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Showing a MTLTexture on an Entity in RealityKit
Is there any standard way of efficiently showing a MTLTexture on a RealityKit Entity? I can't find anything proper on how to , for example, generate a LowLevelTexture out of a MTLTexture. Closest match was this two year old thread. In the old SceneKit app, we would just do guard let material = someNode.geometry?.materials.first else { return } material.diffuse.contents = mtlTexture Our flow is as follows (for visualizing the currently detected object): Camera-Stream -> CoreML Segmentation -> Send the relevant part of the MLShapedArray-Tensor to a MTLComputeShader that returns a MTLTexture -> Show the resulting texture on a 3D object to the user
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1.1k
Sep ’25
RealityKit and USDZ: Winding Order Issue with Negatively Scaled Meshes
Hi all, I've encountered a potential issue with how the winding order of geometry is handled when their transformations involve negative scaling. I created a simple test asset, a single triangle, to demonstrate this. The triangle's vertices are defined in a counter-clockwise ("right-handed") winding order, and its transform has a negative scale on the X-axis. According to the OpenUSD specification, this negative determinant in the transformation matrix should effectively reverse the winding order of the geometry: However, any given gprim's local-to-world transformation can flip its effective orientation, when it contains an odd number of negative scales. This condition can be reliably detected using the (Jacobian) determinant of the local-to-world transform: if the determinant is less than zero, then the gprim's orientation has been flipped, and therefore one must apply the opposite handedness rule when computing its surface normals (or just flip the computed normals) for the purposes of hidden surface detection and lighting calculations. When I view the asset in tools like Blender or Preview on macOS, it behaves as expected. The triangle's effective orientation is flipped to CW. However, when the same asset is viewed in Reality Composer Pro or with QuickLook on iOS, its effective orientation remains CCW. In other words, the triangle faces the opposite direction. My questions for the community and Apple are: Is this behavior in RealityKit a known issue? If this is a known issue, is there official guidance for DCC tools on how to export USDZ assets to ensure they appear correctly in the Apple ecosystem? Any insights or recommendations would be greatly appreciated.
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994
Nov ’25
Transferring Apps with iCloud KVS
Hi All! I'm being asked to migrate an app which utilizes iCloud KVS (Key Value Storage). This ability is a new-ish feature, and the documentation about this is sparse [1]. Honestly, the entire documentation about the new iCloud transfer functionality seems to be missing. Same with Game Center / GameKit. While the docs say that it should work, I'd like to understand the process in more detail. Has anyone migrated an iCloud KVS app? What happens after the transfer goes through, but before the first release? Do I need to do anything special? I see that the Entitlements file has the TeamID in the Key Value store - is that fine? <key>com.apple.developer.ubiquity-kvstore-identifier</key> <string>$(TeamIdentifierPrefix)$(CFBundleIdentifier)</string> Can someone please share their experience? Thank you! [1] https://developer.apple.com/help/app-store-connect/transfer-an-app/overview-of-app-transfer
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3w
How to use MTKTextureLoader to load png data
I am trying to load some PNG data with MTKTextureLoader newTextureWithData,but the result shows wrong at the alpha area. Here is the code. I have an image URL, after it downloads successfully, I try to use the data or UIImagePNGRepresentation (image), they all show wrong. UIImage *tempImg = [UIImage imageWithData:data]; CGImageRef cgRef = tempImg.CGImage; MTKTextureLoader *loader = [[MTKTextureLoader alloc] initWithDevice:device]; id<MTLTexture> temp1 = [loader newTextureWithData:data options:@{MTKTextureLoaderOptionSRGB: @(NO), MTKTextureLoaderOptionTextureUsage: @(MTLTextureUsageShaderRead), MTKTextureLoaderOptionTextureCPUCacheMode: @(MTLCPUCacheModeWriteCombined)} error:nil]; NSData *tempData = UIImagePNGRepresentation(tempImg); id<MTLTexture> temp2 = [loader newTextureWithData:tempData options:@{MTKTextureLoaderOptionSRGB: @(NO), MTKTextureLoaderOptionTextureUsage: @(MTLTextureUsageShaderRead), MTKTextureLoaderOptionTextureCPUCacheMode: @(MTLCPUCacheModeWriteCombined)} error:nil]; id<MTLTexture> temp3 = [loader newTextureWithCGImage:cgRef options:@{MTKTextureLoaderOptionSRGB: @(NO), MTKTextureLoaderOptionTextureUsage: @(MTLTextureUsageShaderRead), MTKTextureLoaderOptionTextureCPUCacheMode: @(MTLCPUCacheModeWriteCombined)} error:nil]; }] resume];
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675
May ’25
GameKit not working as expected in iOS 26.
