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Having issues authorizing payment for Apple Developer Program
Hey guysI’ve been trying to pay for Apple Developer Program enrollment for about a week and still no luck. As well as I got from a small talk with the customer support – Apple never got my money. So it seems like my payment authorization fails all the time. But I don’t know what’s really going on.Have any of you ever had issues like that?Or maybe you just know what’s going on and how to fix it?
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Build stuck in "Processing" status for hours
Hi everyone, I uploaded two builds to App Store Connect today, but they have been stuck in "Processing" status for 10 hours now: Build 1.0 (10): Uploaded at Jan 14, 2026 5:03 AM - still Processing Build 1.0 (9): Uploaded at Jan 14, 2026 4:23 AM(UTC+8) - still Processing Usually my builds complete processing within 10-30 minutes. Is there a known issue with build processing today, or is there something I should check on my end? Any help would be appreciated. Thanks!
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Reoccurring data access prompt issue with Swift Playgrounds 4.6.4 on macOS 26.1
Hello, I am having a recurring issue using Swift Playgrounds version 4.6.4 on macOS 26.1. Upon opening a file and every other time I start typing in the code section I get a prompt, the image below, two or three times. It doesn't matter if I accept or decline all or some of the prompts, as soon as I start typing on another line I get prompted another two or three times for permission. It appears to me that prompt generates every time the preview pane tries to update. Declining the prompt breaks the preview but accepting the prompt only gets you through a single line of code before it appears again. I believe this issue started after I updated to macOS26.1 as I had not encountered it before. I've also opened other files with Swift Playgrounds and encounter the same problem. It could also be unrelated to the update and could be an issue with some permission setting somewhere, however, I have been unable to find what or where it could be. Is anyone else experiencing this? Thank you for your time :)
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Screen time API can be disabled easily
We have developed a Parental/Self control app using Screen time API. We have used individual authentication to authorize the app, using the instructions here: https://developer.apple.com/documentation/familycontrols/authorizationcenter The problem is , that individual auth can be disabled easily , by the following steps: enter Settings app. in Settings app, click on the Parental/Self control app. click to disable screen time restriction. show the device owner's face/fingerprint. (or pin code) Why is that a problem: Parental control apps, or self-control apps, are about giving control to the software, To make it hard for the user to disable the restrictions. So using the flow I have introduced above, it's super-easy for a user to disable his Parental control restrictions, which misses the entire point of Parental/Self control idea. Furthermore, not only the user have the means to unlock his screen time restrictions, he also MUST have the means to unlock it. This makes Screen time (with individual auth) useless: I have a code ready to make a great parental control app for my clients, with amazing ideas, but I can't use the Screen time API unless this problem is fixed. Why child-parent auth is not enough: My clients are grownups people between ages of 15-40, that are interested in self-control, so they don't have iCloud child accounts. also, the child-parent auth solution forces my clients to give some control to other person, and my clients prefer their privacy. Some of them prefer self-control and not parental-control. What I suggest as a solution: 1: Give more options to users how to disable the Screen time restrictions. including: a second faceID / FingerPrint (that isn't the same as the one used to unlock the device) a second pin password. a string password 2: Give the users the option to choose to not have the device's owner Face/Finger/Pincode ID , as a method to disable the Screen time restrictions.
