Hello,
Im trying to install it following these steps https://www.applegamingwiki.com/wiki/Game_Porting_Toolkit but i get an error with 'brew install apple/apple/game-porting-toolkit'
==> tar -xf crossover-sources-22.1.1.tar.gz --include=sources/clang/* --strip-components=2
==> cmake -G Ninja -DCMAKE_VERBOSE_MAKEFILE=Off -DCMAKE_MAKE_PROGRAM=ninja -DCMAKE_VERBOSE_MAKEFILE=On -DCMAKE_OSX_ARCHITECTUR
Last 15 lines from /Users/rafael/Library/Logs/Homebrew/game-porting-toolkit-compiler/02.cmake:
-DLLVM_INSTALL_TOOLCHAIN_ONLY=On
-DLLVM_ENABLE_PROJECTS=clang
/private/tmp/game-porting-toolkit-compiler-20250519-44600-qwrjgl/llvm
CMake Error at CMakeLists.txt:3 (cmake_minimum_required):
Compatibility with CMake < 3.5 has been removed from CMake.
Update the VERSION argument <min> value. Or, use the <min>...<max> syntax
to tell CMake that the project requires at least <min> but has been updated
to work with policies introduced by <max> or earlier.
Or, add -DCMAKE_POLICY_VERSION_MINIMUM=3.5 to try configuring anyway.
-- Configuring incomplete, errors occurred!
If reporting this issue please do so to (not Homebrew/* repositories):
apple/apple
MacOS 15.3.1
Thank you in advanced
Regards
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Hello
XQuartz is an open-source effort to develop a version of the X.Org X Window System (https://www.xquartz.org/), widely used to bring graphical support to applications running in remote servers (usually via SSH).
Since macOS Tahoe, XQuartz fails to refresh properly on window resize (more info here https://github.com/XQuartz/XQuartz/issues/438#issuecomment-3371409500), leading to severe usability issues.
The XQuartz developers are already aware of the issue, but I’m wondering if there’s anything we can do at the OS level to resolve it and restore the usual behavior from before macOS Tahoe.
Thanks,
KiM
Topic:
Graphics & Games
SubTopic:
General
We are seeing crashes in Xcode organizer. So far we are not able to reproduce them locally. They affect multiple app releases (some older, built with Xcode 15.x and newer built with Xcode 16.0). They only affect iOS 18.5.
Is there anything that changed in latest iOS? It's hard to tell what exactly is causing this crash because setting symbolic breakpoint on CA::Render::Image::new_image(unsigned int, unsigned int, unsigned int, unsigned int, CGColorSpace*, void const*, unsigned long const*, void (*)(void const*, void*), void*) triggers this breakpoint all the time, but not necessarily with exactly the previous stack frames matching the crash report.
Is it a known issue?
crash.crash
Thank you.
It's a Broadcast Extension issue: on iOS 26.1 beta the extension never launches—after you tap “Start Broadcast” in the system picker the countdown disappears after 3 s and no broadcast starts, so every live-streaming app(and all other non-system apps that use Broadcast Extension) fails to go live (only the native Photos screen recording still works). Is this a known regression or is a new entitlement required?
When previewing the recording of gameplay the buttons to exit or save are unclickable behind the top bar clock and Wi-Fi/5G status bar. Which means that you have to quit the game in order to continue.
Tested on multiple devices.
Does anyone have a solution to this? At the moment we have disabled it altogether for iOS 26 users.
Just found out this key available for visionOS
https://developer.apple.com/documentation/bundleresources/entitlements/com.apple.developer.low-latency-streaming
It seems to keep video streaming from being interrupted by AWDL, our community needs it badly for self-hosted game streaming (PC to iPhone / iPad).
Related apps: Moonlight / VoidLink / SteamLink.
Can we expect this on iOS/iPadOS 26, or even iOS/iPadOS 18 ?
Topic:
Graphics & Games
SubTopic:
General
I'm an iOS developer, and I've been testing our app in iOS 18.0 Beta. I noticed that there's a problem with the font rendering, and after troubleshooting, I've found out that it's caused by the removal of the PingFang.ttc font in 18.0.
I would like to ask the reason for removing this font file and which font should be used to display Chinese in the future?
