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Open Shading Language (OSL) in Metal
Hi. I'm a 3D designer, using Blender for most of my work. The most recent Blender conference discussed utilizing the Open Shading Language (OSL) in their latest versions, which allows designers to write custom shaders for their workflows. At the moment, only Nvidia Optix GPU's can utilize this language for rendering (from what I understand), but Blender developers stated they are waiting on other GPU manufacturers to implement this feature as well. I'm not sure if there are any licensing issues here, but would this be something Apple could implement in Metal to make their hardware more attractive to the 3D design community? Any help or knowledge on this topic would be greatly appreciated.
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276
Feb ’26
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
Metal Shader inside Swift Package not found?
Hello everyone! I am trying to wrap a ViewModifier inside a Swift Package that bundles a metal shader file to be used in the modifier. Everything works as expected in the Preview, in the Simulator and on a real device for iOS. It also works in Preview and in the Simulator for tvOS but not on a real AppleTV. I have tried this on a 4th generation Apple TV running tvOS 26.3 using Xcode 26.2.0. Xcode logs the following: The metallib is processed and exists in the bundle. Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Contents of Package.swift: import PackageDescription let package = Package( name: "Test", platforms: [ .iOS(.v17), .tvOS(.v17) ], products: [ .library( name: "Test", targets: [ "Test" ] ) ], targets: [ .target( name: "Test", resources: [ .process("Shaders") ] ), .testTarget( name: "TestTests", dependencies: [ "Test" ] ) ] ) Content of my metal file: #include <metal_stdlib> using namespace metal; [[ stitchable ]] float2 complexWave(float2 position, float time, float2 size, float speed, float strength, float frequency) { float2 normalizedPosition = position / size; float moveAmount = time * speed; position.x += sin((normalizedPosition.x + moveAmount) * frequency) * strength; position.y += cos((normalizedPosition.y + moveAmount) * frequency) * strength; return position; } And my ViewModifier: import MetalKit import SwiftUI extension ShaderFunction { static let complexWave: ShaderFunction = { ShaderFunction( library: .bundle(.module), name: "complexWave" ) }() } extension Shader { static func complexWave(arguments: [Shader.Argument]) -> Shader { Shader(function: .complexWave, arguments: arguments) } } struct WaveModifier: ViewModifier { let start: Date = .now func body(content: Content) -> some View { TimelineView(.animation) { context in let delta = context.date.timeIntervalSince(start) content .visualEffect { view, proxy in view.distortionEffect( .complexWave( arguments: [ .float(delta), .float2(proxy.size), .float(0.5), .float(8), .float(10) ] ), maxSampleOffset: .zero ) } } .onAppear { let paths = Bundle.module.paths(forResourcesOfType: "metallib", inDirectory: nil) print(paths) } } } extension View { public func wave() -> some View { modifier(WaveModifier()) } } #Preview { Image(systemName: "cart") .wave() } Any help is appreciated.
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356
Mar ’26
SpriteKit framerate drop on iOS 26.4 (ongoing for months)
I have noticed that the performance drop on SpriteKit-based projects running on iOS 26 is still ongoing With iOS 26 back in Sep 2025 a framerate problem was introduced. My app was always running smoothly with 60fps even on very old devices suddenly started to stutter with 40fps - and lower on a rather normal iPhone 13. This problem continued with BETA 26.1 The problem was fixed in 26.2. But 26.3 brought the problem back and its still ongoing with 26.4 of yesterday This is easily reproducible with a very simple example // // BareboneSpriteKitApp.swift // BareboneSpriteKit // // Created by Bernd Beyreuther on 24.02.26. // import SwiftUI import SpriteKit @main struct BareboneSpriteKitApp: App { var body: some Scene { WindowGroup { BareboneSceneView() } } } final class BareboneScene: SKScene { override func didMove(to view: SKView) { size = view.bounds.size scaleMode = .resizeFill anchorPoint = CGPoint(x: 0.5, y: 0.5) backgroundColor = .darkGray let s = SKSpriteNode(color: .cyan, size: CGSize(width: 64, height: 64)) addChild(s) let action = SKAction.rotate(byAngle: .pi, duration: 2) s.run(.repeatForever(action)) let t = SKLabelNode(text: deviceInfoString()) t.fontSize = 15 t.position.y = -100 addChild(t) } } struct BareboneSceneView: View { var body: some View { SpriteView( scene: BareboneScene(), debugOptions: [.showsFPS] ) .ignoresSafeArea() } } func deviceInfoString() -> String { let os = ProcessInfo.processInfo.operatingSystemVersion let osString = "iOS \(os.majorVersion).\(os.minorVersion).\(os.patchVersion)" let model = UIDevice.current.model // "iPhone", "iPad" let machine = { var sysinfo = utsname() uname(&sysinfo) return withUnsafePointer(to: &sysinfo.machine) { ptr -> String in ptr.withMemoryRebound(to: CChar.self, capacity: 1) { cptr in String(cString: cptr) } } }() // z.B. "iPhone15,2" return "Model Identifier: \(model) (\(machine)), \(osString)" } I file a bugreport via Feedback Assistant FB22038921 The problem is no around for such a long time ! This is deeply concerning, because it questions if it is really feasable to continue to develop using Spritekit ?
