaur demo in AVP, so I know mesh deformation is possible. If there are other essential tools that might make this possible, I have not been made aware of them. I am experimenting with bouncing things off of Blender, in case that exports better, but not really having luck there either -though my results are different. Thanks.
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133
Activity
Sep ’25
GameKit Leaderboards not working in iOS 26.2
Leaderboards working fine in iOS 26.1 but seem to be broken in 26.2 and also in the 26.3 developer beta. Players cannot submit scores and neither can they view scores on Apple's default leaderboards. Custom leaderboards that rely on pulling information using GameKit APIs also fail. Is there a workaround or patch for this?
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492
Activity
Jan ’26
Unity GameKit Plugin w/ Matchmaking Queue is not working
TLDR; I can't get QueueName to work with matchmaking a turn-based match in Unity using matchmaking rules. Long version: I'm using the apple unity plugin found here: https://github.com/apple/unityplugins/blob/main/plug-ins/Apple.GameKit/Apple.GameKit_Unity/Assets/Apple.GameKit/Documentation~/Apple.GameKit.md I have created a Queue, RuleSet and a simple Rule to match players by following these docs tightly: https://developer.apple.com/documentation/gamekit/finding-players-using-matchmaking-rules. Here is the single rule I have that drives matchmaking: { "data" : { "type" : "gameCenterMatchmakingRules", "id" : "[hiddden-rule-id]", "attributes" : { "referenceName" : "ComplimentaryFactionPreference", "description" : "default desc", "type" : "MATCH", "expression" : "requests[0].properties.preference != requests[1].properties.preference", "weight" : null }, "links" : { "self" : "https://api.appstoreconnect.apple.com/v1/gameCenterMatchmakingRules/[hidden-rule-id]" } }, "links" : { "self" : "https://api.appstoreconnect.apple.com/v1/gameCenterMatchmakingRules" } } which belongs to a rule set which belongs to a queue. I have verified these are setup and linked via the App Store Connect API. Additionally, when I tested queue-based matchmaking without a queue established, I got an error in Unity. Now, with this, I do not. However there is a problem when I attempt to use the queue for matchmaking. I have the basic C# function here: public override void StartSearch(NSMutableDictionary<NSString, NSObject> properties) { if (searching) return; base.StartSearch(properties); //Establish matchmaking requests _matchRequest = GKMatchRequest.Init(); _matchRequest.QueueName = _PreferencesToQueue(GetSerializedPreferences()); _matchRequest.Properties = properties; _matchRequest.MaxPlayers = PLAYERS_COUNT; _matchRequest.MinPlayers = PLAYERS_COUNT; _matchTask = GKTurnBasedMatch.Find(_matchRequest); } The _PreferencesToQueue(GetSerializedPreferences()); returns the exact name of the queue I added my ruleset to. After this function is called, I poll the task generated from the .Find(...) function. Every time I run this function, a new match is created almost instantly. No two players are ever added to the same match. Further, I'm running two built game instances, one on a mac and another on an ipad and when I simultaneously test, I am unable to join games this way. Can someone help me debug why I cannot seem to match make when using a queue based approach?
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1k
Activity
Sep ’25
Unable to find intelgpu_kbl_gt2r0 slice or a compatible one in binary archive
Unable to find intelgpu_kbl_gt2r0 slice or a compatible one in binary archive 'file:///System/Library/PrivateFrameworks/IconRendering.framework/Resources/binary.metallib' available slices: applegpu_g13g, applegpu_g13s, applegpu_g13d, applegpu_g14g, applegpu_g14s, applegpu_g14d, applegpu_g15g, applegpu_g15s, applegpu_g15d, applegpu_g16g, applegpu_g16s, applegpu_g17g, applegpu_g15g, applegpu_g15s, applegpu_g15d, applegpu_g16s Is it related to performance of applications in macOS 26.2 on Intel Macs?
