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Does OLED burn-in affect iPad Pro displays, and should I implement a screen saver in my always-on app?
Hi everyone, I’m developing an iPad app that will be running continuously with the screen always on — similar to a restaurant ordering system. I understand that some of the newer iPad Pro models are equipped with OLED displays. I'm concerned about the potential risk of screen burn-in due to static UI elements being displayed for extended periods. Does burn-in occur on the OLED iPad Pro models under such usage? Would it be advisable to implement a screen saver or periodically animate/change parts of the UI to prevent this? Any insights or best practices would be greatly appreciated. Thank you!
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141
Jun ’25
Monthly recurring leaderboard and placement achievement?
I would like a monthly recurring leaderboard, but the most days one can set for the recurring leaderboard is 30, and some months have 31 days (or 28/29). This is dumb. I guess I have to manually reset a classic leaderboard each month to get this result? Additionally once it closes and is about to reset (I also have daily recurring leaderboards), I'd like to grant the top placers on the leaderboard a corresponding achievement, but I don't see any way of doing this. I believe I can do all these things on PlayFab, but it'll take a bit more work, and eventually cost. Any one have advise?
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204
Sep ’25
CIBumpDistortion filter not working on my view
I'm trying to apply a CIBumpDistortion Core Image filter to a view that contains a UILabel (my storyLabel). The goal is to create a visual bump/magnifying glass effect over the text. However, despite my attempts, the filter doesn't seem to render at all. The view and the label appear as normal, with no distortion effect. I've tried adjusting the filter parameters and reviewing the view hierarchy, but without success. I also haven't been able to find clear documentation or examples for applying this filter to a UIView's layer. // // TVView.swift // Mistery // // Created by Joje on 31/07/25. // import CoreImage import CoreImage.CIFilterBuiltins import UIKit import AVFoundation final class TVView: UIView { // propriedades animacao texto private var textAnimationTimer: Timer? private var fullTextToAnimate: String = "" private var currentCharIndex: Int = 0 // propriedades video estatica private var player: AVQueuePlayer? private var playerLayer: AVPlayerLayer? private var playerLooper: AVPlayerLooper? var onNextButtonTap: () -> Void = {} // MARK: - Subviews // imagem da TV private(set) lazy var tvImageView: UIImageView = { let imageView = UIImageView() imageView.translatesAutoresizingMaskIntoConstraints = false imageView.image = UIImage(named: "tvFinal") imageView.contentMode = .scaleAspectFit return imageView }() // texto que passa dentro da TV private(set) lazy var storyLabel: UILabel = { let label = UILabel() label.translatesAutoresizingMaskIntoConstraints = false //label.backgroundColor = .gray label.textColor = .red label.font = UIFont(name: "MeltedMonster", size: 30) label.textAlignment = .left label.numberOfLines = 0 label.text = "" return label }() private(set) lazy var nextButton: UIButton = { let button = UIButton(type: .system) button.translatesAutoresizingMaskIntoConstraints = false //button.backgroundColor = .darkGray button.addTarget(self, action: #selector(didPressNextButton), for: .touchUpInside) return button }() // MARK: - Lifecycle override init(frame: CGRect) { super.init(frame: frame) backgroundColor = .black setupVideoPlayer() addSubviews() setupConstraints() } override func layoutSubviews() { super.layoutSubviews() playerLayer?.frame = tvImageView.frame.insetBy(dx: tvImageView.frame.width * 0.05, dy: tvImageView.frame.height * 0.18) setupFisheyeEffect() } private func setupFisheyeEffect() { // cria o filtro guard let filter = CIFilter(name: "CIBumpDistortion") else {return print("erro")} storyLabel.layer.shouldRasterize = true storyLabel.layer.rasterizationScale = UIScreen.main.scale // define os parametros filter.setDefaults() // centro do efeito let center = CIVector(x: storyLabel.bounds.midX, y: storyLabel.bounds.midY) filter.setValue(center, forKey: kCIInputCenterKey) // raio de distorção filter.setValue(storyLabel.bounds.width, forKey: kCIInputRadiusKey) // intensidade de distorção filter.setValue(7, forKey: kCIInputScaleKey) storyLabel.layer.filters = [filter] } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } // MARK: - Button actions @objc private func didPressNextButton() { onNextButtonTap() } @objc private func animateNextCharacter() { guard currentCharIndex < fullTextToAnimate.count else { textAnimationTimer?.invalidate() return } let currentTextIndex = fullTextToAnimate.index(fullTextToAnimate.startIndex, offsetBy: currentCharIndex) let partialText = String(fullTextToAnimate[...currentTextIndex]) storyLabel.text = partialText currentCharIndex += 1 } public func updateStoryText(with text: String) { textAnimationTimer?.invalidate() storyLabel.text = "" fullTextToAnimate = text currentCharIndex = 0 textAnimationTimer = Timer.scheduledTimer(timeInterval: 0.12, target: self, selector: #selector(animateNextCharacter), userInfo: nil, repeats: true) } // MARK: - Setup methods private func setupVideoPlayer() { guard let videoURL = Bundle.main.url(forResource: "static-video", withExtension: "mov") else { print("Erro: Não foi possível encontrar o arquivo de vídeo static-video.mov") return } let playerItem = AVPlayerItem(url: videoURL) player = AVQueuePlayer(playerItem: playerItem) // LINHA COM POSSIVEL ERRO playerLooper = AVPlayerLooper(player: player!, templateItem: playerItem) playerLayer = AVPlayerLayer(player: player) playerLayer?.videoGravity = .resizeAspectFill if let layer = playerLayer { self.layer.addSublayer(layer) } player?.play() } private func addSubviews() { self.addSubview(storyLabel) self.addSubview(tvImageView) self.addSubview(nextButton) } private func setupConstraints() { NSLayoutConstraint.activate([ // TV Image tvImageView.centerXAnchor.constraint(equalTo: centerXAnchor), tvImageView.centerYAnchor.constraint(equalTo: centerYAnchor), tvImageView.widthAnchor.constraint(equalTo: widthAnchor), // TV Text storyLabel.centerXAnchor.constraint(equalTo: tvImageView.centerXAnchor, constant: -50), storyLabel.centerYAnchor.constraint(equalTo: tvImageView.centerYAnchor, constant: -25), storyLabel.widthAnchor.constraint(equalTo: tvImageView.widthAnchor, multiplier: 0.35), storyLabel.heightAnchor.constraint(equalTo: tvImageView.heightAnchor, multiplier: 0.42), //TV Button nextButton.topAnchor.constraint(equalTo: tvImageView.centerYAnchor, constant: -25), nextButton.centerXAnchor.constraint(equalTo: self.centerXAnchor, constant: 190), nextButton.widthAnchor.constraint(equalToConstant: 100), nextButton.heightAnchor.constraint(equalToConstant: 160) ]) } } #Preview{ ViewController() }
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192
Sep ’25
How to apply a geometry modifier to a VideoMaterial in RealityKit?
I have a model that uses a video material as the surface shader and I need to also use a geometry modifier on the material. This seemed like it would be promising (adapted from https://developer.apple.com/wwdc21/10075 ~5m 50s). // Did the setup for the video and AVPlayer eventually leading me to let videoMaterial = VideoMaterial(avPlayer: avPlayer) // Assign the material to the entity entity.model!.materials = [videoMaterial] // The part shown in WWDC: Set up the library and geometry modifier before, so now try to map the new custom material to the video material entity.model!.materials = entity.model!.materials.map { baseMaterial in       try! CustomMaterial(from: baseMaterial, geometryModifier: geometryModifier)     } But, I get the following error Thread 1: Fatal error: 'try!' expression unexpectedly raised an error: RealityFoundation.CustomMaterialError.defaultSurfaceShaderForMaterialNotFound How can I apply a geometry modifier to a VideoMaterial? Or, if I can't do that, is there an easy way to route the AVPlayer video data into the baseColor of CustomMaterial?
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1.2k
Dec ’25
GKLeaderboard.LoadLeaderboards() return empty when testing on Xcode with local gamekit file (Unity)
var allLeaderboards = await GKLeaderboard.LoadLeaderboards(); Log(allLeaderboards.Count); // returns 0 What am I missing?? What doesn’t work: await GKGameActivityDefinition.LoadGameActivityDefinitions() → count = 0 await GKLeaderboard.LoadLeaderboards() (no args) → 0 leaderboards await GKLeaderboard.LoadLeaderboards("MY ID") → returns 0 GkGameActivity.SetScoreOnLeaderboard(Leaderboard, score, context); returns an error since my Leaderboard is null. Activities and leaderboards are defined in GameCenterResources.gamekit in Xcode. Achievements that I add locally in the .gamekit file do not appear at runtime either; only ASC live ones show. ** What works:** xcode- debug- Gamekit- Manage Game progress- I can submit new scores with the plus button and see the notification on my device. await GKLocalPlayer.Authenticate() succeeds. await GKAchievement.LoadAchievements() returns the list of achievements configured in App Store Connect- but not any new local achievements created in Xcode in GameCenterResources.gamekit Environment Device/OS: iPhone on iOS 26.0 beta (Game Center sandbox) Xcode: 26.0 beta 6 Unity: 2022.3.21 Apple GameKit Unity plugin: 2025-beta1 (GameKit package) Signing: Game Center capability enabled; using development provisioning profile GameKit resources: GameCenterResources.gamekit in project (Target: Unity-iPhone), appears under Build Phases → Copy Bundle Resources
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772
Sep ’25
vImageConverter_CreateWithCGImageFormat Fails with kvImageInvalidImageFormat When Trying to Convert CMYK to RGB
So I get JPEG data in my app. Previously I was using the higher level NSBitmapImageRep API and just feeding the JPEG data to it. But now I've noticed on Sonoma If I get a JPEG in the CMYK color space the NSBitmapImageRep renders mostly black and is corrupted. So I'm trying to drop down to the lower level APIs. Specifically I grab a CGImageRef and and trying to use the Accelerate API to convert it to another format (to hopefully workaround the issue... CGImageRef sourceCGImage = `CGImageCreateWithJPEGDataProvider(jpegDataProvider,` NULL, shouldInterpolate, kCGRenderingIntentDefault); Now I use vImageConverter_CreateWithCGImageFormat... with the following values for source and destination formats: Source format: (derived from sourceCGImage) bitsPerComponent = 8 bitsPerPixel = 32 colorSpace = (kCGColorSpaceICCBased; kCGColorSpaceModelCMYK; Generic CMYK Profile) bitmapInfo = kCGBitmapByteOrderDefault version = 0 decode = 0x000060000147f780 renderingIntent = kCGRenderingIntentDefault Destination format: bitsPerComponent = 8 bitsPerPixel = 24 colorSpace = (DeviceRBG) bitmapInfo = 8197 version = 0 decode = 0x0000000000000000 renderingIntent = kCGRenderingIntentDefault But vImageConverter_CreateWithCGImageFormat fails with kvImageInvalidImageFormat. Now if I change the destination format to use 32 bitsPerpixel and use alpha in the bitmap info the vImageConverter_CreateWithCGImageFormat does not return an error but I get a black image just like NSBitmapImageRep
