直播过程中需同时操作 Vision Pro(拍摄)、Mac(推流)、中控台(画面切换),无统一控制入口,调节 3D 模型、校准画质等操作需在多设备间切换,易出错且效率低。
期望
针对直播场景,提供桌面端专属控制软件,支持一站式管理 Vision Pro 的拍摄参数、3D 模型切换、虚实融合效果等,实现多设备协同操作的可视化、便捷化。
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画面亮度存在无规律动态波动(时亮时暗),且无手动控制入口,导致商品颜色还原失真、主播面部曝光异常(过曝 / 欠曝),严重影响直播展示效果。
期望
"· 优化直播模式的自动曝光算法,提升复杂光线环境下的亮度稳定性;
· 增加 “直播模式” 专属亮度锁定功能,支持手动设定亮度参数并锁定,满足直播场景下的画质可控需求。
"
切换后两者的亮度、色彩饱和度、对比度等画质参数差距较大,导致画面视觉体验割裂,破坏直播连贯性,影响用户观看沉浸感。
期望
"· 对标常规直播单反相机的画质基准,优化 Vision Pro 的画面亮度、色彩还原能力;
· 提供设备端或配套软件的画质自定义调节功能(亮度、对比度、色温等),支持直播前手动校准,确保与单反相机画面风格一致。"
I changed my device when purchasing the Apple Developer Program and am unable to make further purchases. How can I lodge a complaint?
传输后的直播流分辨率显著下降,画面细节丢失、清晰度不足,导致 3D 家具商品的纹理、尺寸等关键信息无法精准展示,影响用户对商品的判断。
期望
优化流传输过程中的分辨率压缩策略,减少传输过程中的画质损耗,提升 Mac 端接收的直播流清晰度,匹配 3D 商品展示的高精度需求。
佩戴者头部自然晃动时,设备拍摄的画面会出现明显抖动,导致观看直播的用户产生眩晕感,严重影响直播沉浸体验和购物决策效率。
希望
优化设备内置防抖算法,降低头部常规晃动对画面稳定性的影响,提升直播画面的流畅度。
Hello — I’m integrating DeclaredAgeRange to check >=18 at app registration, but the API keeps returning AgeRangeService.Error.notAvailable. I’ve tried family sharing and sandbox age settings without success. Below is a minimal environment, the exact code I call, my concise questions, and the expected behaviour. I can attach Console logs and screenshots if helpful.
Environment
Xcode: 26.2
Device OS: iOS 26.2 on real device
Capabilities: Declared Age Range capability enabled in Xcode entitlements
Framework integration: DeclaredAgeRange framework imported/linked in the project
App compiled and installed from Xcode using development provisioning profile
Device main Apple ID: I attempted both (a) Family‑Sharing child account logged in as device main Apple ID and (b) sandbox App Store account age settings via Settings → App Store → Sandbox Account → Manage → Age Verification
Minimal code I
if #available(iOS 26.2, *) { #if canImport(DeclaredAgeRange) do { let response = try await AgeRangeService.shared.requestAgeRange(ageGates: 18, in: self) switch response { case let .sharing(range): // handle range case .declinedSharing: // handle declined @unknown default: // handle unknown } } catch let err as AgeRangeService.Error { if case .notAvailable = err { print("AgeRange notAvailable") } else { print("AgeRange other error: \(err)") } } catch { print("AgeRange generic error: \(error)") } #endif }
Key questions (please answer briefly)
Must the device main Apple ID be a Family‑Sharing child account (created/managed by a parent) for DeclaredAgeRange to ever return .sharing? Or can the App Store “Sandbox Account → Age Verification” produce a shareable result for this API?
If the device main Apple ID must be a family child account, is there any Apple-side flag/setting (server-side) that Apple support must enable for that Apple ID to be eligible for age sharing?
Does App Store Connect / app metadata / age rating or entitlements require any special setting for DeclaredAgeRange to work in the sandbox/dev environment?
Are there known region/locale constraints (e.g., device region must be US) that commonly cause .notAvailable?
What Console/system logs should I capture and attach to help determine whether the request reaches Apple backend vs. is blocked locally? (exact log names/filters welcome)
Is there a canonical sandbox test flow doc for family/parent flows DeclaredAgeRange that guarantees a working test sequence?
