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Repeated Guideline 4.3(a) rejection for an original Unity game — no actionable clarification after 3 months
Hello, We are a registered software company and have been unable to publish our iOS game for approximately three months because of repeated rejections under Guideline 4.3(a). The first rejection stated that our app shared a similar binary, metadata, and/or concept with apps previously submitted by a terminated Apple Developer Program account. Later rejections repeated similar general wording but did not identify the application, account, source-code component, asset, SDK, metadata element, or design considered similar. Our game is an original Unity project developed by our own team for more than two years. It was not purchased as a template, cloned, reskinned, or repackaged from another application. We possess the complete Unity project, client and server source code, Git development history, design source files, custom assets, backend infrastructure, and all related project files. Our core code, game systems, UX/UI design, and custom visual work were created by our team. Any limited third-party assets or SDKs used by the project were obtained from legitimate sources, and the relevant licenses and purchase records are available. The game also includes substantial custom functionality: • A server-authoritative real-time multiplayer architecture developed by our team • A 51-point opening rule that forms the core of every match • Custom scoring and penalty rules for plays made on other players’ opened tile groups • Matchmaking, table management, reconnect, timeout, and authoritative game-state recovery systems • Multiple game modes and competitive tables • Tournaments and leaderboards • Friends, private messaging, in-game chat, and direct table invitations • Player progression, daily rewards, missions, collectible profile icons, and virtual gifts We use only one Bundle ID and one App Store Connect record. We have not submitted duplicate versions of this application through multiple Bundle IDs or unrelated developer accounts
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CPListItem and CPListImageRowItem text limited to 1 line on iOS 27
On iOS 27, CPListItem.text and CPListImageRowItem.text` are rendered as single-line with ellipsis truncation, regardless of the available vertical space. On iOS 26 and earlier, these properties wrapped to 2 lines before truncating. There is no public API (numberOfLines, lineLimit, or similar) on CPListItem, CPListImageRowItem, or CPListSection to control the number of text lines. The change appears to be a platform-level rendering default with no app-side opt-out. Steps to Reproduce Create a CPListTemplate with sections containing CPListItem or CPListImageRowItem items. Set the text property to a string long enough to require wrapping. Present the template via CPInterfaceController. Run on iOS 27. Expected Results The text property should wrap to multiple lines (2-3 lines) before truncating with an ellipsis, consistent with iOS 26 behavior. Row height should adjust dynamically to accommodate the wrapped text. Actual Results The text property is truncated to a single line with ellipsis. Row height remains fixed at a larger size, creating excessive vertical spacing between items. Environment iOS 27.0 (CarPlay) - issue present Xcode 27.0 beta 4 (27A5218g) Tested on physical CarPlay head unit and CarPlay Simulator
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Guideline 4.3(a) - Design - Spam
Hello dear friends, I created the application from scratch, but Apple writes to me to do it as a mistake, please tell me 😭😭😭 Guideline 4.3(a) - Design - Spam We noticed your app shares a similar binary, metadata, and/or concept as apps previously submitted by a terminated Apple Developer Program account. Submitting similar or repackaged apps is a form of spam that creates clutter and makes it difficult for users to discover new apps. Next Steps Since we do not accept spam apps on the App Store, we encourage you to review your app concept and submit a unique app with distinct content and functionality. Resources Some factors that contribute to a spam rejection may include: Submitting an app with the same source code or assets as other apps already submitted to the App Store Creating and submitting multiple similar apps using a repackaged app template Purchasing an app template with problematic code from a third party Submitting several similar apps across multiple accounts Learn more about our requirements to prevent spam in App Review Guideline 4.3(a).
Topic: Design SubTopic: General
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Guideline 4.3(a) - Design - Spam
Hi all, I'm looking for guidance or experiences from others who’ve run into this issue. I'm developing a series of educational apps that teach different languages from English, using a simple flashcard-based format. Each app is fully offline, has no ads, no subscriptions, and contains native audio and culturally relevant images for that specific language. Each language pack (audio + images + data) is around 50MB, and I’m planning to support 50 languages. Because of size constraints and my offline-first approach, it’s not feasible to combine all languages into a single app. To stay user-friendly and efficient: Each app contains only one language. Each has its own name and icon (e.g., “Babel Bash Chinese ”, “Babel Bash Thai”). All use the same visual structure (by design) for brand consistency and usability. Despite this, I’ve had an app rejected under Guideline 4.3(a) – Spam, with the reasoning that it duplicates the functionality of another app I've submitted (even though the language, audio, and visuals are completely different). The suggested workaround was to restrict storefronts to avoid overlap, but since the apps teach from English, they need to be available in the same countries (where English speakers live). Combining all languages isn’t an option due to: App size (50×50MB = 2GB+) No internet access allowed No downloadable content (for schools, remote use, and privacy reasons) My Questions: Has anyone successfully appealed this kind of rejection? If so, how? Are there any recommended patterns for publishing multiple single-language educational apps that don’t run afoul of 4.3(a)? Would Apple be more open to language bundles (e.g., 3–5 languages per app) even if structure stays the same? Is there any precedent or Apple guidance that allows this kind of distribution? This feels like a valid educational use case that’s being treated as spam simply because of structural reuse even though the content and audience are entirely different. Any insight, advice, or Apple feedback would be greatly appreciated. Thanks,
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Developer account terminated under ADP 3.2(f) — Kalvero, App ID 6789877937
Hello, Fibo Business Limited’s Apple Developer Program membership was terminated under Section 3.2(f), citing unspecified indications of fraudulent conduct. App name: Kalvero App ID: 6789877937 Bundle ID: com.fibobusiness.kalvero Support case: 20000117968758 Kalvero is an original physical-goods shopping app developed and operated by our company. We have not manipulated ratings or rankings, hidden features, switched the app’s concept after review, offered fraudulent subscriptions, or attempted to evade App Review. The app uses Shopify checkout for physical goods and does not sell digital subscriptions. The dedicated review credentials only facilitate authentication; reviewers and ordinary users receive the same features, catalog, prices, and production backend. We have submitted a formal reinstatement request, but the termination notice did not identify a specific action, build, date, or account association. We understand that account-specific decisions cannot be resolved publicly. Could Apple Staff please confirm that our app submission and support case can be located, and advise whether any additional information is required through the official support channel? Thank you.
