My app developed with the new Xcode 26 doesn't appear on CarPlay when running on iOS 14–15 devices. My developer has obtained the com.apple.developer.carplay-driving-task permission, but iOS 16+ devices allow my app to display on CarPlay.
Can anyone help resolve this issue? Is it because the carplay-driving-task permission is only available for iOS 16+ devices? If I want compatibility with iOS 14–15 devices, do I need to apply to Apple for the carplay-audio permission to use it? Has anyone encountered a similar issue?
Thanks!
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I am looking to extend the range for a device and the only option from a Bluetooth perspective is Coded PHY but I have not heard of any intent to support it from Apple. Does Apple intend to support Coded PHY and if so what is the roadmap?
Hello,
I am experiencing a critical issue with my Apple Developer Program account. I successfully enrolled months ago, and my subscription is active as per my account details. However, I am now unable to access my developer membership features, and when I sign into my account it
redirects me to the enrollment page as if I had never enrolled.
Key details of the issue:
Active subscription: My Apple Developer Program membership is active and set to renew on 17 October 2025. The subscription page confirms this, and the payment was successfully processed.
REVOKED CERTIFICATES: Certificates I created weeks ago have been revoked without any explanation or notification.
No email notifications: I have not received any communication from Apple regarding issues with my account or certificates.
Attempts to Resolve:
Cleared cookies and cache.
Tried logging in on multiple devices and browsers.
Signed out of all devices and logged back in.
Could someone please assist me in understanding why my account is behaving this way? Is there a specific team or channel I should contact to escalate this issue?
Thank you in advance for your help!
Hello, We are currently using Apple Notarization (notarytool) for distributing a macOS app, and we are experiencing very long notarization times for large app bundles.
[Issue]
For apps with large binary sizes, notarization consistently takes around 3.5 to 4.5 hours from submission to completion.
This delay is causing practical issues in our release pipeline, especially when:
A hotfix or urgent update is required
Multiple builds must be notarized in a short time
CI/CD-based distribution is expected to complete within a predictable timeframe
[Environment]
Platform: macOS
Notarization method: notarytool
Distribution: Outside Mac App Store
App size: 100 GB~ (compressed ZIP)
Signing: Hardened Runtime enabled, codesigned correctly
Submission status: Successfully accepted, but processing time is very long
[What we have confirmed]
The notarization eventually succeeds (no failures)
Re-submitting the same build shows similar processing times
Network upload itself completes normally; the delay is in Apple-side processing
Smaller apps complete notarization much faster
[Questions]
Is a 3–4+ hour notarization time expected behavior for large macOS apps?
Are there recommended best practices to reduce notarization processing time for large binaries?
For example, splitting components, adjusting packaging, or specific signing strategies
Is there any official guidance or limitation regarding notarization queueing or processing based on app size?
Are there known service-side delays or regional differences that could affect processing time?
Any insight or confirmation would be greatly appreciated, as this directly impacts our production release workflow.
Thank you.
Hello, I have already paid developer account fees with my this id. But Still I can see this https://gyazo.com/db985d124b85d0759a1662cf05b9d82a with my developer account. Can any one help me what's the issue with my account? How can I get solution for this account?Thanks
Hello developers, i have a project for SSC that includes metal shader code.
The project runs fine when I build and run it in Xcode, but it does not run in the Swift Playground app.
The reason is that Swift Playgrounds doesn’t compile/build source files with the .metal extension the same way Xcode does (so the shader never gets built/loaded in Playgrounds).
The requirements say: “Your app playground must be built with and run on Swift Playgrounds 4.6 or Xcode 26, or later.” Since it says “or” (not “and”), does that mean it’s acceptable if the project only builds/runs in Xcode?
QuickLookAR shares the actual USDZ model instead of the original website URL — critical copyright and data leak issue on iOS 26
Since iOS 26, QuickLookAR (or ARQuickLookPreviewItem) no longer preserves the original web URL when sharing a model.
Instead of sending the link to the hosted file, the system directly shares the actual USDZ model file with the recipient.
This is a critical regression and a severe breach of intellectual property protection, as it exposes proprietary 3D models that must never be distributed outside of the controlled web environment.
In earlier iOS versions (tested up to iOS 18), QuickLookAR correctly handled sharing — the share sheet would send the website link where the model is hosted, not the file itself.
Starting with iOS 26, this behavior has changed and completely breaks the intended secure flow for AR experiences.
