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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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273
Oct ’25
The description of set_indices in the MSL reference seems incorrect.
I'm currently learning Metal. While reading the reference, I came across a strange description. Page 78 in Version 4 Reference (2025-10-25) says: It is legal to call the following set_indices functions to set the indices if the position in the index buffer is valid and if the position in the index buffer is a multiple of 2 (uchar2 overload) or 2 (uchar4 overload). The index I needs to be in the range [0, max_indices). void set_indices(uint I, uchar2 v); void set_indices(uint I, uchar4 v); However, it seems that the uchar4 overload should be multiple of 4. Furthermore, there is no explanation of what these methods actually do. I believe it involves setting two to four consecutive indices at once, but there is no mention of that here. I would like to know if the above understanding is correct.
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122
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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155
Nov ’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
Metal recommendedMaxWorkingSetSize vs actual RAM on iPhone (LLM load fails)
Context I’m deploying large language models on iPhone using llama.cpp. A new iPhone Air (12 GB RAM) reports a Metal MTLDevice.recommendedMaxWorkingSetSize of 8,192 MB, and my attempt to load Llama-2-13B Q4_K (~7.32 GB weights) fails during model initialization. Environment Device: iPhone Air (12 GB RAM) iOS: 26 Xcode: 26.0.1 Build: Metal backend enabled llama.cpp App runs on device (not Simulator) What I’m seeing MTLCreateSystemDefaultDevice().recommendedMaxWorkingSetSize == 8192 MiB Loading Llama-2-13B Q4_K (7.32 GB) fails to complete. Logs indicate memory pressure / allocation issues consistent with the 8 GB working-set guidance. Smaller models (e.g., 7B/8B with similar quantization) load and run (8B Q4_K provide around 9 tokens/second decoding speed). Questions Is 8,192 MB an expected recommendedMaxWorkingSetSize on a 12 GB iPhone? What values should I expect on other 2025 devices including iPhone 17 (8 GB RAM) and iPhone 17 Pro (12 GB RAM) Is it strictly enforced by Metal allocations (heaps/buffers), or advisory for best performance/eviction behavior? Can a process practically exceed this for long-lived buffers without immediate Jetsam risk? Any guidance for LLM scenarios near the limit?
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614
Oct ’25
How can I uninstall game-porting-toolkit completely
So, I'm done with GPTK and decided to delete it. The only thing I installed was brew -v install apple/apple/game-porting-toolkit and the external libraries from the ditto command. Now, I tried to remove it, but even after brew remove game-porting-toolkit brew autoremove all of the dependencies installed with brew are still there. The most obvious was game-porting-toolkit-compiler, but even after removing this there are so many libraries that are now orphaned and it's just impossible to manually identify those. Is there a way or is the easiest way to simply uninstall Homebrew completely and reinstall it again?
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294
May ’25
Deterministic RNG behaviour across Mac M1 CPU and Metal GPU – BigCrush pass & structural diagnostics
Hello, I am currently working on a research project under ENINCA Consulting, focused on advanced diagnostic tools for pseudorandom number generators (structural metrics, multi-seed stability, cross-architecture reproducibility, and complementary indicators to TestU01). To validate this diagnostic framework, I prototyped a small non-linear 64-bit PRNG (not as a goal in itself, but simply as a vehicle to test the methodology). During these evaluations, I observed something interesting on Apple Silicon (Mac M1): • bit-exact reproducibility between M1 ARM CPU and M1 Metal GPU, • full BigCrush pass on both CPU and Metal backends, • excellent p-values, • stable behaviour across multiple seeds and runs. This was not the intended objective, the goal was mainly to validate the diagnostic concepts, but these results raised some questions about deterministic compute behaviour in Metal. My question: Is there any official guidance on achieving (or expecting) deterministic RNG or compute behaviour across CPU ↔ Metal GPU on Apple Silicon? More specifically: • Are deterministic compute kernels expected or guaranteed on Metal for scientific workloads? • Are there recommended patterns or best practices to ensure reproducibility across GPU generations (M1 → M2 → M3 → M4)? • Are there known Metal features that can introduce non-determinism? I am not sharing the internal recurrence (this work is proprietary), but I can discuss the high-level diagnostic observations if helpful. Thank you for any insight, very interested in how the Metal engineering team views deterministic compute patterns on Apple Silicon. Pascal ENINCA Consulting
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217
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
Feb ’26
Score range of ImageAestheticsScoresObservation in Vision framework
Hi everyone, I'm using the Vision framework’s ImageAestheticsScoresObservation class (https://aninterestingwebsite.com/documentation/vision/imageaestheticsscoresobservation). I noticed that the overallScore returned sometimes gives negative values. Could someone confirm whether the expected range of the score is from -1.0 to 1.0? The documentation doesn’t explicitly state the possible score range, so I’d appreciate any clarification or insights. Thanks in advance!