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17
11h
Wireless CarPlay pairing flow — carkitd exits before [connect CarPlay] on initial pairing (iOS 26.5 / 23F77)
We are investigating a wireless CarPlay connection failure between our vehicle headunit and iPhone, and have identified a suspicious pattern in the carkitd pairing flow through analysis of iPhone sysdiagnose logs. As we have been unable to fully interpret certain behaviors on our own, we would greatly appreciate any guidance or clarification Apple could provide. The original sysdiagnose log file is available upon request. Failure case — UTC 07:14 07:14:25 [carkitd] Transitioning: [started] → [Bluetooth confirmation] 07:14:26 [carkitd] Transitioning: [Bluetooth confirmation] → [Bluetooth contacts sync] 07:14:27 [carkitd] Transitioning: [Bluetooth contacts sync] → [waiting on messaging connection] 07:14:32 [carkitd] Consolidated ... CARiAPAuthComplete payload for event type 5 07:14:32 [accessoryd] sending EAAccessoryArrived to carkitd for accessory: Ioniq5566 07:14:32 [carkitd] updated partial session (null) (hasAccessory = NO) * CARCarKitWirelessPairingCreatedEvent not observed * [connect CarPlay] not entered 07:14:57 [carkitd] Transitioning: [waiting on messaging connection] → [dismiss/finished] ← Terminates ~25 sec later without sending CarPlayAvailability Success case (Ioniq5) — UTC 07:12 (same sysdiagnose file, same iPhone) 07:12:05 [carkitd] Transitioning: [Bluetooth contacts sync] → [waiting on messaging connection] 07:12:12 [carkitd] CARCarKitWirelessPairingCreatedEvent received 07:12:14 [carkitd] Transitioning: [waiting on messaging connection] → [connect CarPlay] 07:12:18 [carkitd] sending CarPlayAvailability {wireless: YES BT: <private>} ← Wireless CarPlay established successfully The only observable difference between the two cases is whether CARCarKitWirelessPairingCreatedEvent occurs. Could you help us understand what conditions prevent this event from being generated, and whether there is a fallback path into [connect CarPlay] when it is absent? Any insight would be greatly appreciated. Thank you for your time.
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Wireless CarPlay pairing flow — carkitd exits before [connect CarPlay] on initial pairing (iOS26.5 / 23F77)
We are investigating a wireless CarPlay connection failure between our vehicle headunit and iPhone, and have identified a suspicious pattern in the carkitd pairing flow through analysis of iPhone sysdiagnose logs. As we have been unable to fully interpret certain behaviors on our own, we would greatly appreciate any guidance or clarification Apple could provide. The original sysdiagnose log file is available upon request. Failure case — UTC 07:14 07:14:25 [carkitd] Transitioning: [started] → [Bluetooth confirmation] 07:14:26 [carkitd] Transitioning: [Bluetooth confirmation] → [Bluetooth contacts sync] 07:14:27 [carkitd] Transitioning: [Bluetooth contacts sync] → [waiting on messaging connection] 07:14:32 [carkitd] Consolidated ... CARiAPAuthComplete payload for event type 5 07:14:32 [accessoryd] sending EAAccessoryArrived to carkitd for accessory: Ioniq5566 07:14:32 [carkitd] updated partial session (null) (hasAccessory = NO) * CARCarKitWirelessPairingCreatedEvent not observed * [connect CarPlay] not entered 07:14:57 [carkitd] Transitioning: [waiting on messaging connection] → [dismiss/finished] ← Terminates ~25 sec later without sending CarPlayAvailability Success case (Ioniq5) — UTC 07:12 (same sysdiagnose file, same iPhone) 07:12:05 [carkitd] Transitioning: [Bluetooth contacts sync] → [waiting on messaging connection] 07:12:12 [carkitd] CARCarKitWirelessPairingCreatedEvent received 07:12:14 [carkitd] Transitioning: [waiting on messaging connection] → [connect CarPlay] 07:12:18 [carkitd] sending CarPlayAvailability {wireless: YES BT: <private>} ← Wireless CarPlay established successfully The only observable difference between the two cases is whether CARCarKitWirelessPairingCreatedEvent occurs. Could you help us understand what conditions prevent this event from being generated, and whether there is a fallback path into [connect CarPlay] when it is absent? Any insight would be greatly appreciated. Thank you for your time.
