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issue with my submission - 4.2 - Design - Minimum Functionality
Hi, Got my first submission rejected due to Design - Minimum Functionality and would like to ask for some guidance on what to do. To give some context of my app. My app is quite simple but solves a common issue in my home town. During the winter month, every street will have a certain time when parking is forbidden. This results in everyone having to move their car several times a week to avoid getting tickets. Every time you move, you need to note and remember when to move it again, etc. A parking ticket for forgetting is around 140 USD. My app aims to solve this by letting the user press a button which makes the app use the current GPS location to fetch the parking relevant parking restriction and create a notification the day before, reminding the user to move their car. Simple UI and nothing fancy. I've also created onboarding that gives relevant information the first time a user open their app. I'm a bit on the fence on what I should do to pass. In my opinion, the functionality is more than a website because it uses GPS, creates notifications, loading spinner when parking restrictions are being fetched, has onboarding, etc. I think an issue that might cause the reviewer to dismiss it is that it currently only work in my specific town - it uses certain APIs to fetch the parking restrictions. So, should I try to create more functionality (not sure what) or do I need to clearly argue my case and demo my apps functionality via recordings? Thanks in advance for any help and guidance :)
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Apple Developer Program payment completed but membership not activated
Hello everyone, I’m looking for some guidance to see if anyone has experienced a similar issue with the Apple Developer Program membership. About one week ago, I completed the payment for the membership. I received an email with the subject: We’re processing your order Wxxxxxxxxxx That email included the order details and cost, and shortly after that, I also received the CFDI invoice for the payment, so the charge appears to have been completed successfully. However, up to now: I have not received any membership confirmation email The membership does not appear under Subscriptions in my Apple ID It is not active in the Apple Developer app On the Apple Developer website, I still see the usual message as if the membership was not purchased: “Purchase your membership to continue your enrollment. Buy today” I understand Apple mentions that the purchase may take up to 48 hours to process, but it has now been more than a week with no changes. Has anyone else encountered this situation? Is it normal to receive the invoice but not have the membership activated? Would you recommend contacting Apple Developer Support at this point? Thanks in advance for any help or shared experiences.
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Developer Control Question
Hi everyone, I’m new to the Apple Developer side of things and I want to make sure I’m handling this correctly. I hired a freelance iOS developer to build my app. I have my own Apple Developer account (Individual), and I want the app published under my account. The developer says he needs me to create a Certificate Signing Request (CSR), then he will generate the distribution certificate on his end and send me the .cer file back. From there, he would use that for signing and submitting the app. My questions: 1. Is this the correct and modern way to handle app signing? 2. Should I instead just add him to my App Store Connect account with Developer access and let him manage signing through Xcode? Dev claims this won’t work, which I haven’t been able to prove or disprove. ChatGPT says it does,but other AI tools says it doesn’t. 3. Is there any risk in sharing certificates like this? 4. What is considered best practice in 2026 for working with freelancers while keeping full control of the account? My goal is simple: • The app stays fully under my Apple Developer account. • I retain long term control. • The developer can build and submit without needing my Apple ID or password. I’m not trying to make things complicated, I just want to do this the right way and avoid issues later. Thanks in advance.
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App Store Events
We have run over 15 App Store Events. I have only ever seen data on 1 of them. We have several large apps, and based on our numbers, it is unlikely that we don't receive more than 5 installs from the event. We see an overall CR uplift, but no direct data in the event data section. Does anyone have any ideas as to what could be causing this?