Topic:
UI Frameworks
SubTopic:
UIKit
Hi everyone,
I believe I’ve encountered a potential bug or a hardware alignment limitation in the Core ML Framework / ANE Runtime specifically affecting the new Stateful API (introduced in iOS 18/macOS 15).
The Issue:
A Stateful mlprogram fails to run on the Apple Neural Engine (ANE) if the state tensor dimensions (specifically the width) are not a multiple of 32. The model works perfectly on CPU and GPU, but fails on ANE both during runtime and when generating a Performance Report in Xcode.
Error Message in Xcode UI:
"There was an error creating the performance report Unable to compute the prediction using ML Program. It can be an invalid input data or broken/unsupported model."
Observations:
Case A (Fails): State shape = (1, 3, 480, 270). Prediction fails on ANE.
Case B (Success): State shape = (1, 3, 480, 256). Prediction succeeds on ANE.
This suggests an internal memory alignment or tiling issue within the ANE driver when handling Stateful buffers that don't meet the 32-pixel/element alignment.
Reproduction Code (PyTorch + coremltools):
import torch.nn as nn
import coremltools as ct
import numpy as np
class RNN_Stateful(nn.Module):
def __init__(self, hidden_shape):
super(RNN_Stateful, self).__init__()
# Simple conv to update state
self.conv1 = nn.Conv2d(3 + hidden_shape[1], hidden_shape[1], kernel_size=3, padding=1)
self.conv2 = nn.Conv2d(hidden_shape[1], 3, kernel_size=3, padding=1)
self.register_buffer("hidden_state", torch.ones(hidden_shape, dtype=torch.float16))
def forward(self, imgs):
self.hidden_state = self.conv1(torch.cat((imgs, self.hidden_state), dim=1))
return self.conv2(self.hidden_state)
# h=480, w=255 causes ANE failure. w=256 works.
b, ch, h, w = 1, 3, 480, 255
model = RNN_Stateful((b, ch, h, w)).eval()
traced_model = torch.jit.trace(model, torch.randn(b, 3, h, w))
mlmodel = ct.convert(
traced_model,
inputs=[ct.TensorType(name="input_image", shape=(b, 3, h, w), dtype=np.float16)],
outputs=[ct.TensorType(name="output", dtype=np.float16)],
states=[ct.StateType(wrapped_type=ct.TensorType(shape=(b, ch, h, w), dtype=np.float16), name="hidden_state")],
minimum_deployment_target=ct.target.iOS18,
convert_to="mlprogram"
)
mlmodel.save("rnn_stateful.mlpackage")
Steps to see the error:
Open the generated .mlpackage in Xcode 16.0+.
Go to the Performance tab and run a test on a device with ANE (e.g., iPhone 15/16 or M-series Mac).
The report will fail to generate with the error mentioned above.
Environment:
OS: macOS 15.2
Xcode: 16.3
Hardware: M4
Has anyone else encountered this 32-pixel alignment requirement for StateType tensors on ANE? Is this a known hardware constraint or a bug in the Core ML runtime?
Any insights or workarounds (other than manual padding) would be appreciated.
Hello,
I am developing a macOS app using AudioToolbox's MusicSequence and MusicPlayer APIs to play Standard MIDI Files.
The MIDI playback works correctly and I can hear sound from the external MIDI device. However, the user callback registered via MusicSequenceSetUserCallback is never invoked during playback.
Details:
Callback registration returns no error.
MusicPlayer is properly started and prerolled.
The callback is defined as a global function with the correct @convention(c) signature.
I have tried commenting out MusicTrackSetDestMIDIEndpoint to avoid known callback suppression issues.
The clientData pointer is passed and correctly unwrapped in the callback.
Minimal reproducible example shows the same behavior.
Environment:
macOS version: [Tahoe 26.2]
Xcode version: [26.2]
Is it expected that MusicSequenceSetUserCallback callbacks may not be called in some cases?
Are there additional steps or configurations required to ensure the callback is triggered during MIDI playback?
Thank you for any advice or pointers.
