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Multiple App Icons
Hi, I have an Unity game. I need to have multiple App Icons for my game for it to be able to be recognized in different countries. In other words, is it possible to have an iOS app in which the App Icon changes based on device locale/language? On Android this is possible using Unity Localization package "com.unity.localization"
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267
Oct ’25
ScreenCaptureKit recording output is corrupted when captureMicrophone is true
Hello everyone, I'm working on a screen recording app using ScreenCaptureKit and I've hit a strange issue. My app records the screen to an .mp4 file, and everything works perfectly until the .captureMicrophone is false In this case, I get a valid, playable .mp4 file. However, as soon as I try to enable the microphone by setting streamConfig.captureMicrophone = true, the recording seems to work, but the final .mp4 file is corrupted and cannot be played by QuickTime or any other player. This happens whether capturesAudio (app audio) is on or off. I've already added the "Privacy - Microphone Usage Description" (NSMicrophoneUsageDescription) to my Info.plist, so I don't think it's a permissions problem. I have my logic split into a ScreenRecorder class that manages state and a CaptureEngine that handles the SCStream. Here is how I'm configuring my SCStream: ScreenRecorder.swift // This is my main SCStreamConfiguration private var streamConfiguration: SCStreamConfiguration { var streamConfig = SCStreamConfiguration() // ... other HDR/preset config ... // These are the problem properties streamConfig.capturesAudio = isAudioCaptureEnabled streamConfig.captureMicrophone = isMicCaptureEnabled // breaks it if true streamConfig.excludesCurrentProcessAudio = false streamConfig.showsCursor = false if let region = selectedRegion, let display = currentDisplay { // My region/frame logic (works fine) let regionWidth = Int(region.frame.width) let regionHeight = Int(region.frame.height) streamConfig.width = regionWidth * scaleFactor streamConfig.height = regionHeight * scaleFactor // ... (sourceRect logic) ... } streamConfig.pixelFormat = kCVPixelFormatType_32BGRA streamConfig.colorSpaceName = CGColorSpace.sRGB streamConfig.minimumFrameInterval = CMTime(value: 1, timescale: 60) return streamConfig } And here is how I'm setting up the SCRecordingOutput that writes the file: ScreenRecorder.swift private func initRecordingOutput(for region: ScreenPickerManager.SelectedRegion) throws { let screeRecordingOutputURL = try RecordingWorkspace.createScreenRecordingVideoFile( in: workspaceURL, sessionIndex: sessionIndex ) let recordingConfiguration = SCRecordingOutputConfiguration() recordingConfiguration.outputURL = screeRecordingOutputURL recordingConfiguration.outputFileType = .mp4 recordingConfiguration.videoCodecType = .hevc let recordingOutput = SCRecordingOutput(configuration: recordingConfiguration, delegate: self) self.recordingOutput = recordingOutput } Finally, my CaptureEngine adds these to the SCStream: CaptureEngine.swift class CaptureEngine: NSObject, @unchecked Sendable { private(set) var stream: SCStream? private var streamOutput: CaptureEngineStreamOutput? // ... (dispatch queues) ... func startCapture(configuration: SCStreamConfiguration, filter: SCContentFilter, recordingOutput: SCRecordingOutput) async throws { let streamOutput = CaptureEngineStreamOutput() self.streamOutput = streamOutput do { stream = SCStream(filter: filter, configuration: configuration, delegate: streamOutput) // Add outputs for raw buffers (not used for file recording) try stream?.addStreamOutput(streamOutput, type: .screen, sampleHandlerQueue: videoSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .audio, sampleHandlerQueue: audioSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .microphone, sampleHandlerQueue: micSampleBufferQueue) // Add the file recording output try stream?.addRecordingOutput(recordingOutput) try await stream?.startCapture() } catch { logger.error("Failed to start capture: \(error.localizedDescription)") throw error } } // ... (stopCapture, etc.) ... } When I had the .captureMicrophone value to be false, I get a perfect .mp4 video playable everywhere, however, when its true, I am getting corrupted video which doesn't play at all :-
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The App Store purchase button disappears when another window approaches
Since macOS 15.3.2, we have observed that when another window is moved near the App Store's install button, the button disappears. We have attached a related video in the Feedback submission here https://feedbackassistant.apple.com/feedback/20444423 Our application overlays a transparent, watermark-window on top of the system window, which causes the install button in the App Store to be hidden when a user attempts to install an application.Could you advise on how to avoid this issue?