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XCode does not recognize my iPhone
I'm trying to run my app on my iPhone and XCode is unable to detect it. Versions (as of time of writing, these are all the latest versions) XCode: 15.0.1 iOS: 17.1.2 macOS: Sonoma 14.1.2 What I've tried Updating all hardware to the latest versions. Restarting all hardware. Clearing cache/derived data. Using different USBC ports/cables. Using the XCode 15.1-Beta 3 (the latest beta) Clearing trusted computers and re-trusting Disabling Multipath Networking (solution for someone else on the dev forums) Creating a brand new xcode project. Disabling all wifi/bluetooth and reconnecting Using different wifi networks Calling mac support (they directed me back here) Scouring forums What happens I start by disconnecting my phone from my computer, clear trusted computers, restart xcode, and start (basically) from a completely blank slate. First I open XCode to my project. Then I connect my iPhone via USBC. I see that XCode says "iPhone not eligible while pairing in progress" (or something like that). I see on my phone that I must trust this computer, I hit trust, I enter my phone's passcode, then that disappears on my phone, and in XCode the message about eligibility disappears. I then click on the device selector to choose between either a simulator or a hardware device and under hardware I only see a message that says "No eligible devices connected to my mac". If I open the "Manage Run Destinations" organizer I see all the simulators there in the simulators tab, but when I go to the Devices tab, I see nothing. Sometimes when I go through this process, I can get a banner to appear up top, but still no device shows up on the left. The banner will show me that it is indeed my iPhone, but it will be missing information like "Serial Number" or "Capacity". Here's a screenshot of what I see. Keep in mind, this banner up top does not always show up when I go through this process. iPhone CAN be detected on my other laptop When I do this exact same thing on my other laptop, everything works just fine. Here are the specs I'm running on that laptop. (using the same cable/wifi network/etc) XCode 15.0.1 macOS: Ventura 13.6.1 iPhone 17.1.2 (I'm using the same iPhone) The only difference here being the macOS version. However, the problem started on my "broken" computer while I was running a previous major macOS version. This problem is actually what prompted my to do a system update to Sonoma. Please for the love of god, halp!!!
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How to accept CloudKit shares with the new SwiftUI app lifecycle?
In the iOS 13 world, I had code like this: class SceneDelegate: UIResponder, UIWindowSceneDelegate { 		func windowScene(_ windowScene: UIWindowScene, userDidAcceptCloudKitShareWith cloudKitShareMetadata: CKShare.Metadata) { 				// do stuff with the metadata, eventually call CKAcceptSharesOperation 		} } I am migrating my app to the new SwiftUI app lifecycle, and can’t figure out where to put this method. It used to live in AppDelegate pre-iOS13, and I tried going back to that, but the AppDelegate version never gets called. There doesn’t seem to be a SceneDelegateAdaptor akin to UIApplicationDelegateAdaptor available, which would provide a bridge to the old code. So, I’m lost. How do I accept CloudKit shares with SwiftUI app lifecycle? 🙈
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iOS 26 WKWebView STScreenTimeConfigurationObserver KVO Crash
Fatal Exception: NSInternalInconsistencyException Cannot remove an observer <WKWebView 0x135137800> for the key path "configuration.enforcesChildRestrictions" from <STScreenTimeConfigurationObserver 0x13c6d7460>, most likely because the value for the key "configuration" has changed without an appropriate KVO notification being sent. Check the KVO-compliance of the STScreenTimeConfigurationObserver [class.] I noticed that on iOS 26, WKWebView registers STScreenTimeConfigurationObserver, Is this an iOS 26 system issue? What should I do?
Topic: UI Frameworks SubTopic: UIKit Tags:
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Using Wallet.app to open doors with NFC reader
G'day. At my office the doors are locked with an NFC reader. We carry around a little NFC tag on our key chains which will read out a number and this then will open the door if the number matches a number in the database. I am tired of carrying around the tag, people keep loosing it, forgetting it and it would be nice to open the door using a Phone - which we tend to always have on us. So I used a credit card which is NFC enabled to readout the NFC information, added this number to the database and can now open doors using my credit card. This is pretty cool. If I forget my keys (most likely they will be on the desk but silly me left the desk without them), I may have my wallet with me. Then I tried Wallet.app on my iPhone and select the same credit card. However the door doesn't open. When looking in the door software I noticed that the tags will always transmit the same number. So does my credit card. However Wallet.app will read out 4 readings (or maybe just one very long one) and they are always different. So I can not make them match with the door database. Any ideas how to make this work? Can I give somehow wallet.app an NFC number which I can then add to my door database? Or how come the credit card and the very same one in wallet.app don't match? Thanks for your help! Would be neat if I could make this work out. This will make a lot of people happy at my office! Cheers!
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In Simulator on status bar red banner with rdar:45025538
Out of nowhere I got some red banner on top of my iPhone 13 mini / iOS 17.5. I cannot pin point the root cause of this. What I can say is that it only happens to Simulators of a certain type, e.g. iPhone 12 and 13 mini, but not iPhone 14 for example. I have installed Xcode 26.1.0 and 26.1.1, out of which 26.1.0 is selected: $ xcode-select -p /Applications/Xcode-26.1.0.app/Contents/Developer And following runtimes: $ xcrun simctl runtime list == Disk Images == -- iOS -- iOS 17.5 (21F79) - CF933623-A258-44F8-B248-C0F25C0C343B (Ready) iOS 26.1 (23B80) - D11C3CDC-EE3D-44CC-8B92-9B7D00B54B0B (Ready) Total Disk Images: 2 (14.6G) Installing the newer 26.1 23B86 runtime doesn't help either.