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1.5k
Aug ’25
RealityKit VideoMaterial renders pink on iOS 18
our app is live, and it appears that since the ios 18 update - the VideoMaterial renders pink / purple color instead of the video (picture attached). the audio is rendered properly. we found that it occurs on old devices: iPhone 11 & iPhone SE 2020. I've found this thread of Andy Jazz on stackoverflow: Steps to Reproduce: Create a plane for the video screen. Apply a VideoMaterial using AVPlayerItem. Anchor the model entity to an ARImageAnchor. Expected Outcome: The video should play as a material on the plane in RealityKit. Actual Outcome: On iOS 18, the plane appears pink, indicating the VideoMaterial isn’t applied. What I’ve Tried: -Verified the video URL is correct. -Checked that the AVPlayerItem and VideoMaterial are initialised correctly. -Ensured the AVPlayer is playing the video. I also tried different formats (mov / mp4 / m4v), and verifying that the video's status is readyToPlay. any suggestions?
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224
Jun ’25
Testing Gamecenter Accounts
HI all, I'm in the early stages of testing a game that will have real-time device-to-device communication using GameCenter. I've read something about setting up GameCenter "sandbox" accounts to test prior to the game's release, but I can't find anything reliable about how to do so. I've found lots of web pages which purport to describe how to do this task, but what they describe seems to be outdated, as the steps don't appear to be available in modern versions of iOS. I'm testing on iOS 18 and 26. Document search isn't helping--I mostly find information on how to set up StoreKit sandbox accounts, which I assume are different things altogether--so if you could point me towards an article that allows me to test a new, unreleased GameKit app between devices, I'd appreciate it. People are developing GameCenter apps, so I know it's possible... advTHANKSance
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405
Sep ’25
iPhone Pro Model - RefreshRate
I want to display the refresh rate on the screen of the iPhone (14 Pro Max), but each app of the App Store's "Floating Clock", "Floating Clock Premium" and "Screen Renewal Rate - RefreshRate Realtime" can only display two of 60Hz and 120Hz, and I wonder if it can display numbers of 1Hz, 10Hz, tens of Hz, or more than 3 levels. Does anyone know how to do it?
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328
Sep ’25
Inquiry About Game Center Integration Analytics
Dear Apple Developer Support, I hope this message finds you well. I am a game developer looking to integrate Game Center into our game. Before proceeding, I would like to understand the analytical capabilities available post-integration. Specifically, I am interested in tracking detailed metrics such as: The number of new player downloads driven by Game Center features (e.g., friend challenges, leaderboards, or achievements). Data on user engagement and conversions originating from Game Center interactions. I have explored App Store Connect’s App Analytics but would appreciate clarification on whether Game Center-specific data (e.g., referrals from challenges or social features) is available to measure growth and optimize our strategies. If such data is accessible, could you guide me on how to view it? If not, are there alternative methods or plans to incorporate this in the future? Thank you for your time and assistance. I look forward to your response. Best regards, Bella
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986
Sep ’25
RealityView postProcess effect depth texture
Hello, Question re: iOS RealityView postProcess. I've got a working postProcess kernel and I'd like to add some depth-based effects to it. Theoretically I should be able to just do: encoder.setTexture(context.sourceDepthTexture, index: 1) and then in the kernel: texture2d<float, access::read> depthIn [[texture(1)]] ... outTexture.write(depthIn.read(gid), gid); And I consistently see all black rendered to the view. The postProcess shader works, so that's not the issue. It just seems to not be receiving actual depth information. (If I set a breakpoint at the encoder setTexture step, I can see preview the color texture of the scene, but the context's depthTexture looks like all NaN / blank.) I've looked at all the WWDC samples, but they include ARView for all the depth sample code, which has a different set of configuration options than RealityView. So far I haven't seen anywhere to explicitly tell RealityView "include the depth information". So I'm not sure if I'm missing something there. It appears that there is indeed a depth texture being passed, but it looks blank. Is there a working example somewhere that we can reference?