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189
Feb ’26
SCNTechnique clearColor Always Shows sceneBackground When Passes Share Depth Buffer
Problem Description I'm encountering an issue with SCNTechnique where the clearColor setting is being ignored when multiple passes share the same depth buffer. The clear color always appears as the scene background, regardless of what value I set. The minimal project for reproducing the issue: https://www.dropbox.com/scl/fi/30mx06xunh75wgl3t4sbd/SCNTechniqueCustomSymbols.zip?rlkey=yuehjtk7xh2pmdbetv2r8t2lx&st=b9uobpkp&dl=0 Problem Details In my SCNTechnique configuration, I have two passes that need to share the same depth buffer for proper occlusion handling: "passes": [ "box1_pass": [ "draw": "DRAW_SCENE", "includeCategoryMask": 1, "colorStates": [ "clear": true, "clearColor": "0 0 0 0" // Expecting transparent black ], "depthStates": [ "clear": true, "enableWrite": true ], "outputs": [ "depth": "box1_depth", "color": "box1_color" ], ], "box2_pass": [ "draw": "DRAW_SCENE", "includeCategoryMask": 2, "colorStates": [ "clear": true, "clearColor": "0 0 0 0" // Also expecting transparent black ], "depthStates": [ "clear": false, "enableWrite": false ], "outputs": [ "depth": "box1_depth", // Sharing the same depth buffer "color": "box2_color", ], ], "final_quad": [ "draw": "DRAW_QUAD", "metalVertexShader": "myVertexShader", "metalFragmentShader": "myFragmentShader", "inputs": [ "box1_color": "box1_color", "box2_color": "box2_color", ], "outputs": [ "color": "COLOR" ] ] ] And the metal shader used to display box1_color and box2_color with splitting: fragment half4 myFragmentShader(VertexOut in [[stage_in]], texture2d<half, access::sample> box1_color [[texture(0)]], texture2d<half, access::sample> box2_color [[texture(1)]]) { half4 color1 = box1_color.sample(s, in.texcoord); half4 color2 = box2_color.sample(s, in.texcoord); if (in.texcoord.x < 0.5) { return color1; } return color2; }; Expected Behavior Both passes should clear their color targets to transparent black (0, 0, 0, 0) The depth buffer should be shared between passes for proper occlusion Actual Behavior Both box1_color and box2_color targets contain the scene background instead of being cleared to transparent (see attached image) This happens even when I explicitly set clearColor: "0 0 0 0" for both passes Setting scene.background.contents = UIColor.clear makes the clearColor work as expected, but I need to keep the scene background for other purposes What I've Tried Setting different clearColor values - all are ignored when sharing depth buffer Using DRAW_NODE instead of DRAW_SCENE - didn't solve the issue Creating a separate pass to capture the background - the background still appears in the other passes Various combinations of clear flags and render orders Environment iOS/macOS, running with "My Mac (Designed for iPad)" Xcode 16.2 Question Is this a known limitation of SceneKit when passes share a depth buffer? Is there a workaround to achieve truly transparent clear colors while maintaining a shared depth buffer for occlusion testing? The core issue seems to be that SceneKit automatically renders the scene background in every DRAW_SCENE pass when a shared depth buffer is detected, overriding any clearColor settings. Any insights or workarounds would be greatly appreciated. Thank you!
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414
Jun ’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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136
Sep ’25
vsync, drawable present, instrument gui
hi When analyzing our game using Instruments, I've always been confused about the two items "Drawable Present" and "Drawable Presented" in the GPU column. The timing of Drawable Present seems to be when the CPU layer calls commandbuffer:present, rather than when the actual encoding is completed on the GPU. Also, what does drawable presented specifically mean? In our case, when a CPU stall occurs, it appears that the vsync interval changes in the next frame, and a surface that has already been calculated is not displayed. Why is this happening?