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APNS always returning "discarded as device was offline"
Approx Dec 13th 2025 til now (Dec 29th) I noticed my APNS dropped off to nothing daily. When I try to send APNS alerts on the developer site tool it always returns "discarded as device was offline" for multiple devices which I know are online. When I try pushing through my VPS (as I always have without any code changes for months) I get status codes of 400 and 403 mostly and a few 200's without it delivering also. I created a new sandbox certificate just in case it was that but still no luck, I get the same results. Ive checked for any firewall issues and I see the following on my VPS: nslookup gateway.push.apple.com Server: 1.1.1.1 Address: 1.1.1.1#53 ** server can't find gateway.push.apple.com: NXDOMAIN This seems like a second issue but not the primary issue that the portal is reporting. Any ideas what to check? Im at a loss as to why its not working at all through apples test notification portal on my developer account. It seems thats the initial issue I need to solve. Thank you for any ideas/help
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AVP, Developer Strap v2, Ethernet connection and Xcode
Hi, I wonder if there's something that can be configured to force Xcode (and preferably MVD too) to use Ethernet connection between Mac Mini and Apple Vision Pro (over a USB hub, not a direct USB connection)? If I connect AVP to Mac directly via USB, the bridge gets created and both MVD and Xcode default to it, which is great because of higher speed and lower latency. My problem is that I work with external camera, so I can have either the camera, or the Mac connection, but not both. I tried to solve that by plugging in a small active USB hub, so the strap and camera are connected to it, plus it has Ethernet adapter, which is plugged into Mac port. I tried with internet sharing on Mac - AVP has internet access, I can ping AVP from Mac, but Xcode and MVD still use wifi. I tried to manually configure bridge without internet sharing - same effect. I tried to make the bridge highest priority connection - nothing changed. I tried to force routing to AVP IP over the bridge - nothing (and it seems that my routing entry went missing after some time and was replaced by "use wifi interface"). So - is there something more I can do to make at least Xcode go over the cable? Debugging over wifi often takes forever.
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Metal runtime shader library compilation and linking issue
In my project I need to do the following: In runtime create metal Dynamic library from source. In runtime create metal Executable library from source and Link it with my previous created Dynamic library. Create compute pipeline using those two libraries created above. But I get the following error at the third step: Error Domain=AGXMetalG15X_M1 Code=2 "Undefined symbols: _Z5noisev, referenced from: OnTheFlyKernel " UserInfo={NSLocalizedDescription=Undefined symbols: _Z5noisev, referenced from: OnTheFlyKernel } import Foundation import Metal class MetalShaderCompiler { let device = MTLCreateSystemDefaultDevice()! var pipeline: MTLComputePipelineState! func compileDylib() -> MTLDynamicLibrary { let source = """ #include <metal_stdlib> using namespace metal; half3 noise() { return half3(1, 0, 1); } """ let option = MTLCompileOptions() option.libraryType = .dynamic option.installName = "@executable_path/libFoundation.metallib" let library = try! device.makeLibrary(source: source, options: option) let dylib = try! device.makeDynamicLibrary(library: library) return dylib } func compileExlib(dylib: MTLDynamicLibrary) -> MTLLibrary { let source = """ #include <metal_stdlib> using namespace metal; extern half3 noise(); kernel void OnTheFlyKernel(texture2d<half, access::read> src [[texture(0)]], texture2d<half, access::write> dst [[texture(1)]], ushort2 gid [[thread_position_in_grid]]) { half4 rgba = src.read(gid); rgba.rgb += noise(); dst.write(rgba, gid); } """ let option = MTLCompileOptions() option.libraryType = .executable option.libraries = [dylib] let library = try! self.device.makeLibrary(source: source, options: option) return library } func runtime() { let dylib = self.compileDylib() let exlib = self.compileExlib(dylib: dylib) let pipelineDescriptor = MTLComputePipelineDescriptor() pipelineDescriptor.computeFunction = exlib.makeFunction(name: "OnTheFlyKernel") pipelineDescriptor.preloadedLibraries = [dylib] pipeline = try! device.makeComputePipelineState(descriptor: pipelineDescriptor, options: .bindingInfo, reflection: nil) } }
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BLE Scanning
iOS BLE Background Scanning Stops After Few Minutes to Hours Hi everyone, I'm developing a Flutter app using flutter_blue_plus that needs continuous BLE scanning in both foreground and background. Foreground scanning works perfectly, but background scanning stops after a few minutes (sometimes 1-2 hours). Current Implementation (iOS) Foreground Mode: Scans for 10 seconds with all target service UUIDs Batches and submits results every 10 seconds Works reliably ✅ Background Mode: Rotates through service UUIDs in batches of 7 Uses 1-minute batch intervals Maintains active location streaming (Geolocator.getPositionStream) Switches modes via AppLifecycleState observer // Background scanning setup await FlutterBluePlus.startScan( withServices: serviceUuids, // Batch of 7 UUIDs continuousUpdates: true, ); // Location streaming (attempt to keep app alive) LocationSettings( accuracy: LocationAccuracy.bestForNavigation, distanceFilter: 0, ); Lifecycle Management: AppLifecycleState.paused -> Start background mode AppLifecycleState.resumed -> Start foreground mode Questions: Is there a documented maximum duration for iOS background BLE scanning? My scanning stops inconsistently (few minutes to 2 hours). Does iOS require specific Background Modes beyond location updates to maintain BLE scanning? I have location streaming active but scanning still stops. Are there undocumented limitations when scanning with service UUIDs in background that might cause termination? Should I be using CoreBluetooth's state preservation/restoration instead of continuous scanning? Info.plist Configuration: <key>UIBackgroundModes</key> <array> <string>bluetooth-central</string> <string>location</string> </array> Additional Context: Total service UUIDs: ~20-50 (varies by company) Scanning in batches of 7 to work around potential limitations Android version works fine with foreground service Location permission: Always iOS 14+ target Any insights on iOS BLE background limitations or best practices would be greatly appreciated. Thanks!