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239
Nov ’25
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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308
Nov ’25
Game Porting Toolkit, missing GetThreadDpiHostingBehavior in USER32.DLL
I have been trying to run an open source Windows executable that I would like to help porting to macOS using the Game Porting Toolkit but I stumbled on an issue quite early in the application lifecycle. It looks like the funtion GetThreadDpiHostingBehavior is missing in USER32.dll Has anyone any idea how to solve that? During the startup, it fails with the following error: TiXL crashed. We're really sorry. The last backup was saved Unknown time to... C:\users\crossover\AppData\Roaming\TiXL\Backup Please refer to Help > Using Backups on what to do next. System.EntryPointNotFoundException: Unable to find an entry point named 'GetThreadDpiHostingBehavior' in DLL 'USER32.dll'. at System.Windows.Forms.ScaleHelper.DpiAwarenessScope..ctor(DPI_AWARENESS_CONTEXT context, DPI_HOSTING_BEHAVIOR behavior) at System.Windows.Forms.ScaleHelper.EnterDpiAwarenessScope(DPI_AWARENESS_CONTEXT awareness, DPI_HOSTING_BEHAVIOR dpiHosting) at System.Windows.Forms.NativeWindow.CreateHandle(CreateParams cp) at System.Windows.Forms.Control.CreateHandle() at System.Windows.Forms.Application.ThreadContext.get_MarshallingControl() at System.Windows.Forms.WindowsFormsSynchronizationContext..ctor() at System.Windows.Forms.WindowsFormsSynchronizationContext.InstallIfNeeded() at System.Windows.Forms.Control..ctor(Boolean autoInstallSyncContext) at System.Windows.Forms.ScrollableControl..ctor() at System.Windows.Forms.ContainerControl..ctor() at System.Windows.Forms.Form..ctor() at T3.Editor.SplashScreen.SplashScreen.SplashForm..ctor() at T3.Editor.SplashScreen.SplashScreen.Show(String imagePath) in C:\Users\pixtur\dev\tooll\tixl\Editor\SplashScreen\SplashScreen.cs:line 25 at T3.Editor.Program.Main(String[] args) in C:\Users\pixtur\dev\tooll\tixl\Editor\Program.cs:line 111
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141
Nov ’25
Why does game mode not get triggered for my App?
I think I really have tried everything and I did all according to official documentation to support game mode on iOS or iPadOS but it doesn't matter what I do it just doesn't get triggered. Funny enough it works during development when I install it via Xcode but as soon as it is live on the store and when I install it from there game mode doesn't get triggered anymore. What I have atm I have added (even though it is deprecated) <key>GCSupportsGameMode</key> <true/> I have set the (but it seems only supported for macOS) <key>LSApplicationCategoryType</key> <string>public.app-category.games</string> I have added <key>LSSupportsGameMode</key> <true/> It just doesn't work. Is there anything else what needs to be done? Should the flag LSSupportsGameMode not be enough normally? The reason why this is so annoying is that my app is a real time streaming app and I want to profit from minimised background activities for smoother gameplay and more consistent frame rates like mentioned in the documentation.
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Nov ’25
We are getting a blank image after capturing and compressing the picture.