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171
May ’25
MPSMatrixRandom SEGFAULTs when ran in an async context
The following minimal snippet SEGFAULTS with SDK 26.0 and 26.1. Won't crash if I remove async from the enclosing function signature - but it's impractical in a real project. import Metal import MetalPerformanceShaders let SEED = UInt64(0x0) typealias T = Float16 /* Why ran in async context? Because global GPU object, and async makeMTLFunction, and async makeMTLComputePipelineState. Nevertheless, can trigger the bug without using global @MainActor let myGPU = MyGPU() */ @main struct CMDLine { static func main() async { let ptr = UnsafeMutablePointer<T>.allocate(capacity: 0) async let future: Void = randomFillOnGPU(ptr, count: 0) print("Main thread is playing around") await future print("Successfully reached the end.") } static func randomFillOnGPU(_ buf: UnsafeMutablePointer<T>, count destbufcount: Int) async { // let (device, queue) = await (myGPU.device, myGPU.commandqueue) let myGPU = MyGPU() let (device, queue) = (myGPU.device, myGPU.commandqueue) // Init MTLBuffer, async let makeFunction, makeComputePipelineState, etc. let tempDataType = MPSDataType.uInt32 let randfiller = MPSMatrixRandomMTGP32(device: device, destinationDataType: tempDataType, seed: Int(bitPattern:UInt(SEED))) print("randomFillOnGPU: successfully created MPSMatrixRandom.") // try await computePipelineState // ^ Crashes before this could return // Or in this minimal case, after randomFillOnGPU() returns // make encoder, set pso, dispatch, commit... } } actor MyGPU { let device : MTLDevice let commandqueue : MTLCommandQueue init() { guard let dev: MTLDevice = MPSGetPreferredDevice(.skipRemovable), let cq = dev.makeCommandQueue(), dev.supportsFamily(.apple6) || dev.supportsFamily(.mac2) else { print("Unable to get Metal Device! Exiting"); exit(EX_UNAVAILABLE) } print("Selected device: \(String(format: "%llX", dev.registryID))") self.device = dev self.commandqueue = cq print("myGPU: initialization complete.") } } See FB20916929. Apparently objc autorelease pool is releasing the wrong address during context switch (across suspension points). I wonder why such obvious case has not been caught before.
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177
Nov ’25
iOS Matchmaker ViewController Info Button
I'm updating an existing distributed game to add turn-based matches. When the Matchmaker ViewController Info Button next to a game is pressed, the results vary: iOS 15.x - Button under avatar says "Accept Invite" or "View Game" (depending on if invite has already been accepted) iOS 18.x - Button always says "App Store" - I assume that means it would lead one to the App store to install the game. Both devices (iPad 15.x and iPhone 18.x) have the same version of the game installed. The results are the same when running in the simulator. When the game is released, I assume this button will work properly, no?
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435
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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558
Dec ’25
ParticleEmitterComponent Position Offset Issue After iOS 26.1 Update – Seeking Solutions & Workarounds
Problem Summary After upgrading to iOS 26.1 and 26.2, I'm experiencing a particle positioning bug in RealityKit where ParticleEmitterComponent particles render at an incorrect offset relative to their parent entity. This behavior does not occur on iOS 18.6.2 or earlier versions, suggesting a regression introduced in the newer OS builds. Environment Details Operating System: iOS 26.1 & iOS 26.2 Framework: RealityKit Xcode Version: 16.2 (16C5032a) Expected vs. Actual Behavior Expected: Particles should render at the position of the entity to which the ParticleEmitterComponent is attached, matching the behavior on iOS 18.6.2 and earlier. Actual: Particles appear away from their parent entity, creating a visual misalignment that breaks the intended AR experience. Steps to Reproduce Create or open an AR application with RealityKit that uses particle components Attach a ParticleEmitterComponent to an entity via a custom system Run the application on iOS 26.1 or iOS 26.2 Observe that particles render at an offset position away from the entity Minimal Code Example Here's the setup from my test case: Custom Component & System: struct SparkleComponent4: Component {} class SparkleSystem4: System { static let query = EntityQuery(where: .has(SparkleComponent4.self)) required init(scene: Scene) {} func update(context: SceneUpdateContext) { for entity in context.scene.performQuery(Self.query) { // Only add once if entity.components.has(ParticleEmitterComponent.self) { continue } var newEmitter = ParticleEmitterComponent() newEmitter.mainEmitter.color = .constant(.single(.red)) entity.components.set(newEmitter) } } } AR Setup: let material = SimpleMaterial(color: .gray, roughness: 0.15, isMetallic: true) let model = Entity() model.components.set(ModelComponent(mesh: boxMesh, materials: [material])) model.components.set(SparkleComponent4()) model.position = [0, 0.05, 0] model.name = "MyCube" let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: [0.2, 0.2])) anchor.addChild(model) arView.scene.addAnchor(anchor) Questions for the Community Has anyone else encountered this particle positioning issue after updating to iOS 26.1/26.2? Are there known workarounds or configuration changes to ParticleEmitterComponent that restore correct positioning? Is this a confirmed bug, or could there be a change in coordinate system handling or transform inheritance that I'm missing? Additional Information I've already submitted this issue via Feedback Assistant(FB21346746)