Our project relies on allowing users to view models in AR via QuickLook, without ever transferring the underlying 3D assets.
Now, the share operation forces full file sharing, giving end users unrestricted access to the model file, which can be copied, rehosted, or reverse-engineered.
This issue critically affects production environments and prevents us from deploying our AR-based solutions.
Implement a standard QuickLookAR preview with a USDZ file hosted on your web server (e.g., via ARQuickLookPreviewItem).
2. Open the AR view on iOS 26.
3. Tap the Share icon from QuickLookAR.
4. Send via any messenger (Telegram, WhatsApp, etc.).
5. Observe that the actual .usdz model is sent instead of the original website URL.
⸻
Expected behavior:
QuickLookAR should share only the original URL (as in iOS 17–18), not the file itself.
This ensures that intellectual property and licensed 3D models remain protected and controlled by the content owner.
⸻
Actual behavior:
QuickLookAR shares the entire USDZ file, leaking the model content outside of the intended environment.
⸻
Impact:
• Violation of copyright and confidential data policies
• Loss of control over proprietary 3D assets
• Breaking change for all existing web-based AR integrations
• Critical blocker for AR production deployment
⸻
Environment:
• iOS 26.0 and 26.1 (tested on iPhone 14, iPhone 15)
• Safari + QuickLookAR integration
• Works correctly on iOS 17 / iOS 18
⸻
Notes:
This regression appears to have been introduced in the latest iOS 26 system handling of QuickLookAR sharing.
Please escalate this issue to the ARKit / QuickLook engineering team as it directly affects compliance, IP protection, and usability of AR features across production applications.
Additional Notes / Verification:
Please test this behavior yourself using the CheckAR test model on my website: https://admixreality.com/ios26/
• If the login page appears, click “Check AR” and then “View in Your Space”.
• On iOS 18 and earlier, sharing correctly sends the website URL.
• On iOS 26, sharing sends the actual USDZ model file.
This clearly demonstrates the regression and the security/IP issue.
I have got 26.3 running, signed in with calude max account and open ai plus account, but codex and claude agent "get " button is greyed out. I have apple intelligence turned on.. I can only use sonnet 4.5 inside xcode. anyone has an idea about whhy>?
Topic:
Developer Tools & Services
SubTopic:
Xcode
"In iTunes IAP space"
Give a monthly subscription with 7 days freeTrail, what would be sequence of iTunes V2 notification for the following behaviour?
When an end user purchases a subscription that includes a free trial.
When the user transitions from the free‑trial period to the paid subscription period.
Hi there,
I have an SwiftUI app that opens a user selected audio file (wave). For each audio file an additional file exists containing events that were extracted from the audio file. This additional file has the same filename and uses the extension bcCalls. I load the audio file using FileImporter view modifier and within access the audio file with a security scoped bookmark. That works well. After loading the audio I create a CallsSidecar NSFilePresenter with the url of the audio file. I make the presenter known to the NSFileCoordinator and upon this add it to the FileCoordinator. This fails with NSFileSandboxingRequestRelatedItemExtension: Failed to issue extension for; Error Domain=NSPOSIXErrorDomain Code=3 "No such process"
My Info.plist contains an entry for the document with NSIsRelatedItemType set to YES
I am using this kind of FilePresenter code in various live apps developed some years ago. Now when starting from scratch on a fresh macOS26 system with most current Xcode I do not manage to get it running. Any ideas welcome!
Here is the code:
struct ContentView: View {
@State private var sonaImg: CGImage?
@State private var calls: Array<CallMeasurements> = Array()
@State private var soundContainer: BatSoundContainer?
@State private var importPresented: Bool = false
var body: some View {
VStack {
Image(systemName: "globe")
.imageScale(.large)
.foregroundStyle(.tint)
Text("Hello, world!")