My test device is an iPhone 11 Pro and the system version is iOS 18.0 (22A5297). I have also tested Beta 1 and it has the same issue.
In previous versions of the system, the PingFang font is located in this directory /System/Library/Fonts/LanguageSupport/PingFang.ttc. But in iOS 18.0, the font file in this directory has become Kohinoor.ttc, and I've tested that this font can't display Chinese either.
I traversed the following system font directories and could not find the PingFang.ttc font file.
/System/Library/Fonts/AppFonts
/System/Library/Fonts/Core
/System/Library/Fonts/CoreAddition
/System/Library/Fonts/CoreUI
/System/Library/Fonts/LanguageSupport
/System/Library/Fonts/UnicodeSupport
/System/Library/Fonts/Watch
Looking for answers, thanks for the help!
When using simd_inverse functions, the same input yields different results on different devices.
On the Mac mini with M4 pro and M3 ultra, the result is
But on the Mac mini of M2 ultra, the result is
After updating to MacOS 26.1 I encountered an issue that Roblox tends to freeze quite often for 10 - 60 seconds at most, this is really annoying that it is doing this as i play the game a lot. My theory is that it is like a driver issue with metal or something, I have reinstalled MacOS, reinstalled the game and lowed the performance manually but nothing is working.
Wondering if you could help, when it will be fixed and if others are having the same issue.
Many thanks, William.
Hi, I've got a Swift Framework with a bunch of Metal files. Currently users have to manually include a Metal Lib in their bundle provided separately, to use the Swift Package.
First question; Is there a way to make a Metal Lib target in a Swift Package, and just include the .metal files? (without a binary asset)
Second question; If not, Swift 5.3 has resource support, how would you recommend to bundle a Metal Lib in a Swift Package?
Is it possible to start screen recording (through Control Center) without user prompt?
I mean to ask user permission for the first time and after that to start and stop recording programmatically only?
I need to record screen only for specific events.
I have an app that uses GameController to read the inputs of a connected JoyCon. However, the controller also interacts with the OS.
For example, when I press the Home button on the controller, it brings me to the home of my Vision Pro.
Is it possible to disable this interaction while still being able to read the controller inputs inside my app?
Dear Apple, there is still no support for WebGPU via WebView. Do you have a roadmap on when you plan to support it? That would be very helpful to release our new game.
Topic:
Graphics & Games
SubTopic:
General
I use unity 2020.3.48f1 to develop a game; trying to implement Apple Services integration I use Apple unity plugins(https://github.com/apple/unityplugins) Using latest version of unity plugins I getting error in Unity project after plugin import It say "Not allowed platform VisionOS" When I tryed to use older version of the plugins I getting error on runtime when calling "var fetchItemsResponse = await GKLocalPlayer.Local.FetchItems();" in line 42 it drop EXC_BAD_ACCESS(code=257, address=0x0000...) error I tryed to use different commits from official repositorys and even custom branches of apple unity plugins like (https://github.com/muZZkat/unityplugins/tree/muzzkat/fix-fetch-items) but it did not help
There is whole my script which trying to use apple unuity plugins
using System.Threading.Tasks;
using UnityEngine;
using System.Collections;
using System;
using Apple.GameKit;
using UnityEngine.UI;
public class TheScript : MonoBehaviour
{
[SerializeField]
InputField otp;
string Signature;
string TeamPlayerID;
string Salt;
string PublicKeyUrl;
string Timestamp;
void Start()
{
StartCoroutine(Call());
}
private IEnumerator Call()
{
yield return new WaitForSeconds(5);
Login();
}
public async Task Login()
{
otp.text += $"Loginig... ";
if (!Apple.GameKit.GKLocalPlayer.Local.IsAuthenticated)
{
try
{
var player = await GKLocalPlayer.Authenticate();
var localPlayer = GKLocalPlayer.Local;
TeamPlayerID = localPlayer.TeamPlayerId;
var fetchItemsResponse = await GKLocalPlayer.Local.FetchItems();
Signature = Convert.ToBase64String(fetchItemsResponse.GetSignature());
PublicKeyUrl = fetchItemsResponse.PublicKeyUrl;
otp.text += $"Team Player ID: {TeamPlayerID} ";
otp.text += $"PublicKeyUrl: {PublicKeyUrl} ";
}
catch(Exception e)
{
otp.text += $"Error: " + e.Message;
}
}
else
{
Debug.Log("AppleGameCenter player already logged in.");
}
}
async Task SignInWithAppleGameCenterAsync(string signature, string teamPlayerId, string publicKeyURL, string salt, ulong timestamp)
{
}
}
For an app of mine I use CGSetDisplayTransferByTable to adjust the gamma table of the device. Since macOS Tahoe, these modifications are silently ignored. The display's actual gamma curve remains unchanged despite the API reporting successful completion.