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Shortcuts Automation Trigger Transaction Timeouts
Description The Shortcut Automation Trigger Transaction frequently times out, ultimately causing the shortcut automation to fail. Please see the attached trace for details. Additionally, the Trigger is activated even when the Transaction is declined. Details In the trace I see the error: [WFWalletTransactionProvider observeForUpdatesWithInitialTransactionIfNeeded:transactionIdentifier:completion:]_block_invoke Hit timeout waiting for transaction with identifier: <private>, finishing. Open bug report: FB14035016
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Source view disappearing when interrupting a zoom navigation transition
When I use the .zoom transition in a navigation stack, I get a glitch when interrupting the animation by swiping back before it completes. When doing this, the source view disappears. I can still tap it to trigger the navigation again, but its not visible on screen. This seems to be a regression in iOS 26, as it works as expected when testing on iOS 18. Has someone else seen this issue and found a workaround? Is it possible to disable interrupting the transition? Filed a feedback on the issue FB19601591 Screen recording: https://share.icloud.com/photos/04cio3fEcbR6u64PAgxuS2CLQ Example code @State var showDetail = false @Namespace var namespace var body: some View { NavigationStack { ScrollView { showDetailButton } .navigationTitle("Title") .navigationBarTitleDisplayMode(.inline) .navigationDestination(isPresented: $showDetail) { Text("Detail") .navigationTransition(.zoom(sourceID: "zoom", in: namespace)) } } } var showDetailButton: some View { Button { showDetail = true } label: { Text("Show detail") .padding() .background(.green) .matchedTransitionSource(id: "zoom", in: namespace) } } }
Topic: UI Frameworks SubTopic: SwiftUI
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Developer Program enrollment still pending after payment
Hi everyone, I subscribed to the Apple Developer Program on Tuesday evening, November 4th, 2025. The payment has already been charged to my bank account, but my account still shows the status “Pending” with the message “Subscribe your membership”. It’s now been several days, and I haven’t received any confirmation email or any request for additional information. I already contacted Apple Support by email, but I’d like to know if other developers have experienced the same situation and how long it took before their account was activated. Thanks in advance for your help and feedback! — Martin
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SpriteKit framerate drop on iOS 26.0
Hello, I have noticed a performance drop on SpriteKit-based projects running on iOS 26.0 (23A341). Below is a SpriteKit scene used to test framerate on different devices: import SpriteKit import SwiftUI class BareboneScene: SKScene { override func didMove(to view: SKView) { size = view.bounds.size anchorPoint = CGPoint(x: 0.5, y: 0.5) backgroundColor = .darkGray let roundedSquare = SKShapeNode(rectOf: CGSize(width: 150, height: 75), cornerRadius: 12) roundedSquare.fillColor = .systemRed roundedSquare.strokeColor = .black roundedSquare.lineWidth = 3 addChild(roundedSquare) let action = SKAction.rotate(byAngle: .pi, duration: 1) roundedSquare.run(.repeatForever(action)) } } struct BareboneSceneView: View { var body: some View { SpriteView( scene: BareboneScene(), debugOptions: [.showsFPS] ) .ignoresSafeArea() } } #Preview { BareboneSceneView() } The scene is very simple, yet framerate drops to ~40 fps as shown by the Metal HUD. Tested on: iPhone 13, iOS 26.0: framerate drops to 40 fps. Sometimes it runs at near 60fps. But if the screen is touched repeatedly, the framerate drops to 40-50 fps again. iPhone 11 Pro, iOS 26.0: ~40fps. iPad 9th Gen, iOS 18.6.2: 60fps, no issues. See screenshots attached. These numbers were observed by me and members of our beloved SpriteKit Discord server. Thank you for your attention.