I just upgraded my macOS, Xcode and Simulator all to the newest beta version 26. Then I found two issues when building my app with Xcode 26 and running it on simulator 26. The game center access point no longer shows up in the app. This is how it's configured in the past. And it still works on simulator 18.4 func authenticatePlayer() { GKAccessPoint.shared.location = .topTrailing self.localPlayer.authenticateHandler = { viewController, error in if let viewController = viewController { // can present Game Center login screen } else if self.localPlayer.isAuthenticated { // game can be started } else { // user didn't log in, continue the game without game center } } } After game ended, the leaderboard won't load. This is how it's implemented in the past. It's still working in simulator 18.4 struct GameCenterView: UIViewControllerRepresentable { @Environment(\.presentationMode) var presentationMode ... func makeUIViewController(context: Context) -> GKGameCenterViewController { let viewController = GKGameCenterViewController( leaderboardID: getLeaderBoardID(with: leaderBoardGameMode), playerScope: .global, timeScope: .allTime ) viewController.gameCenterDelegate = context.coordinator return viewController } func updateUIViewController(_ uiViewController: GKGameCenterViewController, context: Context) {} func makeCoordinator() -> Coordinator { Coordinator(self) } class Coordinator: NSObject, GKGameCenterControllerDelegate { let parent: GameCenterView init(_ parent: GameCenterView) { self.parent = parent } func gameCenterViewControllerDidFinish(_ gameCenterViewController: GKGameCenterViewController) { parent.presentationMode.wrappedValue.dismiss() } } }
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463
Sep ’25
playSoundFileNamed not working on Tahoe?
I have published a number of games that use SpriteKit for everything important. Since the release of macOS Tahoe, I've had a lot of end user reports saying that sound effects have stopped working in many (but not all) of my titles. I'm not doing anything unusual here – typical code is: sndGameOver = [SKAction playSoundFileNamed:@"Audio/GameOver.wav" waitForCompletion:YES]; Then at the appropriate time: [self runAction:sndGameOver]; Has anyone else encountered this? The code still works fine on previous operating systems, and appears to be fine on iOS too. Has something changed in macOS Tahoe? I'm at a bit of a loss. There's nothing obviously different between the titles that do work and the titles that don't. Suggestions welcomed! Thanks
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1.3k
Nov ’25
GKMatch.chooseBestHostingPlayer(_:) always returns nil player
I'm building a game with a client-server architecture. Using GKMatch.chooseBestHostingPlayer(_:) rarely works. When I started testing it today, it worked once at the very beginning, and since then it always succeeds on one client and returns nil on the other client. I'm testing with a Mac and an iPhone. Sometimes it fails on the Mac, sometimes on the iPhone. On the device that it succeeds on, the provided host can be the device itself or the other one. I created FB9583628 in August 2021, but after the Feedback Assistant team replied that they are not able to reproduce it, the feedback never went forward. import SceneKit import GameKit #if os(macOS) typealias ViewController = NSViewController #else typealias ViewController = UIViewController #endif class GameViewController: ViewController, GKMatchmakerViewControllerDelegate, GKMatchDelegate { var match: GKMatch? var matchStarted = false override func viewDidLoad() { super.viewDidLoad() GKLocalPlayer.local.authenticateHandler = authenticate } private func authenticate(_ viewController: ViewController?, _ error: Error?) { #if os(macOS) if let viewController = viewController { presentAsSheet(viewController) } else if let error = error { print(error) } else { print("authenticated as \(GKLocalPlayer.local.gamePlayerID)") let viewController = GKMatchmakerViewController(matchRequest: defaultMatchRequest())! viewController.matchmakerDelegate = self GKDialogController.shared().present(viewController) } #else if let viewController = viewController { present(viewController, animated: true) } else if let error = error { print(error) } else { print("authenticated as \(GKLocalPlayer.local.gamePlayerID)") let viewController = GKMatchmakerViewController(matchRequest: defaultMatchRequest())! viewController.matchmakerDelegate = self present(viewController, animated: true) } #endif } private func defaultMatchRequest() -> GKMatchRequest { let request = GKMatchRequest() request.minPlayers = 2 request.maxPlayers = 2 request.defaultNumberOfPlayers = 2 request.inviteMessage = "Ciao!" return request } func matchmakerViewControllerWasCancelled(_ viewController: GKMatchmakerViewController) { print("cancelled") } func matchmakerViewController(_ viewController: GKMatchmakerViewController, didFailWithError error: Error) { print(error) } func matchmakerViewController(_ viewController: GKMatchmakerViewController, didFind match: GKMatch) { self.match = match match.delegate = self startMatch() } func match(_ match: GKMatch, player: GKPlayer, didChange state: GKPlayerConnectionState) { print("\(player.gamePlayerID) changed state to \(String(describing: state))") startMatch() } func startMatch() { let match = match! if matchStarted || match.expectedPlayerCount > 0 { return } print("starting match with local player \(GKLocalPlayer.local.gamePlayerID) and remote players \(match.players.map({ $0.gamePlayerID }))") match.chooseBestHostingPlayer { host in print("host is \(String(describing: host?.gamePlayerID))") } } }
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433
Apr ’25
Xcode Vulkan is opening two windows instead of one.