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540
Dec ’25
ParticleEmitterComponent Position Offset Issue After iOS 26.1 Update – Seeking Solutions & Workarounds
Problem Summary After upgrading to iOS 26.1 and 26.2, I'm experiencing a particle positioning bug in RealityKit where ParticleEmitterComponent particles render at an incorrect offset relative to their parent entity. This behavior does not occur on iOS 18.6.2 or earlier versions, suggesting a regression introduced in the newer OS builds. Environment Details Operating System: iOS 26.1 & iOS 26.2 Framework: RealityKit Xcode Version: 16.2 (16C5032a) Expected vs. Actual Behavior Expected: Particles should render at the position of the entity to which the ParticleEmitterComponent is attached, matching the behavior on iOS 18.6.2 and earlier. Actual: Particles appear away from their parent entity, creating a visual misalignment that breaks the intended AR experience. Steps to Reproduce Create or open an AR application with RealityKit that uses particle components Attach a ParticleEmitterComponent to an entity via a custom system Run the application on iOS 26.1 or iOS 26.2 Observe that particles render at an offset position away from the entity Minimal Code Example Here's the setup from my test case: Custom Component & System: struct SparkleComponent4: Component {} class SparkleSystem4: System { static let query = EntityQuery(where: .has(SparkleComponent4.self)) required init(scene: Scene) {} func update(context: SceneUpdateContext) { for entity in context.scene.performQuery(Self.query) { // Only add once if entity.components.has(ParticleEmitterComponent.self) { continue } var newEmitter = ParticleEmitterComponent() newEmitter.mainEmitter.color = .constant(.single(.red)) entity.components.set(newEmitter) } } } AR Setup: let material = SimpleMaterial(color: .gray, roughness: 0.15, isMetallic: true) let model = Entity() model.components.set(ModelComponent(mesh: boxMesh, materials: [material])) model.components.set(SparkleComponent4()) model.position = [0, 0.05, 0] model.name = "MyCube" let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: [0.2, 0.2])) anchor.addChild(model) arView.scene.addAnchor(anchor) Questions for the Community Has anyone else encountered this particle positioning issue after updating to iOS 26.1/26.2? Are there known workarounds or configuration changes to ParticleEmitterComponent that restore correct positioning? Is this a confirmed bug, or could there be a change in coordinate system handling or transform inheritance that I'm missing? Additional Information I've already submitted this issue via Feedback Assistant(FB21346746)
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636
Dec ’25
Metal 4 (validation / debug layer): residency set requirement mismatch for memoryless attachments
Setup: MSAA rendering using a memoryless texture as the color attachment (render_image) and a "normal" texture as the resolve attachment (resolve_image). MTL_DEBUG_LAYER / API validation is enabled for this. When trying to add the memoryless texture to a residency set, I get the following error: -[MTLDebugResidencySet validateResource:], line 114: error 'residency sets do not support memoryless resources. Which is as expected and identical to Metal 3. However, if I don't add it to the residency set, I then get the following error when committing to the command queue: -[MTL4DebugCommandQueue commit:count:options:], line 67: error 'Commit With Options Validation Attachment texture (Label: render_image) used in command buffer (at index 0) is not added to any residency set on the command buffer or command queue. So which way around is actually correct in Metal 4? Either way, this makes the use of memoryless textures/attachments impossible right now when validation is enabled. FWIW: when disabling all validation, either way seems to work just fine. Tested on: M1 Max, macOS 26.3, Xcode 26.2 & 26.4b2
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85
Feb ’26
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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154
Nov ’25
Open Shading Language (OSL) in Metal
Hi. I'm a 3D designer, using Blender for most of my work. The most recent Blender conference discussed utilizing the Open Shading Language (OSL) in their latest versions, which allows designers to write custom shaders for their workflows. At the moment, only Nvidia Optix GPU's can utilize this language for rendering (from what I understand), but Blender developers stated they are waiting on other GPU manufacturers to implement this feature as well. I'm not sure if there are any licensing issues here, but would this be something Apple could implement in Metal to make their hardware more attractive to the 3D design community? Any help or knowledge on this topic would be greatly appreciated.
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276
Activity
Feb ’26
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
Metal Shader inside Swift Package not found?