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649
Nov ’25
'tangents' was deprecated in visionOS 2.0: Use cp_drawable_compute_projection instead
I'm using a class with tangents to render on RealityKit for VisionOS but in Vision26 it cause a crash on App and there not documentation how implement cp_drawable_compute_projection I have tried a few options but without success. Could you help me to implement it ? The part of code is: return drawable.views.map { view in let userViewpointMatrix = (simdDeviceAnchor * view.transform).inverse let projectionMatrix = ProjectiveTransform3D( leftTangent: Double(view.tangents[0]), rightTangent: Double(view.tangents[1]), topTangent: Double(view.tangents[2]), bottomTangent: Double(view.tangents[3]), nearZ: Double(drawable.depthRange.y), farZ: Double(drawable.depthRange.x), reverseZ: true ) let screenSize = SIMD2(x: Int(view.textureMap.viewport.width), y: Int(view.textureMap.viewport.height)) return ModelRendererViewportDescriptor(viewport: view.textureMap.viewport, projectionMatrix: .init(projectionMatrix), viewMatrix: userViewpointMatrix * translationMatrix * rotationMatrix * scalingMatrix * commonUpCalibration, screenSize: screenSize) }
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166
Jun ’25
How to load a USDZ inside of a Reality Composer Pro package as ModelEntity in RealityKit ?
I need a MeshResource from ModelEntity to generate a box collider, but ModelEntity fails to load USDZ files from the Reality Composer Pro (RCP) bundle. This code works for loading an Entity: // Successfully loads as generic Entity previewEntity = try await Entity(named: fileName, in: realityKitContentBundle) But this fails when trying to load as ModelEntity: // Fails to load as ModelEntity modelEntity = try await ModelEntity(named: fileName, in: realityKitContentBundle) I found this thread mentioning: "You'll likely go from USDZ to Entity which contains a MeshResource when you load/init the USDZ file." But it doesn't explain ​how to actually extract the MeshResource. Could anyone advise: How to properly load USDZ files as ModelEntity from RCP bundles? How to extract MeshResource from a successfully loaded Entity? Alternative approaches to generate box colliders if direct extraction isn't possible? Sample code for extraction or workarounds would be greatly appreciated!
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277
Jun ’25
GameKit Configuration File - Apple Documentation out of Date
This is the first time I have tried adding achievements to my games. The online documentation says: "Before you can access achievements in your code, you can configure them in Xcode and sync the configuration updates you make with App Store Connect. Begin configuring achievements by creating a GameKit configuration file. In Xcode, choose File > New > File from Template. Select GameKit File, and click Next. In the sheet that appears, enter a name for the configuration and click Create." Sounds easy - except Xcode 16.2 does not have a GameKit File as one of the Templates. Please advise on how to proceed and it would be nice if the documentation were updated.
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152
May ’25
GameKit Achievements, Leaderboards and Challenges not showing on iOS 26 beta 4 in the Game Center UI (opened from GKAccessPoint)
On an iPad running iPadOS 26 beta 4, when tapping the Game Center Access Point, the overlay doesn’t show the configured achievements, leaderboards or challenges. I should specify this is an in-development app and the achievements and leaderboards are in the “Not Live” state, however they show on other devices running iOS 18 in the Access Point UI. Anyone else having this issue? If so, how should I test achievements and leaderboards while iOS 26 beta is out? The UI looks like this on iPadOS 26:
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368
Aug ’25
Unity PolySpatia
Hello, We are experiencing an issue with apparent lag or latency when interacting with objects in Unity using the XR Interaction Toolkit. Even when interactables are configured with the Movement Type set to Instantaneous, objects exhibit a noticeable delay when following hand movement. This issue is particularly apparent when the hand moves at higher speeds. We would like to know: is any additional configuration required, or is there something else we need to do to resolve this? Thank you very much for your assistance.
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550
Aug ’25
Does OLED burn-in affect iPad Pro displays, and should I implement a screen saver in my always-on app?
Hi everyone, I’m developing an iPad app that will be running continuously with the screen always on — similar to a restaurant ordering system. I understand that some of the newer iPad Pro models are equipped with OLED displays. I'm concerned about the potential risk of screen burn-in due to static UI elements being displayed for extended periods. Does burn-in occur on the OLED iPad Pro models under such usage? Would it be advisable to implement a screen saver or periodically animate/change parts of the UI to prevent this? Any insights or best practices would be greatly appreciated. Thank you!