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11h
Xcode won't sign into ChatGPT Codex account anymore
As of May 8th, 2026, after I upgraded to "codex-cli 0.129.0" via Xcode, I can no longer sign into my ChatGPT account in Xcode Intelligence Settings. The Log In window is always successful, but the settings never update to show the login being successful. It's a constant loop. Perhaps a hand-shake fail. Versions: Tahoe 26.3.1, Xcode 26.4.1, codex-cli 0.129.0.
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Reality Composer Pro 3 "Preview On Device" Connection Issues
When trying to preview a new scene in Reality Composer Pro 3 on my Vision Pro, the mac app is launching the preview app in the headset but not actually establishing the connection. The headset app shows a red Disconnected icon and says "Connect to this device form Reality Composer Pro on Mac" and then the mac side says "Connecting" for a few seconds before saying "Connection Failed". Neither app provides any other details of the connection issue and I could not find any helpful details in Console messages. I got this to work somehow on two scenes in beta 3 but have had no luck in Beta 4. It seems that once a scene does connect to the device once, it will happily reconnect in the future. But establishing that first connection seems to be the key hurdle and I cannot get over it tonight. Anyone else run into similar issues?
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App Stuck in "Waiting for Review" for Over 48 Hours Despite Expedited Review Request
Hi everyone, I'm looking for some advice regarding an App Store review delay. Our app was submitted for review on 22 July at 10:30 AM IST. At the same time, we also submitted an Expedited Review Request because this release contains a critical bug fix affecting our live users. As of now: The app is still showing "Waiting for Review" (it has not moved to In Review). It has been more than 48 hours since submission. We have not received any response regarding the expedited review request. We also opened a Developer Support case but the acknowledgment came from a no-reply email address, so we're unable to follow up there. This update is important because our client has informed us that the issue being fixed is currently impacting production users, and they're waiting for this release as soon as possible. Has anyone experienced a similar delay with an expedited review request? Is there any other way to contact the App Review team or check the status when the app remains in Waiting for Review for this long? Any suggestions or experiences would be greatly appreciated. Thank you!
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Xcode Codex sign-in fails after updating OpenAI component
Environment: macOS: Tahoe 26.4 Xcode: 26.5 ChatGPT account successfully authenticated Codex CLI installed and working Codex App installed and working Steps to reproduce: Install Xcode Codex/OpenAI component version where GPT-5.4 is the highest available model. Sign in with ChatGPT account. Confirm Codex works in Xcode. Update the OpenAI/Codex component in Xcode. Attempt to sign in again. Expected result: Xcode completes authentication and shows signed-in status. Actual result: Browser successfully completes authentication and displays "Signed in to Codex." Xcode remains in a sign-in loop or shows "Not Signed In." Authentication never completes. Additional observations: Codex CLI authentication succeeds. Codex App authentication succeeds. ChatGPT web/app access succeeds. Anthropic/Claude component updates continue to work normally in Xcode. Issue appears specific to the updated OpenAI/Codex Xcode component. Older component (GPT-5.4 maximum model available) authenticates successfully.
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New Siri issues
I’m posting I’m posting about my iPad air M3 with the new series not working after recently updating it with iOS 27 public beta does anybody know what I should do?
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SKStoreReviewController requestReviewInScene: does not display review prompt in debug builds on iOS 26.5 beta (23F5043k)
[SKStoreReviewController requestReviewInScene:] no longer displays the review prompt in debug/development builds on iOS 26.5 beta (23F5043k and 23F5043g). According to Apple's documentation, the review prompt should always appear in debug builds to facilitate testing. This was working in previous iOS versions (iOS 26.4 and older). Steps to reproduce: Run app from Xcode in debug configuration on a device running iOS 26.5 beta (23F5043k or 23F5043g) Call [SKStoreReviewController requestReviewInScene:windowScene] with a valid, foreground-active UIWindowScene Observe that the method executes without error (scene is valid per NSLog) but no review prompt appears Expected: Review prompt should display in debug builds Actual: No prompt appears, despite the scene being valid and foreground-active This worked correctly on previous iOS versions (26.4) so looks like this bug was introduced in 26.5 Beta versions. I have already filed a bug report in Feedback Assistant with number: FB22445620
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Cannot submit subscription data for review
I am unable to submit updated subscription information for review (details below). Any help with what I might be doing wrong would be appreciated. Background We have had a macOS available on the App Store for about 2 years. I am currently adding new features that require a subscription. The app reviewer rejected the app because the subscription view The auto-renewable subscription promotes the free trial, introductory pricing, or introductory period for the subscription more clearly and conspicuously than the billed amount. I have updated the subscription view in the app, and I updated the screenshots in the metadata at App Store Connect. Unable to submit subscription update for review But now I cannot submit the updated subscription for review, with an error saying Your first auto-renewable subscription myst be submitted with a new app version. I have updated both the app version and build numbers, but I still get the same error. I completed deleted the subscriptions and subscription group and recreated them, but I am still get the same error. The attached image shows the error message. The "Submit for Review" button is disabled The warnings say it needs to be submitted with a new app version I have updated the app's version and build numbers Any idea what I am doing wrong?