Hello everyone! I am trying to wrap a ViewModifier inside a Swift Package that bundles a metal shader file to be used in the modifier. Everything works as expected in the Preview, in the Simulator and on a real device for iOS. It also works in Preview and in the Simulator for tvOS but not on a real AppleTV. I have tried this on a 4th generation Apple TV running tvOS 26.3 using Xcode 26.2.0. Xcode logs the following: The metallib is processed and exists in the bundle. Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Contents of Package.swift: import PackageDescription let package = Package( name: "Test", platforms: [ .iOS(.v17), .tvOS(.v17) ], products: [ .library( name: "Test", targets: [ "Test" ] ) ], targets: [ .target( name: "Test", resources: [ .process("Shaders") ] ), .testTarget( name: "TestTests", dependencies: [ "Test" ] ) ] ) Content of my metal file: #include <metal_stdlib> using namespace metal; [[ stitchable ]] float2 complexWave(float2 position, float time, float2 size, float speed, float strength, float frequency) { float2 normalizedPosition = position / size; float moveAmount = time * speed; position.x += sin((normalizedPosition.x + moveAmount) * frequency) * strength; position.y += cos((normalizedPosition.y + moveAmount) * frequency) * strength; return position; } And my ViewModifier: import MetalKit import SwiftUI extension ShaderFunction { static let complexWave: ShaderFunction = { ShaderFunction( library: .bundle(.module), name: "complexWave" ) }() } extension Shader { static func complexWave(arguments: [Shader.Argument]) -> Shader { Shader(function: .complexWave, arguments: arguments) } } struct WaveModifier: ViewModifier { let start: Date = .now func body(content: Content) -> some View { TimelineView(.animation) { context in let delta = context.date.timeIntervalSince(start) content .visualEffect { view, proxy in view.distortionEffect( .complexWave( arguments: [ .float(delta), .float2(proxy.size), .float(0.5), .float(8), .float(10) ] ), maxSampleOffset: .zero ) } } .onAppear { let paths = Bundle.module.paths(forResourcesOfType: "metallib", inDirectory: nil) print(paths) } } } extension View { public func wave() -> some View { modifier(WaveModifier()) } } #Preview { Image(systemName: "cart") .wave() } Any help is appreciated.
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356
Activity
Mar ’26
Disabling autofill for non-interactive PDFs
My IOS app generates pdf files. Every time my users open the generated pdf files, the autofill popup jumps out, but my pdf file is NOT for interacting. I'm here to ask if there's a way to mark my pdf files as "not a form", like in metadata or anywhere else?
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461
Activity
Oct ’25
SpriteKit framerate drop on iOS 26.4 (ongoing for months)
I have noticed that the performance drop on SpriteKit-based projects running on iOS 26 is still ongoing With iOS 26 back in Sep 2025 a framerate problem was introduced. My app was always running smoothly with 60fps even on very old devices suddenly started to stutter with 40fps - and lower on a rather normal iPhone 13. This problem continued with BETA 26.1 The problem was fixed in 26.2. But 26.3 brought the problem back and its still ongoing with 26.4 of yesterday This is easily reproducible with a very simple example // // BareboneSpriteKitApp.swift // BareboneSpriteKit // // Created by Bernd Beyreuther on 24.02.26. // import SwiftUI import SpriteKit @main struct BareboneSpriteKitApp: App { var body: some Scene { WindowGroup { BareboneSceneView() } } } final class BareboneScene: SKScene { override func didMove(to view: SKView) { size = view.bounds.size scaleMode = .resizeFill anchorPoint = CGPoint(x: 0.5, y: 0.5) backgroundColor = .darkGray let s = SKSpriteNode(color: .cyan, size: CGSize(width: 64, height: 64)) addChild(s) let action = SKAction.rotate(byAngle: .pi, duration: 2) s.run(.repeatForever(action)) let t = SKLabelNode(text: deviceInfoString()) t.fontSize = 15 t.position.y = -100 addChild(t) } } struct BareboneSceneView: View { var body: some View { SpriteView( scene: BareboneScene(), debugOptions: [.showsFPS] ) .ignoresSafeArea() } } func deviceInfoString() -> String { let os = ProcessInfo.processInfo.operatingSystemVersion let osString = "iOS \(os.majorVersion).\(os.minorVersion).\(os.patchVersion)" let model = UIDevice.current.model // "iPhone", "iPad" let machine = { var sysinfo = utsname() uname(&sysinfo) return withUnsafePointer(to: &sysinfo.machine) { ptr -> String in ptr.withMemoryRebound(to: CChar.self, capacity: 1) { cptr in String(cString: cptr) } } }() // z.B. "iPhone15,2" return "Model Identifier: \(model) (\(machine)), \(osString)" } I file a bugreport via Feedback Assistant FB22038921 The problem is no around for such a long time ! This is deeply concerning, because it questions if it is really feasable to continue to develop using Spritekit ?