Execute playTest() in the viewDidLoad() method of the ViewController.
extension ViewController {
private func playTest() {
NewMusicSequence(&sequence)
if let midiFileURL = Bundle.main.url(forResource: "etude", withExtension: "mid") {
MusicSequenceFileLoad(sequence!, midiFileURL as CFURL, .midiType,MusicSequenceLoadFlags())
NewMusicPlayer(&player)
MusicPlayerSetSequence(player!, sequence!)
MusicPlayerPreroll(player!)
let status = MusicSequenceSetUserCallback(sequence!, musicSequenceUserCallback, Unmanaged.passUnretained(self).toOpaque())
if status == noErr {
print("Callback registered successfully")
} else {
print("Callback registration failed: \(status)")
}
MusicPlayerStart(player!)
} else {
print("MIDI File Not Found")
}
}
}
The callback function was generated by Xcode and defined outside the ViewController.
func musicSequenceUserCallback(
clientData: UnsafeMutableRawPointer?,
sequence: MusicSequence,
track: MusicTrack,
eventTime: MusicTimeStamp,
eventData: UnsafePointer<MusicEventUserData>,
startSliceBeat: MusicTimeStamp,
endSliceBeat: MusicTimeStamp
) {
print("User callback fired at eventTime: \(eventTime)")
if let clientData = clientData {
let controller = Unmanaged<ViewController>.fromOpaque(clientData).takeUnretainedValue()
// Example usage to prove round-trip works (avoid strong side effects in callback)
_ = controller.view // touch to silence unused warning if needed
print("Callback has access to ViewController: \(controller)")
} else {
print("clientData was nil")
}
}
I’m seeing what looks like a change or possible bug in Xcode when creating a new Swift Playground.
When I create a Swift Playground using Xcode (File → New → Playground), the project is generated without an Assets folder. I’ve reproduced this multiple times with fresh Playgrounds to rule out user error and the folder is consistently missing.
Previously, new Playgrounds included an Assets catalog by default, which makes this behavior surprising.
Topic:
Developer Tools & Services
SubTopic:
Swift Playground
Tags:
Asset Catalog
Swift Playground
Xcode
Hello everyone,
I am facing a persistent and unacceptable issue with my individual enrollment in the Apple Developer Program that has been ongoing for nearly three months. Despite multiple attempts to communicate with Developer Support, I am continuously receiving the exact same generic statement: "For one or more reasons, your enrollment... couldn't be completed," with no clear explanation or actionable steps provided.
This lack of genuine assistance and transparency is deeply frustrating and prevents me from publishing my application.
Key Details of the Situation:
Apple ID Region: Türkiye
Current Residence and Address: United Kingdom (UK)
Identity Verification: I used my Turkish passport along with my UK residential address.
Enrollment Status/Error: After submission, I received the "Contact us to continue your enrollment" prompt.
Case Number: 102720548696
Support Experience: The case has been handled by multiple support staff (Migeylis, Alex), all of whom have provided identical, non-specific template responses, failing to address the core problem.
It appears the conflict between my Apple ID region (Türkiye) and my UK physical address/Turkish passport documentation is the likely cause. I am seeking clarification on whether this is a known issue for developers with mixed international details and what concrete steps are required to resolve this ambiguity.
Has anyone in the community experienced a similar issue? If so, what was the path to resolution?
I urge Apple officials to escalate this matter immediately and provide a specific, helpful, and transparent resolution. Every developer deserves equal and fair treatment in the enrollment process.
Thank you in advance for any insights or assistance.
Best regards,
Onur
I've tried out a ParticleEmitter in Reality Composer Pro to produce a burst of particles that don't move (i.e. speed close to zero).
When viewing from different angles, it clearly looks like the particles are rendered exactly in the wrong order, that is, front first and back last. In other words, back particles obscure front particles.
I would prefer it the correct way around.
I've only tried this interactively in Reality Composer Pro, not programmatically, but I assume I would get the same result.
My Reality Composer Pro "File" (zipped):
https://gert-rieger-edv.de/Posts/Post-1/RealityParticles.zip
Screenshot:
Click on the ParticleEmitter object, then on its Play button, then select the Particles tab and click on "Burst" a few times to get a few random particles.
