Describe the bug
The Game Center Access Point's visibility gets messed up if you set its visibility to true and then set it to false soon after. I haven't tested the native implementation of this so it's possible it's specifically an issue with the Unity wrapper, but via Unity if you try to hide the access point too soon after showing it (usually within a few seconds, but the window of time is a lot longer if it's showing the highlights), then the access point is not hidden, yet querying its visibility property says it is hidden.
We only want the access point to be shown on our main menu most of the time, but due to this issue the access point would remain on the screen if people switch menus quickly or jump into gameplay as soon as the game launches. This would result in the access point covering up gameplay and in the worst circumstances being right over a button that people need to press to play the game. As a result we've had to resort to some very silly workarounds, like delaying hiding the access point if it has been shown too recently - which still isn't a silver bullet as the timing seems inconsistent.
FWIW I did submit a feedback ticket about this issue as I was told to do in September 2025, but it has gotten no traction or response: FB20212859
To Reproduce
Specifically, if you do
GKAccessPoint.Shared.IsActive = true;
and then very soon after
GKAccessPoint.Shared.IsActive = false;
Then the access point remains on screen and
GKAccessPoint.Shared.IsActive
and
GKAccessPoint.Shared.IsVisible
both return false despite the access point still showing.
Expected behavior
I expect the access point to be deactivated when GKAccessPoint.Shared.IsActive is set to false and for the IsVisible property to always reflect the visibility of the access point.
Screenshots
If applicable, add screenshots to help explain your problem. Remember to not post confidential screenshots.
Desktop (please complete the following information):
- Device: iPhone 15 Pro
- OS: iOS
- Version: 26.4.1
Additional context
This behaviour has existed for a while and has been a frustration on multiple projects.
Describe the bug
The Game Center Access Point's visibility gets messed up if you set its visibility to true and then set it to false soon after. I haven't tested the native implementation of this so it's possible it's specifically an issue with the Unity wrapper, but via Unity if you try to hide the access point too soon after showing it (usually within a few seconds, but the window of time is a lot longer if it's showing the highlights), then the access point is not hidden, yet querying its visibility property says it is hidden.
We only want the access point to be shown on our main menu most of the time, but due to this issue the access point would remain on the screen if people switch menus quickly or jump into gameplay as soon as the game launches. This would result in the access point covering up gameplay and in the worst circumstances being right over a button that people need to press to play the game. As a result we've had to resort to some very silly workarounds, like delaying hiding the access point if it has been shown too recently - which still isn't a silver bullet as the timing seems inconsistent.
FWIW I did submit a feedback ticket about this issue as I was told to do in September 2025, but it has gotten no traction or response: FB20212859
To Reproduce
Specifically, if you do
GKAccessPoint.Shared.IsActive = true;and then very soon after
GKAccessPoint.Shared.IsActive = false;Then the access point remains on screen and
GKAccessPoint.Shared.IsActiveand
GKAccessPoint.Shared.IsVisibleboth return false despite the access point still showing.
Expected behavior
I expect the access point to be deactivated when
GKAccessPoint.Shared.IsActiveis set to false and for the IsVisible property to always reflect the visibility of the access point.Screenshots
If applicable, add screenshots to help explain your problem. Remember to not post confidential screenshots.
Desktop (please complete the following information):
Additional context
This behaviour has existed for a while and has been a frustration on multiple projects.