We used below method to resize image while compress the image, Below method is correct or need to do the correction in method or "CGBitmapContextCreate" -(UIImage *)resizeImage:(UIImage *)anImage width:(int)width height:(int)height { CGImageRef imageRef = [anImage CGImage]; CGImageAlphaInfo alphaInfo = CGImageGetAlphaInfo(imageRef); if (alphaInfo == kCGImageAlphaNone) alphaInfo = kCGImageAlphaNoneSkipLast; CGContextRef bitmap = CGBitmapContextCreate(NULL, width, height, CGImageGetBitsPerComponent(imageRef), 4 * width, CGImageGetColorSpace(imageRef), alphaInfo); CGContextDrawImage(bitmap, CGRectMake(0, 0, width, height), imageRef); CGImageRef ref = CGBitmapContextCreateImage(bitmap); UIImage *result = [UIImage imageWithCGImage:ref]; CGContextRelease(bitmap); CGImageRelease(ref); return result; }
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383
Dec ’25
App Crash in GameController when accessing GCKeyboard.coalesced on iPad
We are developing a hybrid iOS app where Angular content is rendered inside a WKWebView, hosted by a native Swift application. We use the GameController framework to detect whether an external Bluetooth keyboard is connected to an iPad. The following code is executed when the app enters the foreground and also when requested by the web layer: func keyboardStatusHandler(){ let isKeyboardConnected = GCKeyboard.coalesced != nil if(!isKeyboardConnected){ //sent status to Angular } else { //sent status to Angular } } Crash details We are seeing intermittent crashes on iPad with the following stack trace: Crashed: GCDeviceSession.HID 0 libobjc.A.dylib 0x7db8 objc_retain_x8 + 16 1 libsystem_blocks.dylib 0xfb8 void HelperBase<ExtendedInline>::copyCapture<(HelperBase<ExtendedInline>::BlockCaptureKind)3>(unsigned int) + 48 2 libsystem_blocks.dylib 0xbc4 HelperBase<GenericInline>::copyBlock(Block_layout*, Block_layout*) + 108 3 libsystem_blocks.dylib 0xc94 _call_copy_helpers_excp + 60 4 libsystem_blocks.dylib 0xef8 _Block_copy + 412 5 libdispatch.dylib 0x1a70 _dispatch_Block_copy + 32 6 libdispatch.dylib 0x792c dispatch_async + 56 7 libdispatch.dylib 0x792c dispatch_channel_async + 56 8 GameController 0xea6dc -[GCKeyboardInput _handleKeyboardEvent:] + 324 9 GameController 0x22508 __53-[_GCKeyboardEventHIDAdapter initWithSource:service:]_block_invoke + 376 10 GameController 0x11d30 -[_GCHIDEventSubject publishHIDEvent:] + 268 11 GameController 0xb79cc __40-[_GCHIDEventUIKitClient initWithQueue:]_block_invoke_3 + 44 12 libdispatch.dylib 0x1b584 _dispatch_client_callout + 16 13 libdispatch.dylib 0x12088 _dispatch_async_and_wait_invoke_and_complete_recurse + 272 14 libdispatch.dylib 0x8448 _dispatch_async_and_wait_f + 108 15 GameController 0xb7984 __40-[_GCHIDEventUIKitClient initWithQueue:]_block_invoke_2 + 132 16 GameController 0xb746c __48-[__GCHIDEventUIKitClient _initWithApplication:]_block_invoke + 256 17 UIKitCore 0x11fd394 __61-[UIEventFetcher _setHIDGameControllerEventObserver:onQueue:]_block_invoke_3 + 40 18 libdispatch.dylib 0x1aac _dispatch_call_block_and_release + 32 19 libdispatch.dylib 0x1b584 _dispatch_client_callout + 16 20 libdispatch.dylib 0xa2d0 _dispatch_lane_serial_drain + 740 21 libdispatch.dylib 0xadac _dispatch_lane_invoke + 388 22 libdispatch.dylib 0x151dc _dispatch_root_queue_drain_deferred_wlh + 292 23 libdispatch.dylib 0x14a60 _dispatch_workloop_worker_thread + 540 24 libsystem_pthread.dylib 0xa0c _pthread_wqthread + 292 25 libsystem_pthread.dylib 0xaac start_wqthread + 8 Observed scenarios Crash occurs when the app transitions from background to foreground Crash also occurs when the Angular layer requests keyboard status, triggering the same code path Questions Has anyone encountered crashes related to GCKeyboard.coalesced or GCKeyboardInput like this? Are there known issues with the GameController framework when querying keyboard state during app lifecycle transitions? Is there a recommended or safer way to detect external keyboard connection status on iPad (especially when using WKWebView)? Any insights, known platform issues, or suggested workarounds would be greatly appreciated. Thanks!
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Dec ’25
Game Center When Opponent Declines Game
Turn-based games: 2 players When an opponent declines a game in the Game Center MatchMaker VC, that player sees that they quit, but no message is sent to the listener about that fact. For the person who started the match, their MMVC shows it's their turn again. Why doesn't Game Center end the match?