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169
Apr ’25
How to apply the same SystemImage to both mainEmitter and spawnedEmitter without clipping in ParticleEmitterComponent?
Hi everyone, I’m currently learning about ParticleEmitterComponentParticleEmitterComponent and exploring the sample app provided in the Simulating particles in your visionOS app documentation. In the sample app, when I set the EmitterPreset to fireworks from the settings panel on the left side of the window and choose SystemImage, I noticed two issues: The image applied to mainEmitter appears clipped or cropped. The image on spawnedEmitter does not update to the selected SystemImage. What I want to achieve: Apply the same SystemImage to both mainEmittermainEmitter and spawnedEmitterspawnedEmitter so that it displays correctly without clipping. Remove the animation that changes the size of spawnedEmitterspawnedEmitter over time and keep it at a constant size. Could someone explain which properties should be adjusted to achieve this behavior? Any guidance or examples would be greatly appreciated. Thanks in advance!
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488
Sep ’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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309
Jan ’26
Export Armatures from Blender to USDC for use in RealityKit
I'm an experienced SceneKit developer and I want to begin work on a new project using RealityKit. So I appreciated as timely, the WWDC 2025 Session, "Bring your SceneKit project to RealityKit". However, now I am finding that: Blender does not properly support exporting armatures in usdc files, and usdc is really the only file format that should be used for creating 3D assets for RealityKit. The option of exporting from Blender to fbx or some other intermediate format, and then converting that to usdc, is a challenge. Apple's Reality Converter App, which supposedly can support importing and converting fbx files to usdc, is no longer available from Apple's website. And an older copy of it I found at the Kodeco website requires Rosetta on Apple Silicon. As well, this older copy does not in fact import fbx or anything else - I find it doesn't work at all. Apple's Reality Composer Pro, at least as far as I can tell, only supports importing usdc - it is not a file conversion tool. Alternatively, I am under the impression that Maya supports producing usdc files with armatures, but Maya costs over $2000 per year and I am skilled with Blender, so I believe strongly that I should be able to continue with Blender. Maya's expense and skillset simply shouldn't be a requirement for building RealityKit applications. What are my options then, if any, to produce assets with armatures and armature based animations using Blender, and then bring them into RealityKit?
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276
Jun ’25
Unable to select a scene for preview in the SpriteKit actions editor
I am just starting to learn SpriteKit and I'm having trouble selecting a scene to preview an action in the actions editor. I created a new macOS Game project (Language: Swift, Game Technology: SpriteKit). When I open the generated 'Actions.sks' file, I see the message "No Preview Scene Selected" in the editor. I see the 'GameScene.sks' scene listed in the "Select..." control in the lower right, but it is greyed out. I'm not able to figure out how to select a scene to preview the action. I'm running Xcode 26.2 on macOS 15. Thanks very much for the help.