Mac Studio 2025
Apple M4 Max
macOS 15.7.2 (24G325)
Reality Composer Pro
Version 2.0 (494.60.2)
With the release of the newest version of tahoe and MLX supporting RDMA. Is there a documentation link to how to utilizes the libdrma dylib as well as what functions are available? I am currently assuming it mostly follows the standard linux infiniband library but I would like the apple specific details.
Topic:
Machine Learning & AI
SubTopic:
General
As mentioned in the linked post, I can archive the project locally but not via Xcode Cloud. I have also created a new project, but the same thing happens here.
https://developer.apple.com/forums/thread/746210
Error Code:
ITMS-90035: Invalid Signature. Code failed to satisfy specified code requirement(s). The file at path “{AppName}.app/{AppName}” is not properly signed. Make sure you have signed your application with a distribution certificate, not an ad hoc certificate or a development certificate. Verify that the code signing settings in Xcode are correct at the target level (which override any values at the project level). Additionally, make sure the bundle you are uploading was built using a Release target in Xcode, not a Simulator target. If you are certain your code signing settings are correct, choose “Clean All” in Xcode, delete the “build” directory in the Finder, and rebuild your release target. For more information, please consult https://developer.apple.com/support/code-signing.
Topic:
Code Signing
SubTopic:
Certificates, Identifiers & Profiles
Hi,
I have a recurrent problem with an Xcode workspace that I cannot figure out how to solve:
When I command-click a symbol (or press ctrl-cmd-J) to find its definition, and when that definition is in a header file belonging to a custom static library, Xcode opens a header located in the derivedData folder rather than in the project's source codes. The exact location of this file is not in the main 'Build' folder but rather in a folder that seems dedicated to indexing:
derivedData/myProject/Index.noIndex/Build/Products/Debug/Include/theHeader.h
Consequently the file opened by Xcode is uneditable, I have to close it and reopen the source using another method. Even when the correct header is already opened, and I try again, Xcode reopens the wrong file so that it's opened twice with different paths.
In the config file of the main application project, I reference the sources of these static libraries like this:
HEADER_SEARCH_PATHS = ${SRCROOT}/myLibrary1/Sources ${SRCROOT}/myLibrary2/Sources ${SRCROOT}/myLibrary3/Sources
However, removing this doesn't fix the issue and I don't see any other related-settings.
Any idea to fix this annoying issue would be greatly appreciated, thanks!
Hi everyone 👋
I’m fairly new to iOS development and I’ve been stuck on a SwiftUI issue for a while now, so I’m hoping someone here can spot what I’m doing wrong.
I’m using navigationTransition(.zoom) together with matchedTransitionSource to animate navigation between views. The UI consists of a grid of items (currently a LazyVGrid, though the issue seems unrelated to laziness). Tapping an item zooms it into its detail view, which is structurally the same view type and can contain further items.
All good expect that interactive swipe-back sometimes causes the item to disappear from the grid once the parent view is revealed. This only happens when dismissing via the drag gesture; it does not occur when using the back button.
I’ve attached a short demo showing the issue and the Swift file containing the relevant view code.
Is there something obvious I’m doing wrong with navigationTransition / matchedTransitionSource, or is this a known limitation or bug with interactive swipe-back?
Thanks in advance.