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189
Activity
Feb ’26
SCNTechnique clearColor Always Shows sceneBackground When Passes Share Depth Buffer
Problem Description I'm encountering an issue with SCNTechnique where the clearColor setting is being ignored when multiple passes share the same depth buffer. The clear color always appears as the scene background, regardless of what value I set. The minimal project for reproducing the issue: https://www.dropbox.com/scl/fi/30mx06xunh75wgl3t4sbd/SCNTechniqueCustomSymbols.zip?rlkey=yuehjtk7xh2pmdbetv2r8t2lx&st=b9uobpkp&dl=0 Problem Details In my SCNTechnique configuration, I have two passes that need to share the same depth buffer for proper occlusion handling: "passes": [ "box1_pass": [ "draw": "DRAW_SCENE", "includeCategoryMask": 1, "colorStates": [ "clear": true, "clearColor": "0 0 0 0" // Expecting transparent black ], "depthStates": [ "clear": true, "enableWrite": true ], "outputs": [ "depth": "box1_depth", "color": "box1_color" ], ], "box2_pass": [ "draw": "DRAW_SCENE", "includeCategoryMask": 2, "colorStates": [ "clear": true, "clearColor": "0 0 0 0" // Also expecting transparent black ], "depthStates": [ "clear": false, "enableWrite": false ], "outputs": [ "depth": "box1_depth", // Sharing the same depth buffer "color": "box2_color", ], ], "final_quad": [ "draw": "DRAW_QUAD", "metalVertexShader": "myVertexShader", "metalFragmentShader": "myFragmentShader", "inputs": [ "box1_color": "box1_color", "box2_color": "box2_color", ], "outputs": [ "color": "COLOR" ] ] ] And the metal shader used to display box1_color and box2_color with splitting: fragment half4 myFragmentShader(VertexOut in [[stage_in]], texture2d<half, access::sample> box1_color [[texture(0)]], texture2d<half, access::sample> box2_color [[texture(1)]]) { half4 color1 = box1_color.sample(s, in.texcoord); half4 color2 = box2_color.sample(s, in.texcoord); if (in.texcoord.x < 0.5) { return color1; } return color2; }; Expected Behavior Both passes should clear their color targets to transparent black (0, 0, 0, 0) The depth buffer should be shared between passes for proper occlusion Actual Behavior Both box1_color and box2_color targets contain the scene background instead of being cleared to transparent (see attached image) This happens even when I explicitly set clearColor: "0 0 0 0" for both passes Setting scene.background.contents = UIColor.clear makes the clearColor work as expected, but I need to keep the scene background for other purposes What I've Tried Setting different clearColor values - all are ignored when sharing depth buffer Using DRAW_NODE instead of DRAW_SCENE - didn't solve the issue Creating a separate pass to capture the background - the background still appears in the other passes Various combinations of clear flags and render orders Environment iOS/macOS, running with "My Mac (Designed for iPad)" Xcode 16.2 Question Is this a known limitation of SceneKit when passes share a depth buffer? Is there a workaround to achieve truly transparent clear colors while maintaining a shared depth buffer for occlusion testing? The core issue seems to be that SceneKit automatically renders the scene background in every DRAW_SCENE pass when a shared depth buffer is detected, overriding any clearColor settings. Any insights or workarounds would be greatly appreciated. Thank you!
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414
Activity
Jun ’25
Equivalent in RealityKit of SceneKit's SCNAction.customAction to run custom animation
I'm currently converting my game from SceneKit to RealityKit. What's the easiest way to run an animation in which every frame I want to run custom code, similar to SCNAction.customAction which accepts a callback that is called repeatedly until the action completes?
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272
Activity
Feb ’26
iPhoneで画面にリフレッシュレートを表示させる方法について
iPhone(14 Pro Max)で端末の画面にリフレッシュレートを表示させたいのですが、どなたか方法をご存知ないでしょうか?
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500
Activity
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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136
Activity
Sep ’25
vsync, drawable present, instrument gui
hi When analyzing our game using Instruments, I've always been confused about the two items "Drawable Present" and "Drawable Presented" in the GPU column. The timing of Drawable Present seems to be when the CPU layer calls commandbuffer:present, rather than when the actual encoding is completed on the GPU. Also, what does drawable presented specifically mean? In our case, when a CPU stall occurs, it appears that the vsync interval changes in the next frame, and a surface that has already been calculated is not displayed. Why is this happening?