I'm a newbee at Vulkan and Xcode. I have my project on github https://github.com/flocela/OrangeSpider/ Whenever I run, two windows open instead of only one. I added testing, which means I have an OrangeSpider.xctestplan in the OrangeSpider/TestsOrangeSpider/ folder. This is my first time adding testing to an XCode project, so I think this may be where the problem is. I also get this error message: ViewBridge to RemoteViewService Terminated: Error Domain=com.apple.ViewBridge Code=18 "(null)" UserInfo={com.apple.ViewBridge.error.hint=this process disconnected remote view controller -- benign unless unexpected, com.apple.ViewBridge.error.description=NSViewBridgeErrorCanceled}
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175
Jul ’25
Game Center challenges and activities issues for released game
We have a released game in the App Store with Game Center Challenges. The challenges were working well in testing of the final version before the Game Center challenges went live. After release the activity that should take the player to the challenge in game results in this printout and we do not get informed by GKGameActivityListener of the activity happening in our code as we did before the Game Center challenges went live. “Invalid game activity definition. Failed to kick activity notification to GameKit. Error: Error Domain=GKErrorDomain Code=17 "(null)"” Also, Game Center reports that the are no challenges in GKChallengeDefinition.all even though there are ongoing challenges. The leaderboard results do get reported to Game Center though and show up as challenge entries in the Games app. At the moment we are trying to figure out if this is a problem on our end or a Game Center server issue.
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Sep ’25
Feature Request: Support .reality File Export in Reality Composer Pro for Mac
I am an AR developer working on Apple Silicon Macs. Currently, Reality Composer Pro does not allow exporting .reality files, and Reality Composer (classic) is not available for Apple Silicon. This creates a gap in the workflow for ARKit/RealityKit developers who need interactive .reality files for use in Xcode projects. Having the ability to export .reality files directly from Reality Composer Pro on Mac would greatly streamline development and enable a fully native workflow on modern Macs. Alternatively, bringing Reality Composer (classic) to Apple Silicon would also resolve this issue. I have submitted this as a feature request via Feedback Assistant (FB17900386). I encourage others with similar needs to reply or submit feedback as well. Thank you!