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Error: ENTITY_UNPROCESSABLE.BETA_CONTRACT_MISSING
Hello, I'm trying to submit build 14 of my app "Glimpse" (Apple ID 6787303230) for external TestFlight testing, but every attempt fails with a 422 error: code: ENTITY_UNPROCESSABLE.BETA_CONTRACT_MISSING detail: "Beta Contract is missing." API correlation key: FFZJTGDNIQQZ3H35G3ASEFNZWU I am the Account Holder (individual developer account, Team ID 7MLCCQPXQ7). I have already accepted the Paid Applications agreement and completed the required tax forms (U.S. Certificate of Foreign Status / W-8BEN as a Pakistan-based individual). Could you please check why the beta contract is showing as missing for my app and help me get external TestFlight testing enabled? Thank you, Salar Umer
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"There was an error processing your request" when adding build to External Testing group
I'm unable to add a build to an External Testing group in TestFlight. When I click "Add Build" on the group, select the build, fill in the "What to Test" field, and click Submit for Review, I get: "There was an error processing your request. Please try again later." App: Glimpse Meet people (com.salarumer.glimpse) Build: 1.0.0 (14), uploaded Jul 4 2026 Binary State: Validated The build exists in the iOS builds list and is fully validated — the error only occurs on the final "What to Test" submission step when adding it to an external group. The issue is not isolated to this app — I'm seeing the exact same error on a separate app that is already published to the App Store. This rules out a build or metadata issue on my end. I've tried: Approaching from both the group page (Add Build) and the build detail page Different browsers (Chrome, Safari, incognito) Waiting several days (issue started ~Jul 4 2026) Contacted Apple Developer Support (Case ID: 102933411126, no reply in 7 days)
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App Intents Phone Schema Domain - .phone.startCall does not invoke perform()
We're implementing the App Intents Phone schema domain in our app to enable Siri to initiate calls to our contact entities via our voip. We've implemented a .phone.startCall intent and registered our entities as .phone.phonePerson. The intent provides both the required destination and audioVisualMode parameters, and the perform() method is implemented to handle the call. However, the perform() method is never invoked. Instead, Siri either: Says that the phone number is not linked, or Announces that it is calling, but our app intent is never executed. Anybody implemented this Phone schema domain and it s working successfully ? Sample Code: struct StartCallIntent: AudioRecordingIntent, AudioPlaybackIntent { var destination: CallDestination var audioVisualMode: CallAVMode init(contact: ContactEntity, mode: CallAVMode = .audio) { self.destination = .phonePerson(contact) self.audioVisualMode = mode } func perform() async throws -> some IntentResult { print("Call Initiating to contact") return .result() } @AppEnum(schema: .phone.audioVisualMode) enum CallAVMode: String, CaseIterable { case audio case video } @UnionValue enum CallDestination: Sendable { case phonePerson(ContactEntity) case group([ContactEntity]) } @AppEntity(schema: .phone.phonePerson) struct ContactEntity: IndexedEntity { static var defaultQuery = ContactEntityQuery() let id: UUID var person: IntentPerson }
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Supporting iOS 27 app entity schemas and maintaining backwards compatability
We have an app that supports iOS 18+ We have a couple of AppEntity(s) that we are keen to make work with the new schemas along with several AppIntent(s). We cannot increase our floor to iOS 27 for obvious reasons. All the documentation suggests using the macros, e.g. @AppEntity(schema: .audio.song) struct SongEntity { ... } This refuses to compile below iOS 26. It's possible to add availability checks, e.g. @available(anyAppleOS 27, *) @AppEntity(schema: .audio.song) struct SongEntity { ... } But then the whole entity becomes unavailable on pre-27 OSes. So I tried moving the macro onto an extension, e.g. struct SongEntity { ... } @available(anyAppleOS 27, *) @AppEntity(schema: .audio.song) extension SongEntity { ... } But this results in a compiler error: 'extension' macro cannot be attached to extension (extension of 'SongEntity') One other option is to create a new entity with a totally different name and mark it as isAssistantOnly but this has a lot of quite negative downstream effects that make it unworkable. For example: a lot of code duplication duplication in search indexes if we index both sets of entities awkwardness trying to use NSUserActivity when we have 2 different entity types pain in downstream AppIntent arguments which would require duplicating every AppIntent which has more cascading effects The same issues are present in AppIntent schemas too where even trying to add the most basic @AppIntent(schema: .system.open) to our existing OpenIntent doesn't seem possible for all the same reasons. I am really struggling with how to structure code so we can support schemas, currently I don't really see a path forward here until our floor raises to iOS 27. Is there a way to make this work nicely with the current APIs? What are others doing here? How can apps can ship in September and support both this and pre iOS 27 cleanly? Thinking about solutions here, my ideal would be that the macros are improved to either: be able to be applied to an extension rather than the structure itself. expand in such a way that they still build the core AppEntity / AppIntent on pre 27 OSes but then add the iOS 27 schema additions behind @available internally so they can be used with older targets as essentially no-ops on the current definitions.