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298
Activity
Feb ’26
Crash occurring when authenticating user for Game Center
I am using the latest version of the Game Center plugin for Unity and have noticed that my game will crash on launch when trying to authenticate. I've tried this in an empty project with just the plugin and it still crashes with this exception. GfxDevice: creating device client; threaded=1; jobified=0 Initializing Metal device caps: Apple A14 GPU Initialize engine version: 2022.3.62f2 (7670c08855a9) GameKitException: Code=-7 Domain=GKErrorDomain Description=The operation couldn’t be completed. (GKErrorDomain error -7.) (UnsupportedOperationForOSVersion) at Apple.GameKit.DefaultNSErrorHandler.ThrowNSError (System.IntPtr nsErrorPtr) [0x00000] in <00000000000000000000000000000000>:0 Rethrow as TypeInitializationException: The type initializer for 'Apple.GameKit.GKGameActivity' threw an exception. And the area in the native code that is triggering the crash is this inside the GKLocalPlayer_SetAuthenticateHandler function `_onAuthenticate!(tid, _mostRecentAuthenticatePlayer!.passRetainedUnsafeMutablePointer()); I am using Unity 2022.3.62f2 and MacOS 15.6 with iOS 18.6.2 which based on the min specs for the plugin we should be within spec. I have also included this message because I thought it might help too `terminating due to uncaught exception of type Il2CppExceptionWrapper Could not import Swift modules for translation unit: failed to get module "GameKitWrapper" from AST context: error: 'GKErrorCodeExtension.h' file not found in file included from :1: error: could not build Objective-C module 'GameKitWrapper' warning: Ignoring missing VFS file: /Users/james/Library/Developer/Xcode/DerivedData/GameKitWrapper-dzawbtxqdxdviiakfxmfunexppqv/Build/Intermediates.noindex/GameKitWrapper.build/Release-iphoneos/GameKitWrapper-bc72bd3638f4d2956cac9b00e84c1a7d-VFS-iphoneos/all-product-headers.yaml This is the likely root cause for any subsequent compiler errors.warning: Ignoring missing VFS file: /Users/bill/Library/Developer/Xcode/DerivedData/GameKitWrapper-dzawbtxqdxdviiakfxmfunexppqv/Build/Intermediates.noindex/GameKitWrapper.build/Release-iphoneos/GameKitWrapper iOS.build/unextended-module-overlay.yaml This is the likely root cause for any subsequent compiler errors.warning: TypeSystemSwiftTypeRef::GetNumChildren: had to engage SwiftASTContext fallback for type $syyXCD I've also attached the script that I am using for authentication, this script runs on the first scene. GameCenterManager.cs
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486
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
Deterministic RNG behaviour across Mac M1 CPU and Metal GPU – BigCrush pass & structural diagnostics
Hello, I am currently working on a research project under ENINCA Consulting, focused on advanced diagnostic tools for pseudorandom number generators (structural metrics, multi-seed stability, cross-architecture reproducibility, and complementary indicators to TestU01). To validate this diagnostic framework, I prototyped a small non-linear 64-bit PRNG (not as a goal in itself, but simply as a vehicle to test the methodology). During these evaluations, I observed something interesting on Apple Silicon (Mac M1): • bit-exact reproducibility between M1 ARM CPU and M1 Metal GPU, • full BigCrush pass on both CPU and Metal backends, • excellent p-values, • stable behaviour across multiple seeds and runs. This was not the intended objective, the goal was mainly to validate the diagnostic concepts, but these results raised some questions about deterministic compute behaviour in Metal. My question: Is there any official guidance on achieving (or expecting) deterministic RNG or compute behaviour across CPU ↔ Metal GPU on Apple Silicon? More specifically: • Are deterministic compute kernels expected or guaranteed on Metal for scientific workloads? • Are there recommended patterns or best practices to ensure reproducibility across GPU generations (M1 → M2 → M3 → M4)? • Are there known Metal features that can introduce non-determinism? I am not sharing the internal recurrence (this work is proprietary), but I can discuss the high-level diagnostic observations if helpful. Thank you for any insight, very interested in how the Metal engineering team views deterministic compute patterns on Apple Silicon. Pascal ENINCA Consulting
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214
Activity
Nov ’25
Images are distorted.
Looks like is something to do with the code and that is why my images are distorted. please help me get to the right person to help me get this issue resolved
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207
Activity
Sep ’25
How to use CharacterControllerComponent.