if self.sonaImg != nil {
Image(self.sonaImg!, scale: 1.0, orientation: .left, label: Text("Sonagram"))
}
if !(self.calls.isEmpty) {
List(calls) {aCall in
Text("\(aCall.callNumber)")
}
}
Button("Load sound file") {
importPresented.toggle()
}
}
.fileImporter(isPresented: $importPresented, allowedContentTypes: [.audio, UTType(filenameExtension: "raw")!], onCompletion: { result in
switch result {
case .success(let url):
let gotAccess = url.startAccessingSecurityScopedResource()
if !gotAccess { return }
if let soundContainer = try? BatSoundContainer(with: url) {
self.soundContainer = soundContainer
self.sonaImg = soundContainer.overviewSonagram(expectedWidth: 800)
let callsSidecar = CallsSidecar(withSoundURL: url)
let data = callsSidecar.readData()
print(data)
}
url.stopAccessingSecurityScopedResource()
case .failure(let error):
// handle error
print(error)
}
})
.padding()
}
}
The file presenter according to the WWDC 19 example:
class CallsSidecar: NSObject, NSFilePresenter {
lazy var presentedItemOperationQueue = OperationQueue.main
var primaryPresentedItemURL: URL?
var presentedItemURL: URL?
init(withSoundURL audioURL: URL) {
primaryPresentedItemURL = audioURL
presentedItemURL = audioURL.deletingPathExtension().appendingPathExtension("bcCalls")
}
func readData() -> Data? {
var data: Data?
var error: NSError?
NSFileCoordinator.addFilePresenter(self)
let coordinator = NSFileCoordinator.init(filePresenter: self)
NSFileCoordinator.addFilePresenter(self)
coordinator.coordinate(readingItemAt: presentedItemURL!, options: [], error: &error) {
url in
data = try! Data.init(contentsOf: url)
}
return data
}
}
And from Info.plist
<key>CFBundleDocumentTypes</key>
<array>
<dict>
<key>CFBundleTypeExtensions</key>
<array>
<string>bcCalls</string>
</array>
<key>CFBundleTypeName</key>
<string>bcCalls document</string>
<key>CFBundleTypeRole</key>
<string>None</string>
<key>LSHandlerRank</key>
<string>Alternate</string>
<key>LSItemContentTypes</key>
<array>
<string>com.apple.property-list</string>
</array>
<key>LSTypeIsPackage</key>
<false/>
<key>NSIsRelatedItemType</key>
<true/>
</dict>
<dict>
<key>CFBundleTypeExtensions</key>
<array>
<string>wav</string>
<string>wave</string>
</array>
<key>CFBundleTypeName</key>
<string>Windows wave</string>
<key>CFBundleTypeRole</key>
<string>Editor</string>
<key>LSHandlerRank</key>
<string>Alternate</string>
<key>LSItemContentTypes</key>
<array>
<string>com.microsoft.waveform-audio</string>
</array>
<key>LSTypeIsPackage</key>
<integer>0</integer>
<key>NSDocumentClass</key>
<string></string>
</dict>
</array>
Note that BatSoundContainer is a custom class for loading audio of various undocumented formats as well as wave, Flac etc. and this is working well displaying a sonogram of the audio.
Thx, Volker
I'm trying to enable Music Kit for my key however I keep seeing this message "There are no identifiers available that can be associated with the key" even though my identifier has music kit enabled. Can someone help out with this?
Hi everyone,
I’m encountering an issue with Xcode Cloud when trying to notarize my macOS app. As shown in the screenshot, there are no errors in the logs, but the process gets stuck indefinitely. The message says:
The post-action could not be completed because the build was canceled.
No artifacts are generated at all.
This problem started recently. Notarization works perfectly when I submit from my local Xcode, so it seems to be specific to Xcode Cloud.
Has anyone else experienced this?
Hi everyone,
I’m exploring ideas around on-device analysis of user typing behavior on iPhone, and I’d love input from others who’ve worked in this area or thought about similar problems.
Conceptually, I’m interested in things like:
High-level sentiment or tone inferred from what a user types over time using ML-models
Identifying a user’s most important or frequent topics over a recent window (e.g., “last week”)
Aggregated insights rather than raw text (privacy-preserving summaries: e.g., your typo-rate by hour to infer highly efficient time slots or "take-a-break" warning typing errors increase)
I understand the significant privacy restrictions around keyboard input on iOS, especially for third-party keyboards and system text fields. I’m not trying to bypass those constraints—rather, I’m curious about what’s realistically possible within Apple’s frameworks and policies. (For instance, Grammarly as a correction tool includes some information about tone)
Questions I’m thinking through:
Are there any recommended approaches for on-device text analysis that don’t rely on capturing raw keystrokes?
Has anyone used NLP / Core ML / Natural Language successfully for similar summarization or sentiment tasks, scoped only to user-explicit input?
For custom keyboards, what kinds of derived or transient signals (if any) are acceptable to process and summarize locally?