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Repeated Guideline 4.3(a) rejection for an original Unity game — no actionable clarification after 3 months
Hello, We are a registered software company and have been unable to publish our iOS game for approximately three months because of repeated rejections under Guideline 4.3(a). The first rejection stated that our app shared a similar binary, metadata, and/or concept with apps previously submitted by a terminated Apple Developer Program account. Later rejections repeated similar general wording but did not identify the application, account, source-code component, asset, SDK, metadata element, or design considered similar. Our game is an original Unity project developed by our own team for more than two years. It was not purchased as a template, cloned, reskinned, or repackaged from another application. We possess the complete Unity project, client and server source code, Git development history, design source files, custom assets, backend infrastructure, and all related project files. Our core code, game systems, UX/UI design, and custom visual work were created by our team. Any limited third-party assets or SDKs used by the project were obtained from legitimate sources, and the relevant licenses and purchase records are available. The game also includes substantial custom functionality: • A server-authoritative real-time multiplayer architecture developed by our team • A 51-point opening rule that forms the core of every match • Custom scoring and penalty rules for plays made on other players’ opened tile groups • Matchmaking, table management, reconnect, timeout, and authoritative game-state recovery systems • Multiple game modes and competitive tables • Tournaments and leaderboards • Friends, private messaging, in-game chat, and direct table invitations • Player progression, daily rewards, missions, collectible profile icons, and virtual gifts We use only one Bundle ID and one App Store Connect record. We have not submitted duplicate versions of this application through multiple Bundle IDs or unrelated developer accounts
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1
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28
Activity
11h
CPListItem and CPListImageRowItem text limited to 1 line on iOS 27
On iOS 27, CPListItem.text and CPListImageRowItem.text` are rendered as single-line with ellipsis truncation, regardless of the available vertical space. On iOS 26 and earlier, these properties wrapped to 2 lines before truncating. There is no public API (numberOfLines, lineLimit, or similar) on CPListItem, CPListImageRowItem, or CPListSection to control the number of text lines. The change appears to be a platform-level rendering default with no app-side opt-out. Steps to Reproduce Create a CPListTemplate with sections containing CPListItem or CPListImageRowItem items. Set the text property to a string long enough to require wrapping. Present the template via CPInterfaceController. Run on iOS 27. Expected Results The text property should wrap to multiple lines (2-3 lines) before truncating with an ellipsis, consistent with iOS 26 behavior. Row height should adjust dynamically to accommodate the wrapped text. Actual Results The text property is truncated to a single line with ellipsis. Row height remains fixed at a larger size, creating excessive vertical spacing between items. Environment iOS 27.0 (CarPlay) - issue present Xcode 27.0 beta 4 (27A5218g) Tested on physical CarPlay head unit and CarPlay Simulator
Replies
1
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0
Views
28
Activity
11h
Guideline 4.3(a) - Design - Spam
Hello dear friends, I created the application from scratch, but Apple writes to me to do it as a mistake, please tell me 😭😭😭 Guideline 4.3(a) - Design - Spam We noticed your app shares a similar binary, metadata, and/or concept as apps previously submitted by a terminated Apple Developer Program account. Submitting similar or repackaged apps is a form of spam that creates clutter and makes it difficult for users to discover new apps. Next Steps Since we do not accept spam apps on the App Store, we encourage you to review your app concept and submit a unique app with distinct content and functionality. Resources Some factors that contribute to a spam rejection may include: Submitting an app with the same source code or assets as other apps already submitted to the App Store Creating and submitting multiple similar apps using a repackaged app template Purchasing an app template with problematic code from a third party Submitting several similar apps across multiple accounts Learn more about our requirements to prevent spam in App Review Guideline 4.3(a).