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1
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141
Activity
Jun ’25
RealityKit convexCast causing a crash
Had anyone experienced convexCast causing a crash and what might be behind it? Here's the call stack:
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1
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93
Activity
Jun ’25
Monthly recurring leaderboard and placement achievement?
I would like a monthly recurring leaderboard, but the most days one can set for the recurring leaderboard is 30, and some months have 31 days (or 28/29). This is dumb. I guess I have to manually reset a classic leaderboard each month to get this result? Additionally once it closes and is about to reset (I also have daily recurring leaderboards), I'd like to grant the top placers on the leaderboard a corresponding achievement, but I don't see any way of doing this. I believe I can do all these things on PlayFab, but it'll take a bit more work, and eventually cost. Any one have advise?
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1
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204
Activity
Sep ’25
CIBumpDistortion filter not working on my view
I'm trying to apply a CIBumpDistortion Core Image filter to a view that contains a UILabel (my storyLabel). The goal is to create a visual bump/magnifying glass effect over the text. However, despite my attempts, the filter doesn't seem to render at all. The view and the label appear as normal, with no distortion effect. I've tried adjusting the filter parameters and reviewing the view hierarchy, but without success. I also haven't been able to find clear documentation or examples for applying this filter to a UIView's layer. // // TVView.swift // Mistery // // Created by Joje on 31/07/25. // import CoreImage import CoreImage.CIFilterBuiltins import UIKit import AVFoundation final class TVView: UIView { // propriedades animacao texto private var textAnimationTimer: Timer? private var fullTextToAnimate: String = "" private var currentCharIndex: Int = 0 // propriedades video estatica private var player: AVQueuePlayer? private var playerLayer: AVPlayerLayer? private var playerLooper: AVPlayerLooper? var onNextButtonTap: () -> Void = {} // MARK: - Subviews // imagem da TV private(set) lazy var tvImageView: UIImageView = { let imageView = UIImageView() imageView.translatesAutoresizingMaskIntoConstraints = false imageView.image = UIImage(named: "tvFinal") imageView.contentMode = .scaleAspectFit return imageView }() // texto que passa dentro da TV private(set) lazy var storyLabel: UILabel = { let label = UILabel() label.translatesAutoresizingMaskIntoConstraints = false //label.backgroundColor = .gray label.textColor = .red label.font = UIFont(name: "MeltedMonster", size: 30) label.textAlignment = .left label.numberOfLines = 0 label.text = "" return label }() private(set) lazy var nextButton: UIButton = { let button = UIButton(type: .system) button.translatesAutoresizingMaskIntoConstraints = false //button.backgroundColor = .darkGray button.addTarget(self, action: #selector(didPressNextButton), for: .touchUpInside) return button }() // MARK: - Lifecycle override init(frame: CGRect) { super.init(frame: frame) backgroundColor = .black setupVideoPlayer() addSubviews() setupConstraints() } override func layoutSubviews() { super.layoutSubviews() playerLayer?.frame = tvImageView.frame.insetBy(dx: tvImageView.frame.width * 0.05, dy: tvImageView.frame.height * 0.18) setupFisheyeEffect() } private func setupFisheyeEffect() { // cria o filtro guard let filter = CIFilter(name: "CIBumpDistortion") else {return print("erro")} storyLabel.layer.shouldRasterize = true storyLabel.layer.rasterizationScale = UIScreen.main.scale // define os parametros filter.setDefaults() // centro do efeito let center = CIVector(x: storyLabel.bounds.midX, y: storyLabel.bounds.midY) filter.setValue(center, forKey: kCIInputCenterKey) // raio de distorção filter.setValue(storyLabel.bounds.width, forKey: kCIInputRadiusKey) // intensidade de distorção filter.setValue(7, forKey: kCIInputScaleKey) storyLabel.layer.filters = [filter] } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } // MARK: - Button actions @objc private func didPressNextButton() { onNextButtonTap() } @objc private func animateNextCharacter() { guard currentCharIndex < fullTextToAnimate.count else { textAnimationTimer?.invalidate() return } let currentTextIndex = fullTextToAnimate.index(fullTextToAnimate.startIndex, offsetBy: currentCharIndex) let partialText = String(fullTextToAnimate[...currentTextIndex]) storyLabel.text = partialText currentCharIndex += 1 } public func updateStoryText(with text: String) { textAnimationTimer?.invalidate() storyLabel.text = "" fullTextToAnimate = text currentCharIndex = 0 textAnimationTimer = Timer.scheduledTimer(timeInterval: 0.12, target: self, selector: #selector(animateNextCharacter), userInfo: nil, repeats: true) } // MARK: - Setup methods