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143
Feb ’26
Game Center Challenges and Activities are not appearing
Hi, I'm trying to add game center challenges and activities to an already live game, but they are not appearing in game for testing, GameCenter, or the Games app. I know the game is setup with GameKit entitlements since this is a live game and it has working leaderboards and achievements. I've updated to Tahoe beta 8, added a challenge and activity on app store connect, added that to a new distribution and added that distribution to 'Add for Review' I'm using Unity and the Apple Unity plugin Not sure what other steps I'm missing Thanks
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1.1k
Sep ’25
How to verify with the appropriate signing authority that Apple signed the public key
Hello I trying to implement authentication via apple services in unity game with server made as another unity app On client side I succesfully got teamPlayerID signature salt timestamp publicKeyUrl According to this documentation https://aninterestingwebsite.com/documentation/gamekit/gklocalplayer/fetchitems(foridentityverificationsignature:)?language=objc I have to Verify with the appropriate signing authority that Apple signed the public key. As I said my server is special build of unity project So now I have this kind of C# programm to check apple authority over public certificate i got from publicKeyUrl TextAsset textAsset; byte[] bytes; textAsset = Resources.Load<TextAsset>("AppleRootCA-G3"); bytes = textAsset.bytes; rootCert.ChainPolicy.ExtraStore.Add(new X509Certificate2(bytes)); textAsset = Resources.Load<TextAsset>("AppleRootCA-G2"); bytes = textAsset.bytes; rootCert.ChainPolicy.ExtraStore.Add(new X509Certificate2(bytes)); textAsset = Resources.Load<TextAsset>("AppleIncRootCertificate"); bytes = textAsset.bytes; rootCert.ChainPolicy.ExtraStore.Add(new X509Certificate2(bytes)); rootCert.Build(cert); Where cert is X509Certificate2 object I ge from publicKeyUrl AppleIncRootCertificate AppleRootCA-G2 AppleRootCA-G3 is certificates I got from https://www.apple.com/certificateauthority/ But it is not work Anytime rootCert.Build(cert); return false Why it is not work? May be I build keychain using wrong root CA cert? Or whole approach incorrect? Please help
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Jun ’25
GCController.shouldMonitorBackgroundEvents = true broken?
I am suspecting that setting GCController.shouldMonitorBackgroundEvents = true does not actually make the game controllers inputs accessible to the app when it is in the background. About this value the official documentation says: A Boolean value that indicates whether the app needs to respond to controller events when it isn’t the frontmost app. Now the behavior is that when the app is in focus the users inputs do get correctly recognized but as soon as the app enters the background no inputs get recognized. The controller does not get reported as disconnecting and still works for example in launchpad. I am sure that about 2 months ago when I first used this it did work as one would expect. I also have seen that an app which lets users execute certain actions using their controller has stoped working recently, adding to my suspicion of the feature being broken. Here is a minimum reproducible example: import SwiftUI import GameController @main struct TestingControllerConnectionApp: App { @NSApplicationDelegateAdaptor(AppDelegate.self) var appDelegate var body: some Scene { WindowGroup { ContentView() } } } class AppDelegate: NSObject, NSApplicationDelegate { var statusItem: NSStatusItem? var controller: GCController? func applicationDidFinishLaunching(_ notification: Notification) { setupMenuBar() GCController.shouldMonitorBackgroundEvents = true NotificationCenter.default.addObserver( self, selector: #selector(controllerDidConnect), name: .GCControllerDidConnect, object: nil ) NotificationCenter.default.addObserver( self, selector: #selector(controllerDidDisconnect), name: .GCControllerDidDisconnect, object: nil ) } @objc private func setupMenuBar() { let menu = NSMenu() menu.addItem(NSMenuItem(title: "Quit", action: #selector(quitApp), keyEquivalent: "q")) statusItem = NSStatusBar.system.statusItem(withLength: NSStatusItem.variableLength) statusItem?.button?.image = NSImage(resource: .controllerBar) statusItem?.menu = menu } @objc private func quitApp() { NSApp.terminate(nil) } @objc private func controllerDidConnect(_ notification: Notification) { if let controller = notification.object as? GCController { print("Controller connected") self.controller = controller if let gamepad = controller.extendedGamepad { gamepad.buttonA.pressedChangedHandler = { _, _, pressed in print("Button A pressed: \(pressed)") } } } } @objc private func controllerDidDisconnect(_ notification: Notification) { print("Controller disconnected") } } This is created in a completely fresh Xcode project and NSHumanInterfaceDeviceUsageDescription has been added. I am using a PS5 Controller and a Mac running MacOS 15.4.1 which has been restarted and only Xcode and the app have been opened. I have tested this with setting a multitude of different entitlements and capabilities including: NSHumanInterfaceDeviceUsageDescription Supports Controller User Interaction Required background modes -> App communicates with an accessory com.apple.security.device.bluetooth com.apple.security.device.hid com.apple.security.device.usb I have also set this value at different points in the code with no change of effect. Does anybody see if there is any fault in my code or my understanding of the effect of the value 'shouldMonitorBackgroundEvents'? Or is this the functionality actually being broken on Apples part?
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213
Apr ’25
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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0
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0
Views
273
Activity
Oct ’25
The description of set_indices in the MSL reference seems incorrect.
I'm currently learning Metal. While reading the reference, I came across a strange description. Page 78 in Version 4 Reference (2025-10-25) says: It is legal to call the following set_indices functions to set the indices if the position in the index buffer is valid and if the position in the index buffer is a multiple of 2 (uchar2 overload) or 2 (uchar4 overload). The index I needs to be in the range [0, max_indices). void set_indices(uint I, uchar2 v); void set_indices(uint I, uchar4 v); However, it seems that the uchar4 overload should be multiple of 4. Furthermore, there is no explanation of what these methods actually do. I believe it involves setting two to four consecutive indices at once, but there is no mention of that here. I would like to know if the above understanding is correct.
Replies
0
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0
Views
122
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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155
Activity
Nov ’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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0
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0
Views
136
Activity
Sep ’25
Metal recommendedMaxWorkingSetSize vs actual RAM on iPhone (LLM load fails)
Context I’m deploying large language models on iPhone using llama.cpp. A new iPhone Air (12 GB RAM) reports a Metal MTLDevice.recommendedMaxWorkingSetSize of 8,192 MB, and my attempt to load Llama-2-13B Q4_K (~7.32 GB weights) fails during model initialization. Environment Device: iPhone Air (12 GB RAM) iOS: 26 Xcode: 26.0.1 Build: Metal backend enabled llama.cpp App runs on device (not Simulator) What I’m seeing MTLCreateSystemDefaultDevice().recommendedMaxWorkingSetSize == 8192 MiB Loading Llama-2-13B Q4_K (7.32 GB) fails to complete. Logs indicate memory pressure / allocation issues consistent with the 8 GB working-set guidance. Smaller models (e.g., 7B/8B with similar quantization) load and run (8B Q4_K provide around 9 tokens/second decoding speed). Questions Is 8,192 MB an expected recommendedMaxWorkingSetSize on a 12 GB iPhone? What values should I expect on other 2025 devices including iPhone 17 (8 GB RAM) and iPhone 17 Pro (12 GB RAM) Is it strictly enforced by Metal allocations (heaps/buffers), or advisory for best performance/eviction behavior? Can a process practically exceed this for long-lived buffers without immediate Jetsam risk? Any guidance for LLM scenarios near the limit?
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0
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614
Activity
Oct ’25
How can I uninstall game-porting-toolkit completely
So, I'm done with GPTK and decided to delete it. The only thing I installed was brew -v install apple/apple/game-porting-toolkit and the external libraries from the ditto command. Now, I tried to remove it, but even after brew remove game-porting-toolkit brew autoremove all of the dependencies installed with brew are still there. The most obvious was game-porting-toolkit-compiler, but even after removing this there are so many libraries that are now orphaned and it's just impossible to manually identify those. Is there a way or is the easiest way to simply uninstall Homebrew completely and reinstall it again?