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Subscription Unavailable - Strange Behavior with StoreKit
I added my first subscription to my app using StoreKit's SubscriptionStoreView. Everything worked as expected in the debug environment and also in TestFlight. So I submitted my app and subscriptions to App Store Connect, got everything Approved and released. After updating my app through App Store and checking the Subscription View, it just says "Subscription Unavailable. The subscription is unavailable in the current storefront." I waited around 3 days and still getting the same message. Now the very strange behavior starts. I went to App Store Connect, I made and edit to the subscription description, saved, removed the edit, saved, and submitted to review. 15 minutes later the subscriptions appear in my app and everything works as expected. After getting the edit approved, the Subscription View in my app again only showed the message "Subscription Unavailable. The subscription is unavailable in the current storefront." No user is able to see the subscriptions anymore, even though it worked as expected before the edit was approved. So I did the same as before. Again, make an edit to the subscription description, save, remove the edit, save, submit to review. 15 minutes later the subscriptions are again available in my app and it works as expected. This is definitely not the expected behavior and submitting the subscription edits every day is wasting the App Review Team's time as well as mine. I contacted Apple Developer Support but I didn't get any reply back (at least yet). I am not the only one experiencing this. I found a friend online who has the exact same issue, and is able to temporarily solve it by making an edit to the subscription description as well. So far it has been a huge headache, and we are losing customers this way. Please if anyone has experience with this problem, or has any suggestions, they will be greatly appreciated. Thank you so much, Tomas
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XCUItest - Accessing page content when using deeply nested React Navigation navigators on iOS Using
Hello! I've been trying to automate tests using Appium/XCUITests in a React Native APP, but I'm finding many blockers. They are related to the amount of nested elements in the "DOM" in which the XCUItest can not go deeper to get all the elements we need. snapshotMaxDepth -> The XCUITest does not support more than 60 value, otherwise it returns the following error: Got response with status 404: {"value":{"error":"stale element reference","message":"The previously found element "Application 'xyz.xxx.xxx'" is not present in the current view anymore. Make sure the application UI has the expected state. Original error: Error kAXErrorIllegalArgument getting snapshot for element <AXUIElementRef 0x600003aaf750> {pid=95967} {uid=[ID:1 hash:0x0]}","traceback":"(\n\t0 CoreFoundation 0x00007fff20405604 __exceptionPreprocess + 242\n\t1 libobjc.A.dylib 0x00007fff201a4a45 objc_exception_throw + 48\n\t2 WebDriverAgentLib 0x000000010a3caa53 -[XCUIElement(FBUtilities) fb_takeSnapshot] + 723\n\t3 WebDriverAgentLib 0x000000010a3cad07 -[XCUIElement(FBUtilities) fb_snapshotWithAttributes:maxDepth:] + 183\n\t4 WebDriverAgentLib 0x000000010a37baea +[FBXPath writeXmlWithRootElement:indexPath:elementStore:includedAttributes:writer:] + 778\n\t5 WebDriverAgentLib 0x000000010a37b12c +[FBXPath xmlRep... But if I inform less than 60, the XCUITest is not able to get all the elements we need to automate: There are many threads about this, all of them the issue is in the XCUITest: https://github.com/appium/appium/issues/14825 https://discuss.appium.io/t/handling-staleelementreferenceexception/35095/11 https://github.com/appium/appium/issues/18085 https://discuss.appium.io/t/error-in-appium-desktop-refreshing-source-after-adding-snapshotmaxdepth-greater-than-62/34058 https://stackoverflow.com/questions/74235441/appium-cant-reach-elements-in-ios-source-tree-they-are-too-deep-works-fine-in Tested all possible solutions suggested in the threads, but I will have the issue.
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Custom NSWindow styleMask behavior changed/broken resulting in unresizable or non-responsive windows in macOS Tahoe 26.3 RC
NSWindow objects with custom styleMask configurations seem to behave erratically in macOS Tahoe 26.3 RC. For example an NSWindow is not resizable after issuing .styleMask.remove(.titled) or some NSWindow-s become totally unresponsive (the NSWindow becomes transparent to mouse events) with custom styleMask-s. This is a radical change compared to how all previous macOS versions or the 26.3 beta3 worked and seriously affects apps that might use custom NSWindows - this includes some system utilities, OSD/HUD apps etc, actually breaking some apps. Such fundamental compatibility altering changes should not be introduced in an RC stage (if this is intentional and not a bug) imho.
Topic: UI Frameworks SubTopic: AppKit Tags:
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