private func setupVideoPlayer() { guard let videoURL = Bundle.main.url(forResource: "static-video", withExtension: "mov") else { print("Erro: Não foi possível encontrar o arquivo de vídeo static-video.mov") return } let playerItem = AVPlayerItem(url: videoURL) player = AVQueuePlayer(playerItem: playerItem) // LINHA COM POSSIVEL ERRO playerLooper = AVPlayerLooper(player: player!, templateItem: playerItem) playerLayer = AVPlayerLayer(player: player) playerLayer?.videoGravity = .resizeAspectFill if let layer = playerLayer { self.layer.addSublayer(layer) } player?.play() } private func addSubviews() { self.addSubview(storyLabel) self.addSubview(tvImageView) self.addSubview(nextButton) } private func setupConstraints() { NSLayoutConstraint.activate([ // TV Image tvImageView.centerXAnchor.constraint(equalTo: centerXAnchor), tvImageView.centerYAnchor.constraint(equalTo: centerYAnchor), tvImageView.widthAnchor.constraint(equalTo: widthAnchor), // TV Text storyLabel.centerXAnchor.constraint(equalTo: tvImageView.centerXAnchor, constant: -50), storyLabel.centerYAnchor.constraint(equalTo: tvImageView.centerYAnchor, constant: -25), storyLabel.widthAnchor.constraint(equalTo: tvImageView.widthAnchor, multiplier: 0.35), storyLabel.heightAnchor.constraint(equalTo: tvImageView.heightAnchor, multiplier: 0.42), //TV Button nextButton.topAnchor.constraint(equalTo: tvImageView.centerYAnchor, constant: -25), nextButton.centerXAnchor.constraint(equalTo: self.centerXAnchor, constant: 190), nextButton.widthAnchor.constraint(equalToConstant: 100), nextButton.heightAnchor.constraint(equalToConstant: 160) ]) } } #Preview{ ViewController() }
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3
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192
Activity
Sep ’25
How to apply a geometry modifier to a VideoMaterial in RealityKit?
I have a model that uses a video material as the surface shader and I need to also use a geometry modifier on the material. This seemed like it would be promising (adapted from https://developer.apple.com/wwdc21/10075 ~5m 50s). // Did the setup for the video and AVPlayer eventually leading me to let videoMaterial = VideoMaterial(avPlayer: avPlayer) // Assign the material to the entity entity.model!.materials = [videoMaterial] // The part shown in WWDC: Set up the library and geometry modifier before, so now try to map the new custom material to the video material entity.model!.materials = entity.model!.materials.map { baseMaterial in       try! CustomMaterial(from: baseMaterial, geometryModifier: geometryModifier)     } But, I get the following error Thread 1: Fatal error: 'try!' expression unexpectedly raised an error: RealityFoundation.CustomMaterialError.defaultSurfaceShaderForMaterialNotFound How can I apply a geometry modifier to a VideoMaterial? Or, if I can't do that, is there an easy way to route the AVPlayer video data into the baseColor of CustomMaterial?
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2
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1.2k
Activity
Dec ’25
GKLeaderboard.LoadLeaderboards() return empty when testing on Xcode with local gamekit file (Unity)
var allLeaderboards = await GKLeaderboard.LoadLeaderboards(); Log(allLeaderboards.Count); // returns 0 What am I missing?? What doesn’t work: await GKGameActivityDefinition.LoadGameActivityDefinitions() → count = 0 await GKLeaderboard.LoadLeaderboards() (no args) → 0 leaderboards await GKLeaderboard.LoadLeaderboards("MY ID") → returns 0 GkGameActivity.SetScoreOnLeaderboard(Leaderboard, score, context); returns an error since my Leaderboard is null. Activities and leaderboards are defined in GameCenterResources.gamekit in Xcode. Achievements that I add locally in the .gamekit file do not appear at runtime either; only ASC live ones show. ** What works:** xcode- debug- Gamekit- Manage Game progress- I can submit new scores with the plus button and see the notification on my device. await GKLocalPlayer.Authenticate() succeeds. await GKAchievement.LoadAchievements() returns the list of achievements configured in App Store Connect- but not any new local achievements created in Xcode in GameCenterResources.gamekit Environment Device/OS: iPhone on iOS 26.0 beta (Game Center sandbox) Xcode: 26.0 beta 6 Unity: 2022.3.21 Apple GameKit Unity plugin: 2025-beta1 (GameKit package) Signing: Game Center capability enabled; using development provisioning profile GameKit resources: GameCenterResources.gamekit in project (Target: Unity-iPhone), appears under Build Phases → Copy Bundle Resources
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772
Activity
Sep ’25
visionOS Immersive Environment Template
Hello, I created a new project with the provided template for Immersive Environments. Straight out of box I build to both the Simulator and to Vision Pro and the provided Environment looks like this. What's interesting is that in Reality Composer Pro, it looks correct so how do I achieve the same look? Thank you in advance!