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Jul ’25
MetalFX FrameInterpolator assertion: `Color texture width mismatch from descriptor` even when all texture sizes match
I am integrating MetalFX FrameInterpolator into a custom Unity RenderGraph–based render pipeline (C++ native plugin + C# render passes), and I am hitting the following assertion at runtime: /MetalFXDebugError.h:29: failed assertion `Color texture width mismatch from descriptor' What makes this confusing is that all input/output textures have the correct width and height, and they exactly match the values specified in the MTLFXFrameInterpolatorDescriptor. Setup Input resolution: 1024 x 512 Output resolution: 2048 x 1024 MTLFXTemporalScaler is created first and then passed into MTLFXFrameInterpolator The TemporalScaler and FrameInterpolator descriptors use the same input/output sizes and formats All Metal textures: Have no parentTexture Are 2D textures Match the descriptor sizes exactly (verified via logging) Texture bindings at encode time frameInterpolator.colorTexture = mtlTexColor; // 1024 x 512 frameInterpolator.prevColorTexture = mtlTexPrevColor; // 1024 x 512 frameInterpolator.motionTexture = mtlTexMotion; // 1024 x 512 frameInterpolator.depthTexture = mtlTexDepth; // 1024 x 512 frameInterpolator.uiTexture = mtlTexUI; // 2048 x 1024 frameInterpolator.outputTexture = mtlTexOutput; // 2048 x 1024 All widths/heights are logged and match: Color : 1024 x 512 (input) PrevColor : 1024 x 512 (input) Motion : 1024 x 512 (input) Depth : 1024 x 512 (input) UI : 2048 x 1024 (output) Output : 2048 x 1024 (output) The TemporalScaler works correctly on its own. The assertion only occurs when using FrameInterpolator. Important detail about colorTexture Originally, colorTexture was copied from BuiltinRenderTextureType.CurrentActive. After reading that this might violate MetalFX semantics, I changed the pipeline so that: colorTexture now comes from a dedicated private RenderGraph texture It is not the backbuffer It is not a drawable It is not used as a final output It is created before UI rendering Despite this, the assertion still occurs. Question Can uiTexture for MTLFXFrameInterpolator legally come from a texture copied from BuiltinRenderTextureType.CurrentActive? More generally: Are there additional hidden constraints on colorTexture / prevColorTexture (such as Metal usage, storageMode, aliasing, or hazard tracking) that could cause this assertion, even when sizes match? Does FrameInterpolator require colorTexture and prevColorTexture to be created in a very specific way (e.g. non-aliased, ShaderRead usage, identical Metal resource properties)? Any clarification on the exact semantic requirements for colorTexture, prevColorTexture, or uiTexture in MetalFX FrameInterpolator would be greatly appreciated.
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591
Jan ’26
Metal 4 & Acceleration Structures
I have really enjoyed looking through the code and videos related to Metal 4. Currently, my interest is to update a ReSTIR Project and take advantage of more robust ways to refit acceleration Structures and more powerful ways to access resources. I am working in Swift and have encountered a couple of puzzles: What is the 'accepted' way to create a MTL4BufferRange to store indices and vertices? How do I properly rewrite Swift code to build and compact an Acceleration Structure? I do realize that this is all in Beta and will happily look through Code Samples this Fall. If other guidance is available earlier, that would be fabulous! Thank you
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665
Sep ’25
Photogrammetry requiring lidar-capable phones, curious why
Hello! I'm currently building an app where I feed images into a Photogrammetry session to create a USDZ. Pretty straightforward, works great. We've recently started some testing on older devices, and have discovered that Photogrammetry is requiring devices that have LIDAR (we've seen some console logs referencing LIDAR if we stumble through a photogrammetry process without checking isSupported first) Judging from @swredcam's posting about ReefScan from November 24 (https://developer.apple.com/forums/thread/769221) it looks like Photogrammetry did work on those non-LIDAR devices. In my own testing on an iPhone 12 mini with iOS 17, PhotogrammetrySession says it's not supported. Since we're only feeding in a sequence of photos that have never had depth data, and they process fine on pro/max devices, we're curious why this would require a LIDAR sensor to work, when it seems like it did work without LIDAR in the past. Or is there some other limitation of non-pro devices that is causing photogrammetry to not be supported (especially on today's really powerful hardware) Thanks! ++md
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654
Mar ’25
Float8 and Float16 "Reserved_Name__Do_not_use"
I am developing a macOS terminal app, running on an M4 Pro, and using Metal. I am not able use float8 or float16, both reporting Variable has incomplete type 'float16' (aka '__Reserved_Name__Do_not_use_float16'). Based on the system I should be able to use these. Either it is because it is also compiling to Intel, which they are not allowed, or something else. Either way I have not been able to figure out how to get past this. IIs there a compiler setting I need to set to make this work? if so which one and what setting do I need? I only want to run this on M processes, on the latest version of OS so not interested in Intel version or backward compatibility.