Any design patterns that balance usefulness with Apple’s privacy expectations?
If you’ve built something adjacent—journaling, writing analytics, well-being apps, etc.—I’d appreciate hearing what worked, what didn’t, and what Apple reviewers were comfortable with.
Thanks in advance for any ideas or references 🙏
Topic:
Machine Learning & AI
SubTopic:
General
Switching alternative app icons previously worked in my app and I did not notice when it broke.
However now the completion handler consistently returns this error if feeding with either an existing app icon name or a fictional one.
Is this a regression I should file a bug report for or am I doing something wrong here?
Include all app icon assets is enabled in the target
Below you can see the error, the .icon files placed in the project navigator, my code and the top of the Info.plist
Thank you
Button("Update icon") { UIApplication.shared.setAlternateIconName("appIcon_Heart") { error in
if let error {
print(error)
}
}
}
Error Domain=NSPOSIXErrorDomain Code=35 "Resource temporarily unavailable" UserInfo={_LSFile=LSIconAlertManager.m, _LSLine=113, _LSFunction=-[LSIconAlertManager iconChangeAlertTokenForIdentity:error:]}
Xcode seems to create the correct Info.plist entries.
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>BGTaskSchedulerPermittedIdentifiers</key>
<array>
<string>newReleasesBackgroundTask</string>
</array>
<key>BuildMachineOSBuild</key>
<string>24G90</string>
<key>CFBundleDevelopmentRegion</key>
<string>de</string>
<key>CFBundleDisplayName</key>
<string>Hörspielzentrale</string>
<key>CFBundleExecutable</key>
<string>Hoerspielzentrale</string>
<key>CFBundleIcons</key>
<dict>
<key>CFBundleAlternateIcons</key>
<dict>
<key>appIcon_Heart</key>
<dict>
<key>CFBundleIconName</key>
<string>appIcon_Heart</string>
</dict>
<key>appIcon_RedNoCircle</key>
<dict>
<key>CFBundleIconName</key>
<string>appIcon_RedNoCircle</string>
</dict>
<key>appIcon_WhiteNoCircle</key>
<dict>
<key>CFBundleIconName</key>
<string>appIcon_WhiteNoCircle</string>
</dict>
</dict>
<key>CFBundlePrimaryIcon</key>
<dict>
<key>CFBundleIconFiles</key>
<array>
<string>AppIcon60x60</string>
</array>
<key>CFBundleIconName</key>
<string>AppIcon</string>
</dict>
</dict>
<key>CFBundleIcons~ipad</key>
<dict>
<key>CFBundleAlternateIcons</key>
<dict>
<key>appIcon_Heart</key>
<dict>
<key>CFBundleIconName</key>
<string>appIcon_Heart</string>
</dict>
<key>appIcon_RedNoCircle</key>
<dict>
<key>CFBundleIconName</key>
<string>appIcon_RedNoCircle</string>
</dict>
<key>appIcon_WhiteNoCircle</key>
<dict>
<key>CFBundleIconName</key>
<string>appIcon_WhiteNoCircle</string>
</dict>
</dict>
<key>CFBundlePrimaryIcon</key>
<dict>
<key>CFBundleIconFiles</key>
<array>
<string>AppIcon60x60</string>
<string>AppIcon76x76</string>
</array>
<key>CFBundleIconName</key>
<string>AppIcon</string>
</dict>
</dict>
Topic:
UI Frameworks
SubTopic:
UIKit
Good morning,
I submitted my first app to approval process last week. Within couple days it was accepted and state changed to 'Ready for Distribution'. It has been in that state for a week.
I have set automatic release on.
Is there anything I can do to get it Distributed?
Topic:
App Store Distribution & Marketing
SubTopic:
General
I've paid - and have the confirmation of subscription email.
But when I try to enroll both on my iphone and macbook air - I get errors. on the iphone said could not complete enrollment. on the macbook it said "not available in your area"
I am in australia and it should work. Does anyone know how to fix the enrollment bugs?
We made a purchase to join the Apple Developer Program, but we have been waiting for 5 days and have not received any response such as an approval or rejection. Are you experiencing the same issue as well?