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171
Activity
May ’25
MPSMatrixRandom SEGFAULTs when ran in an async context
The following minimal snippet SEGFAULTS with SDK 26.0 and 26.1. Won't crash if I remove async from the enclosing function signature - but it's impractical in a real project. import Metal import MetalPerformanceShaders let SEED = UInt64(0x0) typealias T = Float16 /* Why ran in async context? Because global GPU object, and async makeMTLFunction, and async makeMTLComputePipelineState. Nevertheless, can trigger the bug without using global @MainActor let myGPU = MyGPU() */ @main struct CMDLine { static func main() async { let ptr = UnsafeMutablePointer<T>.allocate(capacity: 0) async let future: Void = randomFillOnGPU(ptr, count: 0) print("Main thread is playing around") await future print("Successfully reached the end.") } static func randomFillOnGPU(_ buf: UnsafeMutablePointer<T>, count destbufcount: Int) async { // let (device, queue) = await (myGPU.device, myGPU.commandqueue) let myGPU = MyGPU() let (device, queue) = (myGPU.device, myGPU.commandqueue) // Init MTLBuffer, async let makeFunction, makeComputePipelineState, etc. let tempDataType = MPSDataType.uInt32 let randfiller = MPSMatrixRandomMTGP32(device: device, destinationDataType: tempDataType, seed: Int(bitPattern:UInt(SEED))) print("randomFillOnGPU: successfully created MPSMatrixRandom.") // try await computePipelineState // ^ Crashes before this could return // Or in this minimal case, after randomFillOnGPU() returns // make encoder, set pso, dispatch, commit... } } actor MyGPU { let device : MTLDevice let commandqueue : MTLCommandQueue init() { guard let dev: MTLDevice = MPSGetPreferredDevice(.skipRemovable), let cq = dev.makeCommandQueue(), dev.supportsFamily(.apple6) || dev.supportsFamily(.mac2) else { print("Unable to get Metal Device! Exiting"); exit(EX_UNAVAILABLE) } print("Selected device: \(String(format: "%llX", dev.registryID))") self.device = dev self.commandqueue = cq print("myGPU: initialization complete.") } } See FB20916929. Apparently objc autorelease pool is releasing the wrong address during context switch (across suspension points). I wonder why such obvious case has not been caught before.
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177
Activity
Nov ’25
iOS Matchmaker ViewController Info Button
I'm updating an existing distributed game to add turn-based matches. When the Matchmaker ViewController Info Button next to a game is pressed, the results vary: iOS 15.x - Button under avatar says "Accept Invite" or "View Game" (depending on if invite has already been accepted) iOS 18.x - Button always says "App Store" - I assume that means it would lead one to the App store to install the game. Both devices (iPad 15.x and iPhone 18.x) have the same version of the game installed. The results are the same when running in the simulator. When the game is released, I assume this button will work properly, no?
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435
Activity
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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558
Activity
Dec ’25
Combine 2 animations in RealityKit
Hello I would like to know how to combine 2 animations with RealityKit (one animation for the arms and one for the legs for example) I saw this apple demo that seems to explain it but I don't understand at all how to do it... Thanks
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495
Activity
Jul ’25
How to detect the quality of images used in ARKit image tracking?
In the process of using ARKit's image tracking, we found that different images have significant differences in recognizability. How can we judge the quality of this image in ARKit's image tracking for this situation?
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232
Activity
Nov ’25
ParticleEmitterComponent Position Offset Issue After iOS 26.1 Update – Seeking Solutions & Workarounds
Problem Summary After upgrading to iOS 26.1 and 26.2, I'm experiencing a particle positioning bug in RealityKit where ParticleEmitterComponent particles render at an incorrect offset relative to their parent entity. This behavior does not occur on iOS 18.6.2 or earlier versions, suggesting a regression introduced in the newer OS builds. Environment Details Operating System: iOS 26.1 & iOS 26.2 Framework: RealityKit Xcode Version: 16.2 (16C5032a) Expected vs. Actual Behavior Expected: Particles should render at the position of the entity to which the ParticleEmitterComponent is attached, matching the behavior on iOS 18.6.2 and earlier. Actual: Particles appear away from their parent entity, creating a visual misalignment that breaks the intended AR experience. Steps to Reproduce Create or open an AR application with RealityKit that uses particle components Attach a ParticleEmitterComponent to an entity via a custom system Run the application on iOS 26.1 or iOS 26.2 Observe that particles render at an offset position away from the entity Minimal Code Example Here's the setup from my test case: Custom Component & System: struct SparkleComponent4: Component {} class SparkleSystem4: System { static let query = EntityQuery(where: .has(SparkleComponent4.self)) required init(scene: Scene) {} func update(context: SceneUpdateContext) { for entity in context.scene.performQuery(Self.query) { // Only add once if entity.components.has(ParticleEmitterComponent.self) { continue } var newEmitter = ParticleEmitterComponent() newEmitter.mainEmitter.color = .constant(.single(.red)) entity.components.set(newEmitter) } } } AR Setup: let material = SimpleMaterial(color: .gray, roughness: 0.15, isMetallic: true) let model = Entity() model.components.set(ModelComponent(mesh: boxMesh, materials: [material])) model.components.set(SparkleComponent4()) model.position = [0, 0.05, 0] model.name = "MyCube" let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: [0.2, 0.2])) anchor.addChild(model) arView.scene.addAnchor(anchor) Questions for the Community Has anyone else encountered this particle positioning issue after updating to iOS 26.1/26.2? Are there known workarounds or configuration changes to ParticleEmitterComponent that restore correct positioning? Is this a confirmed bug, or could there be a change in coordinate system handling or transform inheritance that I'm missing? Additional Information I've already submitted this issue via Feedback Assistant(FB21346746)
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540
Activity
Dec ’25
Setting the displayScale value on RealityView has no effect
Hi, I'm trying to set the displayScale environment value for a RealityView, so it renders at 2x instead of 3x on the iPhone, but it seems to have no effect. .environment(\.displayScale, 2.0) Is this expected behavior, or a bug? The reason I want it to render at 2x and not at the default 3x is for game optimization and performance.