Topic: Graphics & Games SubTopic: Metal Tags:
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Aug ’25
SpriteKit scene used as SCNView.overlaySKScene crashes due to SKShapeNode
I recently published my first game on the App Store. It uses SceneKit with a SpriteKit overlay. All crashes Xcode downloaded for it so far are related to some SpriteKit/SceneKit internals. The most common crash is caused by SKCShapeNode::_NEW_copyRenderPathData. What could cause such a crash? crash.crash While developing this game (and the BoardGameKit framework that appears in the crash log) over the years I experienced many crashes presumably caused by the SpriteKit overlay (I opened a post SceneKit app randomly crashes with EXC_BAD_ACCESS in jet_context::set_fragment_texture about such a crash in September 2024), and other people on the internet also mention that they experience crashes when using SpriteKit as a SceneKit overlay. Should I use a separate SKView and lay it on top of SCNView rather than setting SCNView.overlaySKScene? That seemed to solve the crashes for a guy on stackoverflow, but is it also encouraged by Apple? I know SceneKit is deprecated, but according to Apple critical bugs would still be fixed. Could this be considered a critical bug?
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684
Jan ’26
Background GPU Access availability
I would love to use Background GPU Access to do some video processing in the background. However the documentation of BGContinuedProcessingTaskRequest.Resources.gpu clearly states: Not all devices support background GPU use. For more information, see Performing long-running tasks on iOS and iPadOS. Is there a list available of currently released devices that do (or don't) support GPU background usage? That would help to understand what part of our user base can use this feature. (And what hardware we need to test this on as developers.) For example it seems that it isn't supported on an iPad Pro M1 with the current iOS 26 beta. The simulators also seem to not support the background GPU resource. So would be great to understand what hardware is capable of using this feature!
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1k
Jul ’25
Are there complete code examples available for “Combine Metal 4 machine learning and graphics”?
Hello, I recently watched the WWDC2025 session titled “Combine Metal 4 machine learning and graphics” (https://developer.apple.com/videos/play/wwdc2025/262/ ), and I’m very excited about the new Metal 4 features that integrate machine learning with graphics—such as neural ambient occlusion, shader-based ML inference, and the use of MTLTensor and MTL4MachineLearningCommandEncoder. While the session includes helpful code snippets and a compelling debug demo (e.g., the neural ambient occlusion example), the implementation details are not fully shown, and I haven’t been able to find a complete, runnable sample project that demonstrates end-to-end integration of ML and rendering in Metal 4. Would Apple be able to provide a full, working example—such as an Xcode project—that shows how to: Export a model to an .mlpackage, Convert it to an .mtlpackage, Use MTL4MachineLearningCommandEncoder alongside render passes, Or embed small neural networks directly in shaders using Shader ML? Having such a sample would greatly help developers like me adopt these powerful new capabilities correctly and efficiently. Thank you very much for your time and support! Best regards,
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Nov ’25
visionOS + Unity PolySpatial: Is 15,970 MeshFilters the True Upper Limit for Industrial Scenes?
Breaking Through PolySpatial's ~8k Object Limit – Seeking Alternative Approaches for Large-Scale Digital Twins Confirmed: PolySpatial make Doubles MeshFilter Count – Hard Limit at ~8k Active Objects (15.9k Total) Project Context & Research Goals I’m developing an industrial digital twin application for Apple Vision Pro using Unity’s PolySpatial framework (RealityKit rendering in Unbounded_Volume mode). The scene contains complex factory environments with: Production line equipment Many fragmented grid objects need to be merged.) Dynamic product racks (state-switchable assets) Animated worker avatars To optimize performance, I’m systematically testing visionOS’s rendering capacity limits. Through controlled stress tests, I’ve identified a critical threshold: Key Finding When the total MeshFilter count reaches 15,970 (system baseline + 7,985 user-created objects × 2 due to PolySpatial cloning), the application crashes consistently. This suggests: PolySpatial’s mirroring mechanism effectively doubles GameObject overhead An apparent hard limit exists around ~8k active mesh objects in practice Objectives for This Discussion Verify if others have encountered similar limits with PolySpatial/RealityKit Understand whether this is a: Memory constraint (per-app allocation) Render pipeline limit (Metal draw calls) Unity-specific PolySpatial behavior Explore optimization strategies beyond brute-force object reduction Why This Matters Industrial metaverse applications require rendering thousands of interactive objects . Confirming these limits will help our team: Design safer content guidelines Prioritize GPU instancing/LOD investments Potentially contribute back to PolySpatial’s optimization I’d appreciate insights from engineers who’ve: Pushed similar large-scale scenes in visionOS Worked around PolySpatial’s cloning overhead Discovered alternative capacity limits (vertices/draw calls)
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761
Oct ’25