Context
I have 2 games available on AppStore. On a device running iOS 9, Game Center View displayed data for LeaderBoards, Achievements and Challenges.
On another device running iOS 10 no data are displayed.
These apps are on AppStore for some times with no known problems. Going to iOS 10 lead to the loss of Game Center data.
Code
Game Center view is displayed using GKGameCenterViewController.
Game Center
I've checked Game Center data on iTunes Connect: everything is OK. It's also OK using Game Center app for Mac or Game Center app on iOS device running iOS 9.
Tests
I ran test on a device running iOS 10, plugged to Xcode: everything was fine, with the same Game Center account.
Of course during all this tests this the same Game Center credentials is used.
iOS 9 — Simulator
iOS 9 — Device
iOS 10 — Simulator
iOS 10 — Device
"Aucune donnée disponible" is the french translation for "No data available".
Given a single device that previously worked on IOS9 and now isn't working on IOS10 even though other devices with the same ID work fine, we have to consider both server-side and client-side issues:
Server-side issue: We can't rule out server-side issues, especially given the other server-side issues that appear with GameCenter. In the past, for reasons that have never been explained by Apple, simply changing the default leaderboard has solved all sorts of game-center-won't-play-nice issues. Creating a new leaderboard and making it the default, or simply changing which leaderboard is default, seems to be sufficient. However, from my own experience, this works when the problem affects all users, not just 1 device.
Client-side issues: Since you're seeing different behaviors on different devices using a single game center ID, I believe it's more likely to be a client-side issue stemming from the upgrade process. I'd try two things.
First, log out of game center on the affected device, then log back in with a different game center ID. Does the problem still occur?
Second, log out of all three iTunes, iCloud and gameCenter (3 separate places in settings). Reboot the device, then log back in.
Admittedly, all of these are grasping at straws, but these items have corrected weird game center behaviors for me in the past.
Related
I am the developer of Rock Paper Missiles, a strategy game that was released to the App Store about a month ago. This weekend I got my new iPhone 5s, and noticed a critical problem with the bluetooth local multiplayer in the game. The "searching for devices" alert no longer appears, but this only happens on iPhone 5s. My game isn't the only one that does this. Another local bluetooth game, Zombieville USA 2, also has this problem. In their case however, it's worse. The app freezes when you try to connect.
Is there anything I can do to fix this or do I need to wait for Apple to fix iOS 7? Could it be an iOS issue? It seems to only happen on this specific hardware.
How Can i test game center (multiplyer) on single iPad device. Please give me idea.
Thanks in advance.
To my knowledge this is not possible. You cannot run the multiplayer functionality of GameCenter within the simulator (as documented here: https://developer.apple.com/library/ios/#documentation/NetworkingInternet/Conceptual/GameKit_Guide/GameCenterOverview/GameCenterOverview.html#//apple_ref/doc/uid/TP40008304-CH5-SW16).
I myself just bought a 2nd iOS device for this very reason. On the plus side, having two devices allows you to try out other multiplayer games from both sides, to see how things work.
If you have an iPhone in addition to an iPad, you might be able to develop a single application that runs on both devices, even if for deployment you plan on supporting only the iPad. For example you could detect that you're on the iPhone and run only the functionality necessary to test multiplayer. In my instance, this wasn't feasible, so I just went ahead and bought the 2nd iPad, but I mention it for completeness.
Finally, now that the third generation iPad has been released, you can probably find the first devices used for significantly less than retail.
I am attempting to add game center to my application and all goes well for the simulator, but when I run it on the device, it always says game is not recognized by game center. I have attempted to log out of game center than back in hoping it places me in "sand box" but it apparently does not.
If it matters, my devices are running iOS 5 beta 7. Any ideas why okay on simulator and not device? Thanks in advance.
Geo...
So it must have been something to do with running beta and something got "hung", because I restarted the iPad and all is well. Although I did have to make sure I was logged out of Game Center on the device and then log in via my app.
Geo...
I've written a fairly basic app for the iPhone, which I would like to test on at least one device and then get it onto the market place.
I don't need a data plan, so I'm considering buying an iPod touch, but I understand it doesn't have a camera, video, compass. While I don't need those for my current app, I might for a future one, nothing for sure there.
My concern about purchasing an iPhone, used or new, is that I believe I won't be able to use it without a sim card unless I jailbreak it. I'd prefer not to get involved with jailbreaking, as I'm unclear how it would my efforts to test the app on the device and/or get the app onto the app store.
If I get a new iPhone, I would have to cancel the contract immediately, and my same concern about the lack of a sim card would apply.
I'd be interested in people's experience with this issue, e.g. starting out with iPhone apps and not having an iPhone, is with this issue.
The newest iPod Touch does have a camera: http://www.apple.com/ipodtouch/
You should be able to test nearly everything you'd need to test on an iPod Touch.
Also, if you want to support older devices, it might be a good idea to also pick up a used, older, iPod Touch on eBay or somewhere, so you can test on a non-Retina display.
I have development going on without an iPhone but is preferred to develop with a device cause you could test your codes once in awhile. iPod Touch 4 does have camera. Anyway i think iPhone would still be able to function properly without a sim card just that you can't call. Otherwise getting an iPad is not that bad, since you can run both iPad and iPhone apps in iPad.
You may want to get the oldest slowest model of device running the oldest version of iOS on which you want you apps to be compatible. This may also be a low cost way to get into testing on devices. If your apps are commercially successful, you will be able to afford acquiring more newer test devices, but the old one may be the most valuable one for app testing purposes.
I have been using my old iPhone 3G for developement, mostly because it allows me to see how my code runs on one of the slowest devices out there.
The phone is not currently signed up with AT&T and it still works fine for development. For data access the wifi works fine without a carrier account. It also has the camera and (basic) GPS/mapping.
I could probably pick up a used iPhone 3G off one of the auction site relatively cheaply.
I have an iPhone app in the app store, but I am having a problem with iAds. iAds are showing up as they should on iPhone 3G and iPhone 3GS phones that have downloaded the app, but the iAds are not showing up on any iPhone 4 phones. They are all running the latest software version (iOS 4.2.1). Also, both iPhone 4 and iPhone 3GS phones were both correctly displaying test iAds during my testing phase. Does anyone know what might be causing this issue? Thanks in advance.
The iAds service currently has a really low fill rate (ie, you won't receive an advert every time you request one and, particularly outside the US, are often quite a bit more likely not to receive one). Quite probably either what you're seeing is a coincidence or the particular ads that Apple happens to be running at the minute in your territory aren't being supplied for the iPhone 4 with your app's combination of other ad-relevant metadata (and exactly what Apple use is undisclosed, just assume all the information you supply about your app may be relevant when picking which adverts to serve).
If your app showed the test iAds correctly then it'll show proper iAds correctly. Since Apple require that you properly implement showing/hiding of the iAd bar based on whether you receive an advert, it's safe to assume that they test this feature of your app.