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493
Activity
Dec ’25
ParticleEmitterComponent Position Offset Issue After iOS 26.1 Update – Seeking Solutions & Workarounds
Problem Summary After upgrading to iOS 26.1 and 26.2, I'm experiencing a particle positioning bug in RealityKit where ParticleEmitterComponent particles render at an incorrect offset relative to their parent entity. This behavior does not occur on iOS 18.6.2 or earlier versions, suggesting a regression introduced in the newer OS builds. Environment Details Operating System: iOS 26.1 & iOS 26.2 Framework: RealityKit Xcode Version: 16.2 (16C5032a) Expected vs. Actual Behavior Expected: Particles should render at the position of the entity to which the ParticleEmitterComponent is attached, matching the behavior on iOS 18.6.2 and earlier. Actual: Particles appear away from their parent entity, creating a visual misalignment that breaks the intended AR experience. Steps to Reproduce Create or open an AR application with RealityKit that uses particle components Attach a ParticleEmitterComponent to an entity via a custom system Run the application on iOS 26.1 or iOS 26.2 Observe that particles render at an offset position away from the entity Minimal Code Example Here's the setup from my test case: Custom Component & System: struct SparkleComponent4: Component {} class SparkleSystem4: System { static let query = EntityQuery(where: .has(SparkleComponent4.self)) required init(scene: Scene) {} func update(context: SceneUpdateContext) { for entity in context.scene.performQuery(Self.query) { // Only add once if entity.components.has(ParticleEmitterComponent.self) { continue } var newEmitter = ParticleEmitterComponent() newEmitter.mainEmitter.color = .constant(.single(.red)) entity.components.set(newEmitter) } } } AR Setup: let material = SimpleMaterial(color: .gray, roughness: 0.15, isMetallic: true) let model = Entity() model.components.set(ModelComponent(mesh: boxMesh, materials: [material])) model.components.set(SparkleComponent4()) model.position = [0, 0.05, 0] model.name = "MyCube" let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: [0.2, 0.2])) anchor.addChild(model) arView.scene.addAnchor(anchor) Questions for the Community Has anyone else encountered this particle positioning issue after updating to iOS 26.1/26.2? Are there known workarounds or configuration changes to ParticleEmitterComponent that restore correct positioning? Is this a confirmed bug, or could there be a change in coordinate system handling or transform inheritance that I'm missing? Additional Information I've already submitted this issue via Feedback Assistant(FB21346746)
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636
Activity
Dec ’25
Metal 4 (validation / debug layer): residency set requirement mismatch for memoryless attachments
Setup: MSAA rendering using a memoryless texture as the color attachment (render_image) and a "normal" texture as the resolve attachment (resolve_image). MTL_DEBUG_LAYER / API validation is enabled for this. When trying to add the memoryless texture to a residency set, I get the following error: -[MTLDebugResidencySet validateResource:], line 114: error 'residency sets do not support memoryless resources. Which is as expected and identical to Metal 3. However, if I don't add it to the residency set, I then get the following error when committing to the command queue: -[MTL4DebugCommandQueue commit:count:options:], line 67: error 'Commit With Options Validation Attachment texture (Label: render_image) used in command buffer (at index 0) is not added to any residency set on the command buffer or command queue. So which way around is actually correct in Metal 4? Either way, this makes the use of memoryless textures/attachments impossible right now when validation is enabled. FWIW: when disabling all validation, either way seems to work just fine. Tested on: M1 Max, macOS 26.3, Xcode 26.2 & 26.4b2
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85
Activity
Feb ’26
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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154
Activity
Nov ’25