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127
Activity
Apr ’25
vImageConverter_CreateWithCGImageFormat Fails with kvImageInvalidImageFormat When Trying to Convert CMYK to RGB
So I get JPEG data in my app. Previously I was using the higher level NSBitmapImageRep API and just feeding the JPEG data to it. But now I've noticed on Sonoma If I get a JPEG in the CMYK color space the NSBitmapImageRep renders mostly black and is corrupted. So I'm trying to drop down to the lower level APIs. Specifically I grab a CGImageRef and and trying to use the Accelerate API to convert it to another format (to hopefully workaround the issue... CGImageRef sourceCGImage = `CGImageCreateWithJPEGDataProvider(jpegDataProvider,` NULL, shouldInterpolate, kCGRenderingIntentDefault); Now I use vImageConverter_CreateWithCGImageFormat... with the following values for source and destination formats: Source format: (derived from sourceCGImage) bitsPerComponent = 8 bitsPerPixel = 32 colorSpace = (kCGColorSpaceICCBased; kCGColorSpaceModelCMYK; Generic CMYK Profile) bitmapInfo = kCGBitmapByteOrderDefault version = 0 decode = 0x000060000147f780 renderingIntent = kCGRenderingIntentDefault Destination format: bitsPerComponent = 8 bitsPerPixel = 24 colorSpace = (DeviceRBG) bitmapInfo = 8197 version = 0 decode = 0x0000000000000000 renderingIntent = kCGRenderingIntentDefault But vImageConverter_CreateWithCGImageFormat fails with kvImageInvalidImageFormat. Now if I change the destination format to use 32 bitsPerpixel and use alpha in the bitmap info the vImageConverter_CreateWithCGImageFormat does not return an error but I get a black image just like NSBitmapImageRep
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1.5k
Activity
Aug ’25
RealityKit VideoMaterial renders pink on iOS 18
our app is live, and it appears that since the ios 18 update - the VideoMaterial renders pink / purple color instead of the video (picture attached). the audio is rendered properly. we found that it occurs on old devices: iPhone 11 & iPhone SE 2020. I've found this thread of Andy Jazz on stackoverflow: Steps to Reproduce: Create a plane for the video screen. Apply a VideoMaterial using AVPlayerItem. Anchor the model entity to an ARImageAnchor. Expected Outcome: The video should play as a material on the plane in RealityKit. Actual Outcome: On iOS 18, the plane appears pink, indicating the VideoMaterial isn’t applied. What I’ve Tried: -Verified the video URL is correct. -Checked that the AVPlayerItem and VideoMaterial are initialised correctly. -Ensured the AVPlayer is playing the video. I also tried different formats (mov / mp4 / m4v), and verifying that the video's status is readyToPlay. any suggestions?
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1
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224
Activity
Jun ’25
Testing Gamecenter Accounts
HI all, I'm in the early stages of testing a game that will have real-time device-to-device communication using GameCenter. I've read something about setting up GameCenter "sandbox" accounts to test prior to the game's release, but I can't find anything reliable about how to do so. I've found lots of web pages which purport to describe how to do this task, but what they describe seems to be outdated, as the steps don't appear to be available in modern versions of iOS. I'm testing on iOS 18 and 26. Document search isn't helping--I mostly find information on how to set up StoreKit sandbox accounts, which I assume are different things altogether--so if you could point me towards an article that allows me to test a new, unreleased GameKit app between devices, I'd appreciate it. People are developing GameCenter apps, so I know it's possible... advTHANKSance
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1
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405
Activity
Sep ’25
iPhone Pro Model - RefreshRate
I want to display the refresh rate on the screen of the iPhone (14 Pro Max), but each app of the App Store's "Floating Clock", "Floating Clock Premium" and "Screen Renewal Rate - RefreshRate Realtime" can only display two of 60Hz and 120Hz, and I wonder if it can display numbers of 1Hz, 10Hz, tens of Hz, or more than 3 levels. Does anyone know how to do it?
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1
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328
Activity
Sep ’25
Inquiry About Game Center Integration Analytics
Dear Apple Developer Support, I hope this message finds you well. I am a game developer looking to integrate Game Center into our game. Before proceeding, I would like to understand the analytical capabilities available post-integration. Specifically, I am interested in tracking detailed metrics such as: The number of new player downloads driven by Game Center features (e.g., friend challenges, leaderboards, or achievements). Data on user engagement and conversions originating from Game Center interactions. I have explored App Store Connect’s App Analytics but would appreciate clarification on whether Game Center-specific data (e.g., referrals from challenges or social features) is available to measure growth and optimize our strategies. If such data is accessible, could you guide me on how to view it? If not, are there alternative methods or plans to incorporate this in the future? Thank you for your time and assistance. I look forward to your response. Best regards, Bella
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1
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986
Activity
Sep ’25
RealityView postProcess effect depth texture
Hello, Question re: iOS RealityView postProcess. I've got a working postProcess kernel and I'd like to add some depth-based effects to it. Theoretically I should be able to just do: encoder.setTexture(context.sourceDepthTexture, index: 1) and then in the kernel: texture2d<float, access::read> depthIn [[texture(1)]] ... outTexture.write(depthIn.read(gid), gid); And I consistently see all black rendered to the view. The postProcess shader works, so that's not the issue. It just seems to not be receiving actual depth information. (If I set a breakpoint at the encoder setTexture step, I can see preview the color texture of the scene, but the context's depthTexture looks like all NaN / blank.) I've looked at all the WWDC samples, but they include ARView for all the depth sample code, which has a different set of configuration options than RealityView. So far I haven't seen anywhere to explicitly tell RealityView "include the depth information". So I'm not sure if I'm missing something there. It appears that there is indeed a depth texture being passed, but it looks blank. Is there a working example somewhere that we can reference?