I am trying to implement a ChacterControllerComponent using the following URL. https://developer.apple.com/documentation/realitykit/charactercontrollercomponent I have written sample code, but PhysicsSimulationEvents.WillSimulate is not executed and nothing happens. import SwiftUI import RealityKit import RealityKitContent struct ImmersiveView: View { let gravity: SIMD3<Float> = [0, -50, 0] let jumpSpeed: Float = 10 enum PlayerInput { case none, jump } @State private var testCharacter: Entity = Entity() @State private var myPlayerInput = PlayerInput.none var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) testCharacter = immersiveContentEntity.findEntity(named: "Capsule")! testCharacter.components.set(CharacterControllerComponent()) let _ = content.subscribe(to: PhysicsSimulationEvents.WillSimulate.self, on: testCharacter) { event in print("subscribe run") let deltaTime: Float = Float(event.deltaTime) var velocity: SIMD3<Float> = .zero var isOnGround: Bool = false // RealityKit automatically adds `CharacterControllerStateComponent` after moving the character for the first time. if let ccState = testCharacter.components[CharacterControllerStateComponent.self] { velocity = ccState.velocity isOnGround = ccState.isOnGround } if !isOnGround { // Gravity is a force, so you need to accumulate it for each frame. velocity += gravity * deltaTime } else if myPlayerInput == .jump { // Set the character's velocity directly to launch it in the air when the player jumps. velocity.y = jumpSpeed } testCharacter.moveCharacter(by: velocity * deltaTime, deltaTime: deltaTime, relativeTo: nil) { event in print("playerEntity collided with \(event.hitEntity.name)") } } } } } } The scene is loaded from RCP. It is simple, just a capsule on a pedestal. Do I need a separate code to run testCharacter from this state?
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179
Activity
May ’25
Metal texture allocated size versus actual image data size
Hello. In the iOS app i'm working on we are very tight on memory budget and I was looking at ways to reduce our texture memory usage. However I noticed that comparing ASTC8x8 to ASTC12x12, there is no actual difference in allocated memory for most of our textures despite ASTC12x12 having less than half the bpp of 8x8. The difference between the two only becomes apparent for textures 1024x1024 and larger, and even in that case the actual texture data is sometimes only 60% of the allocation size. I understand there must be some alignment and padding going on, but this seems extreme. For an example scene in my app with astc12x12 for most textures there is over a 100mb difference in astc size on disk versus when loaded, so I would love to be able to recover even a portion of that memory. Here is some test code with some measurements i've taken using an iphone 11: for(int i = 0; i &lt; 11; i++) { MTLTextureDescriptor *texDesc = [[MTLTextureDescriptor alloc] init]; texDesc.pixelFormat = MTLPixelFormatASTC_12x12_LDR; int dim = 12; int n = 2 &lt;&lt; i; int mips = i+1; texDesc.width = n; texDesc.height = n; texDesc.mipmapLevelCount = mips; texDesc.resourceOptions = MTLResourceStorageModeShared; texDesc.usage = MTLTextureUsageShaderRead; // Calculate the equivalent astc texture size int blocks = 0; if(mips == 1) { blocks = n/dim + (n%dim&gt;0? 1 : 0); blocks *= blocks; } else { for(int j = 0; j &lt; mips; j++) { int a = 2 &lt;&lt; j; int cur = a/dim + (a%dim&gt;0? 1 : 0); blocks += cur*cur; } } auto tex = [objCObj newTextureWithDescriptor:texDesc]; printf("%dx%d, mips %d, Astc: %d, Metal: %d\n", n, n, mips, blocks*16, (int)tex.allocatedSize); } MTLPixelFormatASTC_12x12_LDR 128x128, mips 7, Astc: 2768, Metal: 6016 256x256, mips 8, Astc: 10512, Metal: 32768 512x512, mips 9, Astc: 40096, Metal: 98304 1024x1024, mips 10, Astc: 158432, Metal: 262144 128x128, mips 1, Astc: 1936, Metal: 4096 256x256, mips 1, Astc: 7744, Metal: 16384 512x512, mips 1, Astc: 29584, Metal: 65536 1024x1024, mips 1, Astc: 118336, Metal: 147456 MTLPixelFormatASTC_8x8_LDR 128x128, mips 7, Astc: 5488, Metal: 6016 256x256, mips 8, Astc: 21872, Metal: 32768 512x512, mips 9, Astc: 87408, Metal: 98304 1024x1024, mips 10, Astc: 349552, Metal: 360448 128x128, mips 1, Astc: 4096, Metal: 4096 256x256, mips 1, Astc: 16384, Metal: 16384 512x512, mips 1, Astc: 65536, Metal: 65536 1024x1024, mips 1, Astc: 262144, Metal: 262144 I also tried using MTLHeaps (placement and automatic) hoping they might be better, but saw nearly the same numbers. Is there any way to have metal allocate these textures in a more compact way to save on memory?