import SwiftUI
struct TestFileView: View {
@Namespace private var ns: Namespace.ID
let nodeName: String
let children: [String]
let pathPrefix: String
private func transitionID(for childName: String) -> String {
"Zoom-\(pathPrefix)->\(childName)"
}
private let columns = Array(repeating: GridItem(.flexible(), spacing: 12), count: 3)
var body: some View {
ScrollView {
VStack(alignment: .leading, spacing: 12) {
Text(nodeName)
.font(.title.bold())
.padding(.bottom, 6)
LazyVGrid(columns: columns, spacing: 12) {
ForEach(children, id: \.self) { childName in
let id = transitionID(for: childName)
NavigationLink {
TestFileView(
nodeName: childName,
children: childrenFor(childName),
pathPrefix: "\(pathPrefix)/\(childName)"
)
.navigationTransition(.zoom(sourceID: id, in: ns))
} label: {
TestFileCard(title: childName)
.matchedTransitionSource(id: id, in: ns)
}
.buttonStyle(.plain)
}
}
}
.padding()
}
}
private func childrenFor(_ name: String) -> [String] {
switch name {
case "Lorem": return ["Ipsum", "Dolor", "Sit"]
case "Ipsum": return ["Amet", "Consectetur"]
case "Dolor": return ["Adipiscing", "Elit", "Sed"]
case "Sit": return ["Do", "Eiusmod"]
case "Amet": return ["Tempor", "Incididunt", "Labore"]
case "Adipiscing": return ["Magna", "Aliqua"]
case "Elit": return ["Ut", "Enim", "Minim"]
case "Tempor": return ["Veniam", "Quis"]
case "Magna": return ["Nostrud", "Exercitation"]
default: return []
}
}
}
struct TestFileCard: View {
let title: String
var body: some View {
VStack(alignment: .leading, spacing: 8) {
Image(systemName: "square.stack.3d.up")
.symbolRenderingMode(.hierarchical)
.font(.headline)
Text(title)
.font(.subheadline.weight(.semibold))
.lineLimit(2)
.minimumScaleFactor(0.85)
Spacer(minLength: 0)
}
.padding(12)
.frame(maxWidth: .infinity, minHeight: 90, alignment: .topLeading)
.background(.thinMaterial, in: RoundedRectangle(cornerRadius: 14, style: .continuous))
}
}
private struct TestRoot: View {
var body: some View {
NavigationStack {
TestFileView(
nodeName: "Lorem",
children: ["Ipsum", "Dolor", "Sit"],
pathPrefix: "Lorem"
)
}
}
}
#Preview {
TestRoot()
}
Topic:
UI Frameworks
SubTopic:
SwiftUI
I am unable to activate my developer account. Have raised ticket, it has been more than 24hrs with no response.
Hello everyone,
I’m stuck with an App Store Connect issue and would really appreciate any insight from the community.
I am unable to submit my app for review due to the following persistent error:
“Unable to Add for Review – There are still preview uploads in progress.”
What makes this particularly confusing is that there are no previews currently uploading.
Here is everything I have already tried:
Deleted all App Preview videos and all screenshots
Confirmed Media Manager shows no active uploads
Re-uploaded App Preview videos fully compliant with Apple specs:
H.264
AAC stereo audio
Constant 30 FPS
Correct resolution
Uploaded a new build with a higher build number (Build 3)
Waited more than 24 hours after upload
Logged out / logged in, refreshed, tried multiple browsers and sessions
Confirmed TestFlight build upload completed successfully
Despite all of this, the error persists and also prevents:
Adding the app for review
Creating a new app version (the “Add Version” button does not appear)
Apple Developer Support has suggested submitting a higher build number, which I have done, but the issue remains.
At this point, it seems like a stuck / ghost App Preview upload job on the App Store Connect backend.
Has anyone experienced a similar issue?
If so:
How was it resolved?
Did Apple need to manually clear or reset something on their side?
Any advice would be greatly appreciated.
Thank you in advance.
Topic:
App Store Distribution & Marketing
SubTopic:
App Review
Tags:
iOS
Xcode Previews
Xcode
Feedback Assistant
Dear Apple Customer Support,
I’m developing a new Swift iPadOS app and I want the app to run in landscape only (portrait disabled).
In Xcode, under Target > General > Deployment Info > Device Orientation, if I select only Landscape Left and Landscape Right, the app builds successfully, but during upload/validation I receive this message and the upload is blocked:
“Update the Info.plist: Support for all orientations will soon be required.”
Could you please advise what the correct/recommended way is to keep an iPad app locked to landscape only while complying with the current App Store upload requirements?
Is there a specific Info.plist configuration (e.g., UISupportedInterfaceOrientations~ipad) or another setting that should be used?
Thank you,
Hello,
I am experiencing a layout glitch when using the new .navigationTransition(.zoom) in SwiftUI on iOS 18+. While the primary content transitions smoothly, the Navigation Bar elements (Title and ToolbarItems) of the source view exhibit an unwanted horizontal sliding animation during the transition.
The Problem: As the zoom transition begins, the large inline title and the trailing toolbar buttons do not simply fade out or stay pinned. Instead, they slide to the left of the screen and when destination view is closed they slide back to their place. This creates a "janky" visual effect where the navigation bar appears to collapse or shift its coordinate space while the destination view is expanding.
Problem video link:-