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2
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649
Activity
Nov ’25
'tangents' was deprecated in visionOS 2.0: Use cp_drawable_compute_projection instead
I'm using a class with tangents to render on RealityKit for VisionOS but in Vision26 it cause a crash on App and there not documentation how implement cp_drawable_compute_projection I have tried a few options but without success. Could you help me to implement it ? The part of code is: return drawable.views.map { view in let userViewpointMatrix = (simdDeviceAnchor * view.transform).inverse let projectionMatrix = ProjectiveTransform3D( leftTangent: Double(view.tangents[0]), rightTangent: Double(view.tangents[1]), topTangent: Double(view.tangents[2]), bottomTangent: Double(view.tangents[3]), nearZ: Double(drawable.depthRange.y), farZ: Double(drawable.depthRange.x), reverseZ: true ) let screenSize = SIMD2(x: Int(view.textureMap.viewport.width), y: Int(view.textureMap.viewport.height)) return ModelRendererViewportDescriptor(viewport: view.textureMap.viewport, projectionMatrix: .init(projectionMatrix), viewMatrix: userViewpointMatrix * translationMatrix * rotationMatrix * scalingMatrix * commonUpCalibration, screenSize: screenSize) }
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166
Activity
Jun ’25
The problem of suspending the device in game mode
https://developer.apple.com/forums/profile/mozheralqahtani
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1
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360
Activity
Nov ’25
How to load a USDZ inside of a Reality Composer Pro package as ModelEntity in RealityKit ?
I need a MeshResource from ModelEntity to generate a box collider, but ModelEntity fails to load USDZ files from the Reality Composer Pro (RCP) bundle. This code works for loading an Entity: // Successfully loads as generic Entity previewEntity = try await Entity(named: fileName, in: realityKitContentBundle) But this fails when trying to load as ModelEntity: // Fails to load as ModelEntity modelEntity = try await ModelEntity(named: fileName, in: realityKitContentBundle) I found this thread mentioning: "You'll likely go from USDZ to Entity which contains a MeshResource when you load/init the USDZ file." But it doesn't explain ​how to actually extract the MeshResource. Could anyone advise: How to properly load USDZ files as ModelEntity from RCP bundles? How to extract MeshResource from a successfully loaded Entity? Alternative approaches to generate box colliders if direct extraction isn't possible? Sample code for extraction or workarounds would be greatly appreciated!
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277
Activity
Jun ’25
GameKit Configuration File - Apple Documentation out of Date
This is the first time I have tried adding achievements to my games. The online documentation says: "Before you can access achievements in your code, you can configure them in Xcode and sync the configuration updates you make with App Store Connect. Begin configuring achievements by creating a GameKit configuration file. In Xcode, choose File > New > File from Template. Select GameKit File, and click Next. In the sheet that appears, enter a name for the configuration and click Create." Sounds easy - except Xcode 16.2 does not have a GameKit File as one of the Templates. Please advise on how to proceed and it would be nice if the documentation were updated.
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152
Activity
May ’25
GameKit Achievements, Leaderboards and Challenges not showing on iOS 26 beta 4 in the Game Center UI (opened from GKAccessPoint)
On an iPad running iPadOS 26 beta 4, when tapping the Game Center Access Point, the overlay doesn’t show the configured achievements, leaderboards or challenges. I should specify this is an in-development app and the achievements and leaderboards are in the “Not Live” state, however they show on other devices running iOS 18 in the Access Point UI. Anyone else having this issue? If so, how should I test achievements and leaderboards while iOS 26 beta is out? The UI looks like this on iPadOS 26:
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2
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368
Activity
Aug ’25
SwiftCharts to add candlestick and OHLC types to their stable?
I didn't find a suggestion box on Swift's website so I'll post it here. SwiftCharts are great but limited. I need more data on a single chart. Candlestick and OHLC type charts would be an excellent addition. Hopefully, influencers from Apple can make that happen. Thanks.
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3
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252
Activity
Jun ’25
Unity PolySpatia
Hello, We are experiencing an issue with apparent lag or latency when interacting with objects in Unity using the XR Interaction Toolkit. Even when interactables are configured with the Movement Type set to Instantaneous, objects exhibit a noticeable delay when following hand movement. This issue is particularly apparent when the hand moves at higher speeds. We would like to know: is any additional configuration required, or is there something else we need to do to resolve this? Thank you very much for your assistance.
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550
Activity
Aug ’25