When I use Xcode 26 (0.1, 1) for debugging and hit a breakpoint, using "step over" causes the debugger to freeze at a random line of code. Clicking "Pause program execution" indicates that the line is being executed, but the breakpoint never exits, seemingly causing a freeze. The application on the simulator also becomes unresponsive. However, when I do not use breakpoints, my program runs smoothly, and debugging on a physical device does not cause any freezes. This issue only occurs with the simulator. I am using Xcode on Apple Silicon, and due to some third-party SDKs that depend on Rosetta, our app can only run on the Rosetta simulator. We did not encounter this issue when using Xcode 16.x for simulator debugging. The current situation with Xcode 26.x significantly reduces our development efficiency. What could be causing this, and is there a solution?
I am trying to Build server for testing on Linux(Alma linux 9 VM)
NAME="AlmaLinux"
VERSION="9.7 (Moss Jungle Cat)"
ID="almalinux"
ID_LIKE="rhel centos fedora"
VERSION_ID="9.7"
PLATFORM_ID="platform:el9"
PRETTY_NAME="AlmaLinux 9.7 (Moss Jungle Cat)"
ANSI_COLOR="0;34"
[azuki@AlmaDevVM ~]$ uname -m
x86_64
I have tried the following steps:
Before starting, ensured that Swift 6 installed. Referred https://www.swift.org/install/ for instructions.
Build the library
In Terminal, uses the following commands to compile the Swift library:
cd Development/Key_Server_Module/Swift
swift build -Xbuild-tools-swiftc -DTEST_CREDENTIALS
After building the library, ran test cases to ensure the library behaves as expected. ALL unit tests are passing with the development credentials.
• Since I was using an x86_64 machine:
export LD_LIBRARY_PATH=./Sources/prebuilt/x86_64-unknown-linux-gnu/
Run all tests:
swift test -Xbuild-tools-swiftc -DTEST_CREDENTIALS --disable-swift-testing
Build the server
Build the server: Apache
Before starting, ensured the following:
a. Installed Apache HTTPD and the dev tools. Using the following command for installation:
yum install httpd httpd-devel redhat-rpm-config
b. After this, integrated it into the Apache server
environment with swift library that was built above. Used the following command to build the server using apxs:
• Since I was using an x86_64 machine:
apxs -i -a -c
-Wl,-L${PWD}/.build/x86_64-unknown-linux-gnu/debug/
-Wl,-lswift_fpssdk
-Wl,-L${PWD}/Sources/prebuilt/x86_64-unknown-linux-gnu -lfpscrypto
-Wl,-R${PWD}/.build/x86_64-unknown-linux-gnu/debug
server_setup/mod_fps.c
c. Next, copied the dependent libraries to the Apache modules folder using these commands:
• If using an x86_64 machine:
cp Sources/prebuilt/x86_64-unknown-linux-gnu/libfpscrypto.so /usr/lib64/httpd/modules/libfpscrypto.so
cp .build/x86_64-unknown-linux-gnu/debug/libswift_fpssdk.so /usr/lib64/httpd/modules/libswift_fpssdk.so
d. Configuring Apache HTTPD
Configured Apache HTTPD by adding the module and handler to your Apache
HTTPD configuration (/etc/httpd/conf/httpd.conf). Note that the apxs command
may automatically add the LoadModule line in the previous step.
Listen 8080
LoadFile /usr/lib64/httpd/modules/libfpscrypto.so
LoadFile /usr/lib64/httpd/modules/libswift_fpssdk.so
LoadModule fps_module /usr/lib64/httpd/modules/mod_fps.so
<Location "/fps">
SetHandler fps_handler
Copy the credentials to the Apache modules folder.
cp -r ../credentials /usr/lib64/httpd/modules/
export FPS_CERT_PATH=
/usr/lib64/httpd/modules/credentials/test_certificates.json
e. Run your server
You can run the Apache HTTPD server with the configured module by using the following command:
httpd -D FOREGROUND
No issues see till step.
Get SDK version
[azuki@AlmaDevVM Key_Server_Module]$ curl localhost:8080/fps/v
26.0.0
But when i try to generate license
[azuki@AlmaDevVM Key_Server_Module]$ curl -d ../Test_Inputs/iOS/spc_ios_hd_lease_2048.json localhost:8080/fps
{"fairplay-streaming-response":{"create-ckc":[{"id":1,"status":-42601}]}}
Can you please suggest what i might be missing here?
Hello Everyone,
I reviewed many previous year's submissions posted on swift's student's challenge distinguished winners section and noticed that most of them or all of them were designed and implemented for iOS devices only so is it a valid option to design our playground apps solely to run and function on macOS only?