Topic: Design SubTopic: General
Replies
8
Boosts
0
Views
3.7k
Activity
11h
Guideline 4.3(a) - Design - Spam
Hi all, I'm looking for guidance or experiences from others who’ve run into this issue. I'm developing a series of educational apps that teach different languages from English, using a simple flashcard-based format. Each app is fully offline, has no ads, no subscriptions, and contains native audio and culturally relevant images for that specific language. Each language pack (audio + images + data) is around 50MB, and I’m planning to support 50 languages. Because of size constraints and my offline-first approach, it’s not feasible to combine all languages into a single app. To stay user-friendly and efficient: Each app contains only one language. Each has its own name and icon (e.g., “Babel Bash Chinese ”, “Babel Bash Thai”). All use the same visual structure (by design) for brand consistency and usability. Despite this, I’ve had an app rejected under Guideline 4.3(a) – Spam, with the reasoning that it duplicates the functionality of another app I've submitted (even though the language, audio, and visuals are completely different). The suggested workaround was to restrict storefronts to avoid overlap, but since the apps teach from English, they need to be available in the same countries (where English speakers live). Combining all languages isn’t an option due to: App size (50×50MB = 2GB+) No internet access allowed No downloadable content (for schools, remote use, and privacy reasons) My Questions: Has anyone successfully appealed this kind of rejection? If so, how? Are there any recommended patterns for publishing multiple single-language educational apps that don’t run afoul of 4.3(a)? Would Apple be more open to language bundles (e.g., 3–5 languages per app) even if structure stays the same? Is there any precedent or Apple guidance that allows this kind of distribution? This feels like a valid educational use case that’s being treated as spam simply because of structural reuse even though the content and audience are entirely different. Any insight, advice, or Apple feedback would be greatly appreciated. Thanks,
Replies
3
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Views
290
Activity
11h
Developer account terminated under ADP 3.2(f) — Kalvero, App ID 6789877937
Hello, Fibo Business Limited’s Apple Developer Program membership was terminated under Section 3.2(f), citing unspecified indications of fraudulent conduct. App name: Kalvero App ID: 6789877937 Bundle ID: com.fibobusiness.kalvero Support case: 20000117968758 Kalvero is an original physical-goods shopping app developed and operated by our company. We have not manipulated ratings or rankings, hidden features, switched the app’s concept after review, offered fraudulent subscriptions, or attempted to evade App Review. The app uses Shopify checkout for physical goods and does not sell digital subscriptions. The dedicated review credentials only facilitate authentication; reviewers and ordinary users receive the same features, catalog, prices, and production backend. We have submitted a formal reinstatement request, but the termination notice did not identify a specific action, build, date, or account association. We understand that account-specific decisions cannot be resolved publicly. Could Apple Staff please confirm that our app submission and support case can be located, and advise whether any additional information is required through the official support channel? Thank you.
Replies
0
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17
Activity
11h
Wireless CarPlay pairing flow — carkitd exits before [connect CarPlay] on initial pairing (iOS 26.5 / 23F77)
We are investigating a wireless CarPlay connection failure between our vehicle headunit and iPhone, and have identified a suspicious pattern in the carkitd pairing flow through analysis of iPhone sysdiagnose logs. As we have been unable to fully interpret certain behaviors on our own, we would greatly appreciate any guidance or clarification Apple could provide. The original sysdiagnose log file is available upon request. Failure case — UTC 07:14 07:14:25 [carkitd] Transitioning: [started] → [Bluetooth confirmation] 07:14:26 [carkitd] Transitioning: [Bluetooth confirmation] → [Bluetooth contacts sync] 07:14:27 [carkitd] Transitioning: [Bluetooth contacts sync] → [waiting on messaging connection] 07:14:32 [carkitd] Consolidated ... CARiAPAuthComplete payload for event type 5 07:14:32 [accessoryd] sending EAAccessoryArrived to carkitd for accessory: Ioniq5566 07:14:32 [carkitd] updated partial session (null) (hasAccessory = NO) * CARCarKitWirelessPairingCreatedEvent not observed * [connect CarPlay] not entered 07:14:57 [carkitd] Transitioning: [waiting on messaging connection] → [dismiss/finished] ← Terminates ~25 sec later without sending CarPlayAvailability Success case (Ioniq5) — UTC 07:12 (same sysdiagnose file, same iPhone) 07:12:05 [carkitd] Transitioning: [Bluetooth contacts sync] → [waiting on messaging connection] 07:12:12 [carkitd] CARCarKitWirelessPairingCreatedEvent received 07:12:14 [carkitd] Transitioning: [waiting on messaging connection] → [connect CarPlay] 07:12:18 [carkitd] sending CarPlayAvailability {wireless: YES BT: <private>} ← Wireless CarPlay established successfully The only observable difference between the two cases is whether CARCarKitWirelessPairingCreatedEvent occurs. Could you help us understand what conditions prevent this event from being generated, and whether there is a fallback path into [connect CarPlay] when it is absent? Any insight would be greatly appreciated. Thank you for your time.
Replies
0
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19
Activity
11h
Wireless CarPlay pairing flow — carkitd exits before [connect CarPlay] on initial pairing (iOS26.5 / 23F77)
We are investigating a wireless CarPlay connection failure between our vehicle headunit and iPhone, and have identified a suspicious pattern in the carkitd pairing flow through analysis of iPhone sysdiagnose logs. As we have been unable to fully interpret certain behaviors on our own, we would greatly appreciate any guidance or clarification Apple could provide. The original sysdiagnose log file is available upon request. Failure case — UTC 07:14 07:14:25 [carkitd] Transitioning: [started] → [Bluetooth confirmation] 07:14:26 [carkitd] Transitioning: [Bluetooth confirmation] → [Bluetooth contacts sync] 07:14:27 [carkitd] Transitioning: [Bluetooth contacts sync] → [waiting on messaging connection] 07:14:32 [carkitd] Consolidated ... CARiAPAuthComplete payload for event type 5 07:14:32 [accessoryd] sending EAAccessoryArrived to carkitd for accessory: Ioniq5566 07:14:32 [carkitd] updated partial session (null) (hasAccessory = NO) * CARCarKitWirelessPairingCreatedEvent not observed * [connect CarPlay] not entered 07:14:57 [carkitd] Transitioning: [waiting on messaging connection] → [dismiss/finished] ← Terminates ~25 sec later without sending CarPlayAvailability Success case (Ioniq5) — UTC 07:12 (same sysdiagnose file, same iPhone) 07:12:05 [carkitd] Transitioning: [Bluetooth contacts sync] → [waiting on messaging connection] 07:12:12 [carkitd] CARCarKitWirelessPairingCreatedEvent received 07:12:14 [carkitd] Transitioning: [waiting on messaging connection] → [connect CarPlay] 07:12:18 [carkitd] sending CarPlayAvailability {wireless: YES BT: <private>} ← Wireless CarPlay established successfully The only observable difference between the two cases is whether CARCarKitWirelessPairingCreatedEvent occurs. Could you help us understand what conditions prevent this event from being generated, and whether there is a fallback path into [connect CarPlay] when it is absent? Any insight would be greatly appreciated. Thank you for your time.