I've filed a FB for it a few weeks ago, and would love to figure out what could be causing this.
FB18559786
I've been playing with the new GameSave API and cannot get it to work.
I followed the 3-step instructions from the Developer video. Step 2, "Next, login to your Apple developer account and include this entitlement in the provisioning profile for your game." seems to be unnecessary, as Xcode set this for you when you do step 1 "First add the iCloud entitlement to your game."
Running the app on my device and tapping "Load" starts the sync, then fails with the error "Couldn’t communicate with a helper application." I have no idea how to troubleshoot this. Every other time I've used CloudKit it has Just Worked™.
Halp‽
Here is my example app:
import Foundation
import SwiftUI
import GameSave
@main struct GameSaveTestApp: App {
var body: some Scene {
WindowGroup {
GameView()
}
}
}
struct GameView: View {
@State private var loader = GameLoader()
var body: some View {
List {
Button("Load") { loader.load() }
Button("Finish sync") { Task { try? await loader.finish() } }
}
}
}
@Observable class GameLoader {
var directory: GameSaveSyncedDirectory?
func stateChanged() {
let newState = withObservationTracking {
directory?.state
} onChange: {
Task { @MainActor [weak self] in self?.stateChanged() }
}
print("State changed to \(newState?.description ?? "nil")")
switch newState {
case .error(let error):
print("ERROR: \(error.localizedDescription)")
default: _ = 0 // NOOP
}
}
func load() {
print("Opening gamesave directory")
directory = GameSaveSyncedDirectory.openDirectory()
stateChanged()
}
func finish() async throws {
print("finishing syncing")
await directory?.finishSyncing()
}
}
Topic:
Graphics & Games
SubTopic:
General
Reproduce
Same SIM card with 4G, same testing location, connected to the same server, xcode debugging game applications, network/profile retrotransmitted, Avg round trip to view data
iPhone17, Turn off 4G and turn on WiFi. All the above indicators are acceptable
iPhone17, Turn on 4G, turn off WiFi, retry with retransmission and very high Avg round trip
iPhone14-16, Turn on 4G and turn off WiFi. All the above indicators are acceptable
App
Unity3d project
.netframe4.0
C# Socket
Other
Many developers in Chinese forums have provided feedback on this issue
Hi everyone,
I faced an issue that on IOS 26 removeAnnotation method doesn't remove annotation. This code worked on previous versions (IOS 18, 17) but suddenly stopped working on IOS 26.
Has anyone faced this issue?
guard let document = await pdfView.document else { return }
for pageIndex in 0..<document.pageCount {
guard let page = document.page(at: pageIndex) else { continue }
let annotations = page.annotations
for annotation in annotations {
page.removeAnnotation(annotation)
}
}
I'm experiencing an issue with PDFKit where page.removeAnnotation(annotation) successfully removes the annotation from the page's data structure, but the PDFView no longer updates automatically to reflect the change visually.
Issue Details:
The annotation is removed (verified by checking page.annotations.count)
The PDFView display doesn't refresh to show the removal
This code was working correctly before and suddenly stopped working
No code changes were made on my end
Hello, I am trying to capture screen recording ( output.mp4 ) using ScreenCaptureKit and also the mouse positions during the recording ( mouse.json ). The recording and the mouse positions ( tracked based on mouse movements events only ) needs to be perfectly synced in order to add effects in post editing.