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294
Activity
May ’25
Deterministic RNG behaviour across Mac M1 CPU and Metal GPU – BigCrush pass & structural diagnostics
Hello, I am currently working on a research project under ENINCA Consulting, focused on advanced diagnostic tools for pseudorandom number generators (structural metrics, multi-seed stability, cross-architecture reproducibility, and complementary indicators to TestU01). To validate this diagnostic framework, I prototyped a small non-linear 64-bit PRNG (not as a goal in itself, but simply as a vehicle to test the methodology). During these evaluations, I observed something interesting on Apple Silicon (Mac M1): • bit-exact reproducibility between M1 ARM CPU and M1 Metal GPU, • full BigCrush pass on both CPU and Metal backends, • excellent p-values, • stable behaviour across multiple seeds and runs. This was not the intended objective, the goal was mainly to validate the diagnostic concepts, but these results raised some questions about deterministic compute behaviour in Metal. My question: Is there any official guidance on achieving (or expecting) deterministic RNG or compute behaviour across CPU ↔ Metal GPU on Apple Silicon? More specifically: • Are deterministic compute kernels expected or guaranteed on Metal for scientific workloads? • Are there recommended patterns or best practices to ensure reproducibility across GPU generations (M1 → M2 → M3 → M4)? • Are there known Metal features that can introduce non-determinism? I am not sharing the internal recurrence (this work is proprietary), but I can discuss the high-level diagnostic observations if helpful. Thank you for any insight, very interested in how the Metal engineering team views deterministic compute patterns on Apple Silicon. Pascal ENINCA Consulting
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0
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0
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217
Activity
Nov ’25
Cinematic Camera API with ARKit / RealityKit
Hello Apple team, I'm working on an iOS AR app using SwiftUI and RealityKit, and I was wondering if the Cinematic API can be used with a RealityKit scene. I’d like to achieve a shallow depth of field while keeping the 3D asset in focus, and vice versa. Thanks!
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240
Activity
Oct ’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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0
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0
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276
Activity
Feb ’26
Score range of ImageAestheticsScoresObservation in Vision framework
Hi everyone, I'm using the Vision framework’s ImageAestheticsScoresObservation class (https://aninterestingwebsite.com/documentation/vision/imageaestheticsscoresobservation). I noticed that the overallScore returned sometimes gives negative values. Could someone confirm whether the expected range of the score is from -1.0 to 1.0? The documentation doesn’t explicitly state the possible score range, so I’d appreciate any clarification or insights. Thanks in advance!
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0
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0
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169
Activity
Apr ’25
How to apply the same SystemImage to both mainEmitter and spawnedEmitter without clipping in ParticleEmitterComponent?
Hi everyone, I’m currently learning about ParticleEmitterComponentParticleEmitterComponent and exploring the sample app provided in the Simulating particles in your visionOS app documentation. In the sample app, when I set the EmitterPreset to fireworks from the settings panel on the left side of the window and choose SystemImage, I noticed two issues: The image applied to mainEmitter appears clipped or cropped. The image on spawnedEmitter does not update to the selected SystemImage. What I want to achieve: Apply the same SystemImage to both mainEmittermainEmitter and spawnedEmitterspawnedEmitter so that it displays correctly without clipping. Remove the animation that changes the size of spawnedEmitterspawnedEmitter over time and keep it at a constant size. Could someone explain which properties should be adjusted to achieve this behavior? Any guidance or examples would be greatly appreciated. Thanks in advance!
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0
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488
Activity
Sep ’25
Has anyone been able to create a window/portal using metal.
I am trying to create a simple portal like that in RealityKit, but using metal instead of RealityKit. Has anyone been able to create a window or portal like thing to show a skybox outside in mixed Reality?