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12
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11h
Xcode won't sign into ChatGPT Codex account anymore
As of May 8th, 2026, after I upgraded to "codex-cli 0.129.0" via Xcode, I can no longer sign into my ChatGPT account in Xcode Intelligence Settings. The Log In window is always successful, but the settings never update to show the login being successful. It's a constant loop. Perhaps a hand-shake fail. Versions: Tahoe 26.3.1, Xcode 26.4.1, codex-cli 0.129.0.
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12
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1.6k
Activity
11h
Reality Composer Pro 3 "Preview On Device" Connection Issues
When trying to preview a new scene in Reality Composer Pro 3 on my Vision Pro, the mac app is launching the preview app in the headset but not actually establishing the connection. The headset app shows a red Disconnected icon and says "Connect to this device form Reality Composer Pro on Mac" and then the mac side says "Connecting" for a few seconds before saying "Connection Failed". Neither app provides any other details of the connection issue and I could not find any helpful details in Console messages. I got this to work somehow on two scenes in beta 3 but have had no luck in Beta 4. It seems that once a scene does connect to the device once, it will happily reconnect in the future. But establishing that first connection seems to be the key hurdle and I cannot get over it tonight. Anyone else run into similar issues?
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39
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11h
App Stuck in "Waiting for Review" for Over 48 Hours Despite Expedited Review Request
Hi everyone, I'm looking for some advice regarding an App Store review delay. Our app was submitted for review on 22 July at 10:30 AM IST. At the same time, we also submitted an Expedited Review Request because this release contains a critical bug fix affecting our live users. As of now: The app is still showing "Waiting for Review" (it has not moved to In Review). It has been more than 48 hours since submission. We have not received any response regarding the expedited review request. We also opened a Developer Support case but the acknowledgment came from a no-reply email address, so we're unable to follow up there. This update is important because our client has informed us that the issue being fixed is currently impacting production users, and they're waiting for this release as soon as possible. Has anyone experienced a similar delay with an expedited review request? Is there any other way to contact the App Review team or check the status when the app remains in Waiting for Review for this long? Any suggestions or experiences would be greatly appreciated. Thank you!
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11
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11h
Xcode Codex sign-in fails after updating OpenAI component
Environment: macOS: Tahoe 26.4 Xcode: 26.5 ChatGPT account successfully authenticated Codex CLI installed and working Codex App installed and working Steps to reproduce: Install Xcode Codex/OpenAI component version where GPT-5.4 is the highest available model. Sign in with ChatGPT account. Confirm Codex works in Xcode. Update the OpenAI/Codex component in Xcode. Attempt to sign in again. Expected result: Xcode completes authentication and shows signed-in status. Actual result: Browser successfully completes authentication and displays "Signed in to Codex." Xcode remains in a sign-in loop or shows "Not Signed In." Authentication never completes. Additional observations: Codex CLI authentication succeeds. Codex App authentication succeeds. ChatGPT web/app access succeeds. Anthropic/Claude component updates continue to work normally in Xcode. Issue appears specific to the updated OpenAI/Codex Xcode component. Older component (GPT-5.4 maximum model available) authenticates successfully.
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635
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11h
New Siri issues
I’m posting I’m posting about my iPad air M3 with the new series not working after recently updating it with iOS 27 public beta does anybody know what I should do?