I started off by using the await stream?.startCapture() and after that starting my mouse tracking function :-
try await captureEngine.startCapture(configuration: config, filter: filter, recordingOutput: recordingOutput)
let captureStartTime = Date()
mouseTracker?.startTracking(with: captureStartTime)
But every time I tested, there is a clear inconsistency in sync between the recorded video and the recorded mouse positions.
The only thing I want is to know when exactly does the recording "actually" started so that I can start the mouse capture at that same time, and thus I tried using the Delegates, but being able to set them up perfectly.
import Foundation
import AVFAudio
import ScreenCaptureKit
import OSLog
import Combine
class CaptureEngine: NSObject, @unchecked Sendable {
private let logger = Logger()
private(set) var stream: SCStream?
private var streamOutput: CaptureEngineStreamOutput?
private var recordingOutput: SCRecordingOutput?
private let videoSampleBufferQueue = DispatchQueue(label: "com.francestudio.phia.VideoSampleBufferQueue")
private let audioSampleBufferQueue = DispatchQueue(label: "com.francestudio.phia.AudioSampleBufferQueue")
private let micSampleBufferQueue = DispatchQueue(label: "com.francestudio.phia.MicSampleBufferQueue")
func startCapture(configuration: SCStreamConfiguration, filter: SCContentFilter, recordingOutput: SCRecordingOutput) async throws {
// Create the stream output delegate.
let streamOutput = CaptureEngineStreamOutput()
self.streamOutput = streamOutput
do {
stream = SCStream(filter: filter, configuration: configuration, delegate: streamOutput)
try stream?.addStreamOutput(streamOutput, type: .screen, sampleHandlerQueue: videoSampleBufferQueue)
try stream?.addStreamOutput(streamOutput, type: .audio, sampleHandlerQueue: audioSampleBufferQueue)
try stream?.addStreamOutput(streamOutput, type: .microphone, sampleHandlerQueue: micSampleBufferQueue)
self.recordingOutput = recordingOutput
recordingOutput.delegate = self
try stream?.addRecordingOutput(recordingOutput)
try await stream?.startCapture()
} catch {
logger.error("Failed to start capture: \(error.localizedDescription)")
throw error
}
}
func stopCapture() async throws {
do {
try await stream?.stopCapture()
} catch {
logger.error("Failed to stop capture: \(error.localizedDescription)")
throw error
}
}
func update(configuration: SCStreamConfiguration, filter: SCContentFilter) async {
do {
try await stream?.updateConfiguration(configuration)
try await stream?.updateContentFilter(filter)
} catch {
logger.error("Failed to update the stream session: \(String(describing: error))")
}
}
func stopRecordingOutputForStream(_ recordingOutput: SCRecordingOutput) throws {
try self.stream?.removeRecordingOutput(recordingOutput)
}
}
// MARK: - SCRecordingOutputDelegate
extension CaptureEngine: SCRecordingOutputDelegate {
func recordingOutputDidStartRecording(_ recordingOutput: SCRecordingOutput) {
let startTime = Date()
logger.info("Recording output did start recording \(startTime)")
}
func recordingOutputDidFinishRecording(_ recordingOutput: SCRecordingOutput) {
logger.info("Recording output did finish recording")
}
func recordingOutput(_ recordingOutput: SCRecordingOutput, didFailWithError error: any Error) {
logger.error("Recording output failed with error: \(error.localizedDescription)")
}
}
private class CaptureEngineStreamOutput: NSObject, SCStreamOutput, SCStreamDelegate {
private let logger = Logger()
override init() {
super.init()
}
func stream(_ stream: SCStream, didOutputSampleBuffer sampleBuffer: CMSampleBuffer, of outputType: SCStreamOutputType) {
guard sampleBuffer.isValid else { return }
switch outputType {
case .screen:
break
case .audio:
break
case .microphone:
break
@unknown default:
logger.error("Encountered unknown stream output type:")
}
}
func stream(_ stream: SCStream, didStopWithError error: Error) {
logger.error("Stream stopped with error: \(error.localizedDescription)")
}
}
I am getting error
Value of type 'SCRecordingOutput' has no member 'delegate'
Even though I am targeting macOs 15+ ( macOs 26 actually ) and macOs only.
What is the best way to achieving the desired result? Is there any other / better way to do it?