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Swipe to go back still broken with Zoom navigation transition.
When you use .navigationTransition(.zoom(sourceID: "placeholder", in: placehoder)) for navigation animation, going back using the swipe gesture is still very buggy on IOS26. I know it has been mentioned in other places like here: https://developer.apple.com/forums/thread/796805?answerId=856846022#856846022 but nothing seems to have been done to fix this issue. Here is a video showing the bug comparing when the back button is used vs swipe to go back: https://imgur.com/a/JgEusRH I wish there was a way to at least disable the swipe back gesture until this bug is fixed.
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UIKit flip animation bugged in 26.1
Hello. I have an 12 year old app that still has some objective-c code in it. I have a place where i have a flip animation between 2 view controllers that looks like this: [UIView transitionFromView:origView toView:newViewController.view duration:0.5 options:UIViewAnimationOptionTransitionFlipFromRight completion:nil]; It has looked like this since 2012 at least. In our production release, it works prior to 26.1, but in 26.1 and 26.2, the flip is off-center and looks weird. it's like both edges flip the same way. It's a little bit hard to explain. If seen at least 2 other app store apps that i have installed behave this way too, from 26.1 and onwards. Anyone else seen this? Is there anything that can be done about it? Thankful for thoughts.
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VisionOs Development: Seeking Advice on Key Strategic Crossroads
I am a developer working on developing a space journal application. During the development process, I encountered several crucial strategic and technical decisions, and I would like to hear the experiences of those who have gone through similar situations. Here are the simplified versions of several questions I have. Resource allocation: Which problem should I address first? Design direction: In terms of interaction and UI design, how should I balance "immersion" and "usability"? Market selection: Was it easier for a business to survive in the early stages as a B2B or B2C entity? Cost estimation: How can I reasonably present to my investors the development costs of this project? In order to avoid relying solely on intuition in my decisions, I created a short questionnaire, hoping to gather more structured opinions from my colleagues. If you are also exploring VisionOS, I sincerely hope you can take a few minutes to fill it out. The results are extremely important to me, and I would be more than happy to share the final summary findings with you.
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Can't find IAP/Subscriptions section for new build
Hello communities, I am going to submit a new binary build with subscriptions. However, I cannot find the In-App Purchases and Subscriptions section like before. Is there any update on this? Despite the fact that the subscriptions were accepted and banking & agreements were set up, I still can't figure out how to include them in the binary build. Thanks for the advice.
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iOS26 beta: AppClips are not working properly
Hi, As a company, we have several apps in the AppStore that contain AppClips. With the latest iOS18 it works without any problems. With all iOS26 betas so far, however, there is always the problem “ASDErrorDomain- Error 507” and the AppClip cannot be opened. You can easily test this by scanning the following QR code with the system camera: You only ever get this error instead of the option to open the AppClip. As the iOS26 beta phase is already at an advanced stage, we are naturally concerned as to whether the problem will be solved.
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UITabBarController crashes when editing the items
I'm using one UITabBarController which leads to 6 NavigationController. Therefore the user will get 4 icons displayed and one icon with three points to see the rest of the Navigation Controller. If the user now tries to edit the list and moves one item from the hidden area towards the TabBar at the bottom, the App crashes with the error: Exception NSException * "Can't add self as subview" 0x0000600000d16040 I can see this effect at least on both my apps. If the same compilation is run on a older iOS version, there is no crash. Is there anything I have to take care of the configuration of the TabBar, when it comes to iOS26?
Topic: UI Frameworks SubTopic: UIKit
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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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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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