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Activity
Mar ’25
Distortion Artifacts on VisionOS When Rendering Opaque/Alpha Clipped Foliage in URP (Unity 6.0, Metal)
I'm running into a persistent visual issue while deploying a floral corridor scene to Apple Vision Pro using Unity 6.0 with URP and Metal. The issue only appears on the Vision Pro device — everything looks fine in the Unity Editor. Issue Description When the frame rate drops to around 60–70 FPS, noticeable distortion artifacts appear around the edges of foliage models. It seems like the background meshes (behind the plants) get warped and leak through the edges of the foliage. Although this is most visible around the leaves, even solid objects like standard URP wall or box models show distorted edges when the issue occurs. All the foliage uses Opaque or Alpha Clipping materials. Things I've Tried Changing the foliage materials to Transparent mode —distortion around edges disappears, but using Transparent for a large number of foliage assets is not ideal for performance or sorting complexity. Reducing the number of foliage objects — with only a few plants in the scene and the frame rate staying around 100 FPS, the distortion disappears. However, this isn’t a practical solution for a full environment. Possible Cause? I came across this note in the Unity documentation: "Ensure depth-buffer for each pixel is non-zero - on visionOS, the depth buffer is used for reprojection. To ensure visual effects like skyboxes and shaders are displayed beautifully, ensure that some value is written to the depth for each pixel." Could this be related to the issue? Is it possible that Alpha Clipping with low pixel coverage leads to some pixels not writing to the depth buffer, which then causes problems during Vision Pro’s reprojection or foveated rendering? However, even when I disable Alpha Clipping entirely, the distortion issue still persists, so it may not be solely caused by clipping itself. Project Setup Unity 6.0 (URP) Depth Texture: Enable Using Metal as the graphics backend Running on real Vision Pro hardware (not simulator) Any advice on how to avoid these distortion issues on Vision Pro would be greatly appreciated. Thanks!
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153
Activity
Jul ’25
broken animations and memory leak issues
hello apple through this message i want to draw you attention to some problems with gptk and rosetta some games like marvel spiderman 2 have broken animations and t pose issues and other like uncharted and the last of us have severe memory leak issues so its my request please fix it asap
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164
Activity
Jan ’26
Sparse Texture Writes
Hey, I've been struggling with this for some days now. I am trying to write to a sparse texture in a compute shader. I'm performing the following steps: Set up a sparse heap and create a texture from it Map the whole area of the sparse texture using updateTextureMapping(..) Overwrite every value with the value "4" in a compute shader Blit the texture to a shared buffer Assert that the values in the buffer are "4". I have a minimal example (which is still pretty long unfortunately). It works perfectly when removing the line heapDesc.type = .sparse. What am I missing? I could not find any information that writes to sparse textures are unsupported. Any help would be greatly appreciated. import Metal func sparseTexture64x64Demo() throws { // ── Metal objects guard let device = MTLCreateSystemDefaultDevice() else { throw NSError(domain: "SparseNotSupported", code: -1) } let queue = device.makeCommandQueue()! let lib = device.makeDefaultLibrary()! let pipeline = try device.makeComputePipelineState(function: lib.makeFunction(name: "addOne")!) // ── Texture descriptor let width = 64, height = 64 let format: MTLPixelFormat = .r32Uint // 4 B per texel let desc = MTLTextureDescriptor() desc.textureType = .type2D desc.pixelFormat = format desc.width = width desc.height = height desc.storageMode = .private desc.usage = [.shaderWrite, .shaderRead] // ── Sparse heap let bytesPerTile = device.sparseTileSizeInBytes let meta = device.heapTextureSizeAndAlign(descriptor: desc) let heapBytes = ((bytesPerTile + meta.size + bytesPerTile - 1) / bytesPerTile) * bytesPerTile let heapDesc = MTLHeapDescriptor() heapDesc.type = .sparse heapDesc.storageMode = .private heapDesc.size = heapBytes let heap = device.makeHeap(descriptor: heapDesc)! let tex = heap.makeTexture(descriptor: desc)! // ── CPU buffers let bytesPerPixel = MemoryLayout<UInt32>.stride let rowStride = width * bytesPerPixel let totalBytes = rowStride * height let dstBuf = device.makeBuffer(length: totalBytes, options: .storageModeShared)! let cb = queue.makeCommandBuffer()! let fence = device.makeFence()! // 2. Map the sparse tile, then signal the fence let rse = cb.makeResourceStateCommandEncoder()! rse.updateTextureMapping( tex, mode: .map, region: MTLRegionMake2D(0, 0, width, height), mipLevel: 0, slice: 0) rse.update(fence) // ← capture all work so far rse.endEncoding() let ce = cb.makeComputeCommandEncoder()! ce.waitForFence(fence) ce.setComputePipelineState(pipeline) ce.setTexture(tex, index: 0) let threadsPerTG = MTLSize(width: 8, height: 8, depth: 1) let tgCount = MTLSize(width: (width + 7) / 8, height: (height + 7) / 8, depth: 1) ce.dispatchThreadgroups(tgCount, threadsPerThreadgroup: threadsPerTG) ce.updateFence(fence) ce.endEncoding() // Blit texture into shared buffer let blit = cb.makeBlitCommandEncoder()! blit.waitForFence(fence) blit.copy( from: tex, sourceSlice: 0, sourceLevel: 0, sourceOrigin: MTLOrigin(x: 0, y: 0, z: 0), sourceSize: MTLSize(width: width, height: height, depth: 1), to: dstBuf, destinationOffset: 0, destinationBytesPerRow: rowStride, destinationBytesPerImage: totalBytes) blit.endEncoding() cb.commit() cb.waitUntilCompleted() assert(cb.error == nil, "GPU error: \(String(describing: cb.error))") // ── Verify a few texels let out = dstBuf.contents().bindMemory(to: UInt32.self, capacity: width * height) print("first three texels:", out[0], out[1], out[width]) // 0 1 64 assert(out[0] == 4 && out[1] == 4 && out[width] == 4) } Metal shader: #include <metal_stdlib> using namespace metal; kernel void addOne(texture2d<uint, access::write> tex [[texture(0)]], uint2 gid [[thread_position_in_grid]]) { tex.write(4, gid); }
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135
Activity
May ’25
ARView ignores multi-touch events
Hi, How to enable multitouch on ARView? Touch functions (touchesBegan, touchesMoved, ...) seem to only handle one touch at a time. In order to handle multiple touches at a time with ARView, I have to either: Use SwiftUI .simultaneousGesture on top of an ARView representable Position a UIView on top of ARView to capture touches and do hit testing by passing a reference to ARView Expected behavior: ARView should capture all touches via touchesBegan/Moved/Ended/Cancelled. Here is what I tried, on iOS 26.1 and macOS 26.1: ARView Multitouch The setup below is a minimal ARView presented by SwiftUI, with touch events handled inside ARView. Multitouch doesn't work with this setup. Note that multitouch wouldn't work either if the ARView is presented with a UIViewController instead of SwiftUI. import RealityKit import SwiftUI struct ARViewMultiTouchView: View { var body: some View { ZStack { ARViewMultiTouchRepresentable() .ignoresSafeArea() } } } #Preview { ARViewMultiTouchView() } // MARK: Representable ARView struct ARViewMultiTouchRepresentable: UIViewRepresentable { func makeUIView(context: Context) -> ARView { let arView = ARViewMultiTouch(frame: .zero) let anchor = AnchorEntity() arView.scene.addAnchor(anchor) let boxWidth: Float = 0.4 let boxMaterial = SimpleMaterial(color: .red, isMetallic: false) let box = ModelEntity(mesh: .generateBox(size: boxWidth), materials: [boxMaterial]) box.name = "Box" box.components.set(CollisionComponent(shapes: [.generateBox(width: boxWidth, height: boxWidth, depth: boxWidth)])) anchor.addChild(box) return arView } func updateUIView(_ uiView: ARView, context: Context) { } } // MARK: ARView class ARViewMultiTouch: ARView { required init(frame: CGRect) { super.init(frame: frame) /// Enable multi-touch isMultipleTouchEnabled = true cameraMode = .nonAR automaticallyConfigureSession = false environment.background = .color(.gray) /// Disable gesture recognizers to not conflict with touch events /// But it doesn't fix the issue gestureRecognizers?.forEach { $0.isEnabled = false } } required dynamic init?(coder decoder: NSCoder) { fatalError("init(coder:) has not been implemented") } override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) { for touch in touches { /// # Problem /// This should print for every new touch, up to 5 simultaneously on an iPhone (multi-touch) /// But it only fires for one touch at a time (single-touch) print("Touch began at: \(touch.location(in: self))") } } } Multitouch with an Overlay This setup works, but it doesn't seem right. There must be a solution to make ARView handle multi touch directly, right? import SwiftUI import RealityKit struct MultiTouchOverlayView: View { var body: some View { ZStack { MultiTouchOverlayRepresentable() .ignoresSafeArea() Text("Multi touch with overlay view") .font(.system(size: 24, weight: .medium)) .foregroundStyle(.white) .offset(CGSize(width: 0, height: -150)) } } } #Preview { MultiTouchOverlayView() } // MARK: Representable Container struct MultiTouchOverlayRepresentable: UIViewRepresentable { func makeUIView(context: Context) -> UIView { /// The view that SwiftUI will present let container = UIView() /// ARView let arView = ARView(frame: container.bounds) arView.autoresizingMask = [.flexibleWidth, .flexibleHeight] arView.cameraMode = .nonAR arView.automaticallyConfigureSession = false arView.environment.background = .color(.gray) let anchor = AnchorEntity() arView.scene.addAnchor(anchor) let boxWidth: Float = 0.4 let boxMaterial = SimpleMaterial(color: .red, isMetallic: false) let box = ModelEntity(mesh: .generateBox(size: boxWidth), materials: [boxMaterial]) box.name = "Box" box.components.set(CollisionComponent(shapes: [.generateBox(width: boxWidth, height: boxWidth, depth: boxWidth)])) anchor.addChild(box) /// The view that will capture touches let touchOverlay = TouchOverlayView(frame: container.bounds) touchOverlay.autoresizingMask = [.flexibleWidth, .flexibleHeight] touchOverlay.backgroundColor = .clear /// Pass an arView reference to the overlay for hit testing touchOverlay.arView = arView /// Add views to the container. /// ARView goes in first, at the bottom. container.addSubview(arView) /// TouchOverlay goes in last, on top. container.addSubview(touchOverlay) return container } func updateUIView(_ uiView: UIView, context: Context) { } } // MARK: Touch Overlay View /// A UIView to handle multi-touch on top of ARView class TouchOverlayView: UIView { weak var arView: ARView? override init(frame: CGRect) { super.init(frame: frame) isMultipleTouchEnabled = true isUserInteractionEnabled = true } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) { let totalTouches = event?.allTouches?.count ?? touches.count print("--- Touches Began --- (New: \(touches.count), Total: \(totalTouches))") for touch in touches { let location = touch.location(in: self) /// Hit testing. /// ARView and Touch View must be of the same size if let arView = arView { let entity = arView.entity(at: location) if let entity = entity { print("Touched entity: \(entity.name)") } else { print("Touched: none") } } } } override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) { let totalTouches = event?.allTouches?.count ?? touches.count print("--- Touches Cancelled --- (Cancelled: \(touches.count), Total: \(totalTouches))") } }
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Activity
Jan ’26
iPad - Can I prevent Multitasking on my app?