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0
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227
Activity
Jan ’26
- (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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309
Activity
Jan ’26
リフレッシュレート計測アプリ『浮遊時計 Premium』について
App Storeにある『浮遊時計 Premium』は1Hzごとか10Hzごと、または3段階以上のリフレッシュレート計測はできますか?
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65
Activity
Aug ’25
Export Armatures from Blender to USDC for use in RealityKit
I'm an experienced SceneKit developer and I want to begin work on a new project using RealityKit. So I appreciated as timely, the WWDC 2025 Session, "Bring your SceneKit project to RealityKit". However, now I am finding that: Blender does not properly support exporting armatures in usdc files, and usdc is really the only file format that should be used for creating 3D assets for RealityKit. The option of exporting from Blender to fbx or some other intermediate format, and then converting that to usdc, is a challenge. Apple's Reality Converter App, which supposedly can support importing and converting fbx files to usdc, is no longer available from Apple's website. And an older copy of it I found at the Kodeco website requires Rosetta on Apple Silicon. As well, this older copy does not in fact import fbx or anything else - I find it doesn't work at all. Apple's Reality Composer Pro, at least as far as I can tell, only supports importing usdc - it is not a file conversion tool. Alternatively, I am under the impression that Maya supports producing usdc files with armatures, but Maya costs over $2000 per year and I am skilled with Blender, so I believe strongly that I should be able to continue with Blender. Maya's expense and skillset simply shouldn't be a requirement for building RealityKit applications. What are my options then, if any, to produce assets with armatures and armature based animations using Blender, and then bring them into RealityKit?
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0
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4
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276
Activity
Jun ’25
IKRig jitters with warning getMoCapTask
My procedural animation using IKRig occasionally jitters and throws this warning. It completely breaks immersion. getMoCapTask: Rig must be of type kCoreIKSolverTypePoseRetarget Any idea where to start looking or what could be causing this?
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527
Activity
Feb ’26
Unable to select a scene for preview in the SpriteKit actions editor
I am just starting to learn SpriteKit and I'm having trouble selecting a scene to preview an action in the actions editor. I created a new macOS Game project (Language: Swift, Game Technology: SpriteKit). When I open the generated 'Actions.sks' file, I see the message "No Preview Scene Selected" in the editor. I see the 'GameScene.sks' scene listed in the "Select..." control in the lower right, but it is greyed out. I'm not able to figure out how to select a scene to preview the action. I'm running Xcode 26.2 on macOS 15. Thanks very much for the help.
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143
Activity
Feb ’26
Game Center Challenges and Activities are not appearing
Hi, I'm trying to add game center challenges and activities to an already live game, but they are not appearing in game for testing, GameCenter, or the Games app. I know the game is setup with GameKit entitlements since this is a live game and it has working leaderboards and achievements. I've updated to Tahoe beta 8, added a challenge and activity on app store connect, added that to a new distribution and added that distribution to 'Add for Review' I'm using Unity and the Apple Unity plugin Not sure what other steps I'm missing Thanks
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Activity
Sep ’25
How to verify with the appropriate signing authority that Apple signed the public key
Hello I trying to implement authentication via apple services in unity game with server made as another unity app On client side I succesfully got teamPlayerID signature salt timestamp publicKeyUrl According to this documentation https://aninterestingwebsite.com/documentation/gamekit/gklocalplayer/fetchitems(foridentityverificationsignature:)?language=objc I have to Verify with the appropriate signing authority that Apple signed the public key. As I said my server is special build of unity project So now I have this kind of C# programm to check apple authority over public certificate i got from publicKeyUrl TextAsset textAsset; byte[] bytes; textAsset = Resources.Load<TextAsset>("AppleRootCA-G3"); bytes = textAsset.bytes; rootCert.ChainPolicy.ExtraStore.Add(new X509Certificate2(bytes)); textAsset = Resources.Load<TextAsset>("AppleRootCA-G2"); bytes = textAsset.bytes; rootCert.ChainPolicy.ExtraStore.Add(new X509Certificate2(bytes)); textAsset = Resources.Load<TextAsset>("AppleIncRootCertificate"); bytes = textAsset.bytes; rootCert.ChainPolicy.ExtraStore.Add(new X509Certificate2(bytes)); rootCert.Build(cert); Where cert is X509Certificate2 object I ge from publicKeyUrl AppleIncRootCertificate AppleRootCA-G2 AppleRootCA-G3 is certificates I got from https://www.apple.com/certificateauthority/ But it is not work Anytime rootCert.Build(cert); return false Why it is not work? May be I build keychain using wrong root CA cert? Or whole approach incorrect? Please help
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158
Activity
Jun ’25
GCController.shouldMonitorBackgroundEvents = true broken?