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525
Dec ’25
HidHide on MacOS
I was wondering if there's a method on MacOS to have my application hide a hid device such as a game controller and instead have the receiving game/application see my app's virtual controller? Is this possible via DriverKit or some other form of kernel level coding? On Windows we have a tool known as HidHide that hids a game controller from all other applications. Is it possible to implement such behavior into an app or is that system level?
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767
Dec ’25
- (BOOL) contentsAreFlipped needs to be true for .nib layouts
I have an odd bug, if I use initWithFrame as the init routine for NSView subclass that uses layers I don't see this bug. But if I embedded this view into a storyboard with a .nib file and use initWithCoder, I need to return true on (BOOL) contentsAreFlipped From the NSView subclass If I don't the CALayer actually renders from 0,0 from the view upwards and off the window. The frame sizes for the NSView and the CALayer are good.. when I see them in updateLayer. Obviously I have a fix.. but I would like to understand why.
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266
Jan ’26
Many CGECreateKeyboardEvent in quick succession causing function and dictation buttons to be pressed?
Hi! I hope everyone reading is doing well. I am working on developing a reinforcement learning agent that involves sending scan codes to a window, which I've been doing by sending virtual scan codes with CGEventCreateKeyboardEvent per the docs. There is no event source when I send the keyboard events. However, when many keyboard events are happening (with the keys 'q', 'w', 'e', 'r', 'f', 'd', 's', space, arrow keys) in quick succession (<250ms), the enable dictation popup or the function button emojis popup appear for seemingly no reason. I have verified that I am using the correct scan codes for these keypresses, so I am wondering what else could cause this to happen. It is as if I am choosing to press f5 or fn. It does not happen when 'a' is the only button being pressed in quick succession. One thing that I have not been able to easily find is the scan code inputs for dictation nor the function button. do these scan codes overlap somehow? Thank you all for the help! Hunter
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Jan ’26
Assets catalog .webp warrning
When I enter webp image to the assets catalog I get warrning: /Users/..../Assets.xcassets The image set "Card-Back" references a file "Card-Back.webp", but that file does not have a valid extension. It works, I see all my images perfect. How can I fix the 200+ warrnings?
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1w
How do I control a SwiftUI TextField with a game controller?
I've coded a text-adventure game in SwiftUI. (My game has no graphics or sound effects.) My app already supports keyboard navigation; I would like to add support for game controllers on iPhone. I can't figure out how to do it. I especially can't see any way to allow controller users to enter text in a TextField. I've read https://developer.apple.com/documentation/gamecontroller/supporting-game-controllers and it's all about button events. There's no reference to SwiftUI at all in that documentation, or any input-method editing at all. The only mention of "keyboard" is about treating the keyboard itself as if it were a game controller providing button events. How do I implement this?
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3w
Unity iOS Game Name Display Issue
When building a Unity iOS game, the app name displays incorrectly as "BigBall" on the iPhone home screen, despite setting the project name and bundle identifier to "Big Ball" in Unity and Apple Developer account. The correct name, "Big Ball," appears in TestFlight. I tried solutions from ChatGPT and DeepSeek, but none were satisfactory. Please help me.
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2w
How to get accurate Mouse/Trackpad deltas on macOS when using CGWarpMouseCursorPosition?