I have a game built in Unreal Engine 5.6 which uses tilt motion controls to rotate an object. I've restricted the app to only run in portrait for iPhone, and everything works fine, however for iPad I've had a few issues relating to multitasking and I can't seem to solve it. Forcing the app to portrait only still allows the app to run in landscape mode, but shows black bars either side of the game, and the axes for the motion controls are incorrect. X becomes Y and Y becomes X, and there's no way for my app to know which orientation it is because the container is still technically portrait. Allowing my game to run in all orientations makes the whole app more presentable, it doesn't add black bars and the game is still functional and I'm able to map the controls correctly because the game knows it's landscape rather than portrait. The problem with allowing my app to run in landscape mode is if multitasking is enabled on the ipad, you can resize the app to be portrait, and then I run into the same problem again where the game thinks it's portrait mode and all of the axes are wrong again. I tried getting the true orientation of the device rather than the scene, but the game is intended to be played flat so instead of returning the orientation of the OS the orientation is FaceUp, which doesn't help. I need to either disable multitasking or find a way of getting the orientation of the OS (not the scene or the device). I haven't found how to get the OS orientation so I've been trying to disable multitasking. I've got Requires Fullscreen true and UIApplicationSupportsMultipleScreens false in my info.plist but my iPad still seems to allow the window to be resized in landscape view. Opening the IOS workspace of my project Requires Fullscreen is ticked but under that it says "Supports Multiple Windows" and the arrow button next to it takes my to my info.plist values, but no indication of how I can change it. I'm using Unreal Engine 5.6 and Xcode 16.0. Xcode is old I know, but this version of unreal engine doesn't seem to support any newer.
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311
Activity
Nov ’25
Query GPU metrics
Hello! I'm a developer working on a plugin for the Elgato Stream Deck, called GPU Metrics. The plugin currently only works on Windows but I'd like to bring it to macOS. However, based on forum posts I've read (and StackOverflow) there isn't a very clear path to query GPU metrics like usage, temperature, used GPU memory, and power consumption. There are some tools out there that do similar things, but I wanted to see what would be the recommendation from Apple's engineering team to get this data via a public API. Requirements: Access GPU utilization, temperature, memory usage, power usage C/C++ based API for querying the metrics so I can expose the data to JavaScript via Node Addon No need to compatibile with Intel-based Macs, as Apple silicon will be fine for now Plugin GitHub Thank you! Noah
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143
Activity
May ’25
MTL4FXTemporalDenoisedScaler initialization
I’m trying to use MTL4FXTemporalDenoisedScaler, and I’m seeing a crash during initialization even with a very simple sample app. I created a minimal sample here: https://github.com/tatsuya-ogawa/MetalFXInitExample The exception is: NSException: "-[AGXG16XFamilyHeap baseObject]: unrecognized selector sent to instance ..." What I found is: • This works: descriptor.makeTemporalDenoisedScaler(device: device) • This crashes: descriptor.makeTemporalDenoisedScaler(device: device, compiler: metal4Compiler) So the issue seems to happen only with the Metal4FX version. For testing, I’m using an iPhone 15 Pro. According to the Metal Feature Set Tables, MetalFX denoised upscaling should be supported on Apple9 and later, so I believe the device itself should meet the requirements. Reference: https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf Has anyone seen this before, or knows what might be causing it? I’d appreciate any advice. Thanks.
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39
Activity
4d
How does the automatch feature work in Game Kit?
I'm developing a turn based game. When I present the GKTurnBasedMatchmakerViewController players can opt in for automatch instead of selecting a specific friend as opponent. How exactly does the matching work if a player doesn't specify anything explicitly? Does Game Center send push notifications in a round robin fashion to all friends and the first one to accept is then matched as opponent? Is this documented somewhere?
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3
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510
Activity
Jan ’26
Float8 and Float16 "Reserved_Name__Do_not_use"
I am developing a macOS terminal app, running on an M4 Pro, and using Metal. I am not able use float8 or float16, both reporting Variable has incomplete type 'float16' (aka '__Reserved_Name__Do_not_use_float16'). Based on the system I should be able to use these. Either it is because it is also compiling to Intel, which they are not allowed, or something else. Either way I have not been able to figure out how to get past this. IIs there a compiler setting I need to set to make this work? if so which one and what setting do I need? I only want to run this on M processes, on the latest version of OS so not interested in Intel version or backward compatibility.
Topic: Graphics & Games SubTopic: Metal Tags:
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222
Activity
Aug ’25
Cannot download Deferred Lighting in C++ Sample Code
Anyone else unable to download the "Rendering a Scene with Deferred Lighting in C++" (https://developer.apple.com/documentation/metal/rendering-a-scene-with-deferred-lighting-in-c++?language=objc)? I just an error page: Is there another place to download this sample?
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1
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121
Activity
Mar ’25