I am suspecting that setting GCController.shouldMonitorBackgroundEvents = true does not actually make the game controllers inputs accessible to the app when it is in the background. About this value the official documentation says: A Boolean value that indicates whether the app needs to respond to controller events when it isn’t the frontmost app. Now the behavior is that when the app is in focus the users inputs do get correctly recognized but as soon as the app enters the background no inputs get recognized. The controller does not get reported as disconnecting and still works for example in launchpad. I am sure that about 2 months ago when I first used this it did work as one would expect. I also have seen that an app which lets users execute certain actions using their controller has stoped working recently, adding to my suspicion of the feature being broken. Here is a minimum reproducible example: import SwiftUI import GameController @main struct TestingControllerConnectionApp: App { @NSApplicationDelegateAdaptor(AppDelegate.self) var appDelegate var body: some Scene { WindowGroup { ContentView() } } } class AppDelegate: NSObject, NSApplicationDelegate { var statusItem: NSStatusItem? var controller: GCController? func applicationDidFinishLaunching(_ notification: Notification) { setupMenuBar() GCController.shouldMonitorBackgroundEvents = true NotificationCenter.default.addObserver( self, selector: #selector(controllerDidConnect), name: .GCControllerDidConnect, object: nil ) NotificationCenter.default.addObserver( self, selector: #selector(controllerDidDisconnect), name: .GCControllerDidDisconnect, object: nil ) } @objc private func setupMenuBar() { let menu = NSMenu() menu.addItem(NSMenuItem(title: "Quit", action: #selector(quitApp), keyEquivalent: "q")) statusItem = NSStatusBar.system.statusItem(withLength: NSStatusItem.variableLength) statusItem?.button?.image = NSImage(resource: .controllerBar) statusItem?.menu = menu } @objc private func quitApp() { NSApp.terminate(nil) } @objc private func controllerDidConnect(_ notification: Notification) { if let controller = notification.object as? GCController { print("Controller connected") self.controller = controller if let gamepad = controller.extendedGamepad { gamepad.buttonA.pressedChangedHandler = { _, _, pressed in print("Button A pressed: \(pressed)") } } } } @objc private func controllerDidDisconnect(_ notification: Notification) { print("Controller disconnected") } } This is created in a completely fresh Xcode project and NSHumanInterfaceDeviceUsageDescription has been added. I am using a PS5 Controller and a Mac running MacOS 15.4.1 which has been restarted and only Xcode and the app have been opened. I have tested this with setting a multitude of different entitlements and capabilities including: NSHumanInterfaceDeviceUsageDescription Supports Controller User Interaction Required background modes -> App communicates with an accessory com.apple.security.device.bluetooth com.apple.security.device.hid com.apple.security.device.usb I have also set this value at different points in the code with no change of effect. Does anybody see if there is any fault in my code or my understanding of the effect of the value 'shouldMonitorBackgroundEvents'? Or is this the functionality actually being broken on Apples part?
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213
Activity
Apr ’25