I am working on a remote control application for macOS where I need to maintain two "virtual" cursors: Remote Cursor: Follows the remote user's movements. Local Cursor: Follows the local user's physical mouse/trackpad movements. To move the system cursor (for the remote side), I use CGWarpMouseCursorPosition as follows: void DualCursorMac::UpdateSystemCursorPosition(int x, int y) { CGPoint point = CGPointMake(static_cast<CGFloat>(x), static_cast<CGFloat>(y)); // Warp the cursor to match remote coordinates CGWarpMouseCursorPosition(point); } Meanwhile, I use a CGEventTap to monitor local physical movements to update my local virtual cursor's UI: CGEventRef Mouse::MouseTapCallback(CGEventTapProxy proxy, CGEventType type, CGEventRef event, void *refcon) { if (remoteControlMode) { // We want to suppress system cursor movement but still read the delta const int deltaX = static_cast<int>(CGEventGetIntegerValueField(event, kCGMouseEventDeltaX)); const int deltaY = static_cast<int>(CGEventGetIntegerValueField(event, kCGMouseEventDeltaY)); NSLog(@"MouseTapCallback: delta:(%d, %d)", deltaX, deltaY); // Update local virtual cursor UI based on deltas... return nullptr; // Consume the event } return event; } The Problem: When CGWarpMouseCursorPosition is called frequently to update the system cursor, it interferes with the kCGMouseEventDeltaX/Y values in the Event Tap. Specifically, if the local user moves the trackpad slowly (expecting deltas of 1 or 2), but a "Warp" occurs simultaneously (e.g., jumping the cursor from (100, 100) to (300, 300)), the deltaX and deltaY in the callback suddenly spike to very large values. It seems the system calculates the delta based on the new warped position rather than the pure physical displacement of the trackpad. This makes the local virtual cursor "jump" erratically and makes it impossible to track smooth local movement during remote control. My Question: Is there a way to get the "raw" or "pure" physical relative movement (delta) from the trackpad/mouse that is independent of the system cursor's absolute position or warping? Are there alternative APIs (perhaps IOKit or different CGEvent fields) that would allow me to get consistent deltas even when the cursor is being warped programmatically?
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2w
vImageBuffer_InitWithCGImage fails with Xcode 26 but succeeds with Xcode 15I am
I am attempting to load a jpeg image into a vImage_Buffer. I am just trying to get the data in an ARGB format. This code works fine in the Xcode 15 build , but fails with kvImageInvalidParameter error from vImageBuffer_InitWithCGImage in the Xcode 26 build. This code is written in ObjectiveC++. Here is a code fragment: int CDib_ARGB::Load(LPCSTR pFilename) { int rc = 0; if (NULL == m_pRaw_vImage_Buffer) { NSString *pNS_filename = [[NSString alloc]initWithUTF8String:pFilename]; NSImage *pNSImage = [[NSImage alloc] initWithContentsOfFile:pNS_filename]; if (nil == pNSImage) rc = -1; else { int width = pNSImage.size.width; int height = pNSImage.size.height; if (pNSImage.representations) { NSImageRep *imageRep; int jj; width = 0; height = 0; for (jj = 0; jj < pNSImage.representations.count; jj++) { imageRep = pNSImage.representations[jj]; if (imageRep.pixelsWide > width) width = imageRep.pixelsWide; if (imageRep.pixelsHigh > height) height = imageRep.pixelsHigh; } } NSSize imageSize = NSMakeSize(width, height); NSRect imageRect = NSMakeRect(0, 0, width, height); pNSImage.size = imageSize; CGImageRef cgImage = [pNSImage CGImageForProposedRect:&imageRect context:NULL hints:nil]; if (nil == cgImage) rc = -1; else { //Alloc and load vImage_Buffer. vImage_Buffer *pvImage_Buffer = new vImage_Buffer; if (NULL == pvImage_Buffer) rc = -1; else { vImage_CGImageFormat format; format.bitsPerComponent = 8; format.bitsPerPixel = 32; format.colorSpace = nil; format.bitmapInfo = kCGImageAlphaFirst | kCGBitmapByteOrderDefault;//ARGB8888 format.version = 0; format.decode = nil; format.renderingIntent = kCGRenderingIntentDefault; memset(pvImage_Buffer, 0, sizeof(vImage_Buffer)); long status = vImageBuffer_InitWithCGImage(pvImage_Buffer, &format, nil, cgImage, kvImagePrintDiagnosticsToConsole); if (kvImageNoError != status) { //This is where Xcode 26 sends me. delete pvImage_Buffer; rc = -1; } =========================
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5d
Display 17 PROseries
Dear colleagues, when will you add the ability to manually adjust the display's color temperature? Everyone is familiar with the color rendering issue on the 17 series. Many complain about the display's yellowish tint. I'm one of those people, with a G9N panel, but I can't get whites right; there's a persistent yellow tint. TrueTone only solves this problem under cool, white lighting conditions. So, the display might work as intended, but how can I make it work consistently? If there were a way to manually adjust TrueTone, many users wouldn't be so upset when buying a new device, fearing the display would be yellow. I'd like users to be able to choose their preferred color, warm or cool, and have a scale to adjust it! This would solve the yellowish tint issue on 17 series displays! Thank you.
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