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92
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11h
SKStoreReviewController requestReviewInScene: does not display review prompt in debug builds on iOS 26.5 beta (23F5043k)
[SKStoreReviewController requestReviewInScene:] no longer displays the review prompt in debug/development builds on iOS 26.5 beta (23F5043k and 23F5043g). According to Apple's documentation, the review prompt should always appear in debug builds to facilitate testing. This was working in previous iOS versions (iOS 26.4 and older). Steps to reproduce: Run app from Xcode in debug configuration on a device running iOS 26.5 beta (23F5043k or 23F5043g) Call [SKStoreReviewController requestReviewInScene:windowScene] with a valid, foreground-active UIWindowScene Observe that the method executes without error (scene is valid per NSLog) but no review prompt appears Expected: Review prompt should display in debug builds Actual: No prompt appears, despite the scene being valid and foreground-active This worked correctly on previous iOS versions (26.4) so looks like this bug was introduced in 26.5 Beta versions. I have already filed a bug report in Feedback Assistant with number: FB22445620
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835
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11h
Cannot submit subscription data for review
I am unable to submit updated subscription information for review (details below). Any help with what I might be doing wrong would be appreciated. Background We have had a macOS available on the App Store for about 2 years. I am currently adding new features that require a subscription. The app reviewer rejected the app because the subscription view The auto-renewable subscription promotes the free trial, introductory pricing, or introductory period for the subscription more clearly and conspicuously than the billed amount. I have updated the subscription view in the app, and I updated the screenshots in the metadata at App Store Connect. Unable to submit subscription update for review But now I cannot submit the updated subscription for review, with an error saying Your first auto-renewable subscription myst be submitted with a new app version. I have updated both the app version and build numbers, but I still get the same error. I completed deleted the subscriptions and subscription group and recreated them, but I am still get the same error. The attached image shows the error message. The "Submit for Review" button is disabled The warnings say it needs to be submitted with a new app version I have updated the app's version and build numbers Any idea what I am doing wrong?
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12
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11h
Error: ENTITY_UNPROCESSABLE.BETA_CONTRACT_MISSING
Hello, I'm trying to submit build 14 of my app "Glimpse" (Apple ID 6787303230) for external TestFlight testing, but every attempt fails with a 422 error: code: ENTITY_UNPROCESSABLE.BETA_CONTRACT_MISSING detail: "Beta Contract is missing." API correlation key: FFZJTGDNIQQZ3H35G3ASEFNZWU I am the Account Holder (individual developer account, Team ID 7MLCCQPXQ7). I have already accepted the Paid Applications agreement and completed the required tax forms (U.S. Certificate of Foreign Status / W-8BEN as a Pakistan-based individual). Could you please check why the beta contract is showing as missing for my app and help me get external TestFlight testing enabled? Thank you, Salar Umer
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152
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11h
"There was an error processing your request" when adding build to External Testing group
I'm unable to add a build to an External Testing group in TestFlight. When I click "Add Build" on the group, select the build, fill in the "What to Test" field, and click Submit for Review, I get: "There was an error processing your request. Please try again later." App: Glimpse Meet people (com.salarumer.glimpse) Build: 1.0.0 (14), uploaded Jul 4 2026 Binary State: Validated The build exists in the iOS builds list and is fully validated — the error only occurs on the final "What to Test" submission step when adding it to an external group. The issue is not isolated to this app — I'm seeing the exact same error on a separate app that is already published to the App Store. This rules out a build or metadata issue on my end. I've tried: Approaching from both the group page (Add Build) and the build detail page Different browsers (Chrome, Safari, incognito) Waiting several days (issue started ~Jul 4 2026) Contacted Apple Developer Support (Case ID: 102933411126, no reply in 7 days)
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309
Activity
11h
App Intents Phone Schema Domain - .phone.startCall does not invoke perform()
We're implementing the App Intents Phone schema domain in our app to enable Siri to initiate calls to our contact entities via our voip. We've implemented a .phone.startCall intent and registered our entities as .phone.phonePerson. The intent provides both the required destination and audioVisualMode parameters, and the perform() method is implemented to handle the call. However, the perform() method is never invoked. Instead, Siri either: Says that the phone number is not linked, or Announces that it is calling, but our app intent is never executed. Anybody implemented this Phone schema domain and it s working successfully ? Sample Code: struct StartCallIntent: AudioRecordingIntent, AudioPlaybackIntent { var destination: CallDestination var audioVisualMode: CallAVMode init(contact: ContactEntity, mode: CallAVMode = .audio) { self.destination = .phonePerson(contact) self.audioVisualMode = mode } func perform() async throws -> some IntentResult { print("Call Initiating to contact") return .result() } @AppEnum(schema: .phone.audioVisualMode) enum CallAVMode: String, CaseIterable { case audio case video } @UnionValue enum CallDestination: Sendable { case phonePerson(ContactEntity) case group([ContactEntity]) } @AppEntity(schema: .phone.phonePerson) struct ContactEntity: IndexedEntity { static var defaultQuery = ContactEntityQuery() let id: UUID var person: IntentPerson }
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26
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11h
iOS27 Callkit's didActivateAudioSession not being called sometimes
I have not seen any issues with didActivateAudioSession not getting called by iOS in many many years with many thousands of devices. However with iOS27 beta code I have seen a few times that when making an outgoing call it never gets called. All subsequent outgoing calls fail until I dismiss and relaunch the App.
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377
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12h
Supporting iOS 27 app entity schemas and maintaining backwards compatability
We have an app that supports iOS 18+ We have a couple of AppEntity(s) that we are keen to make work with the new schemas along with several AppIntent(s). We cannot increase our floor to iOS 27 for obvious reasons. All the documentation suggests using the macros, e.g. @AppEntity(schema: .audio.song) struct SongEntity { ... } This refuses to compile below iOS 26. It's possible to add availability checks, e.g. @available(anyAppleOS 27, *) @AppEntity(schema: .audio.song) struct SongEntity { ... } But then the whole entity becomes unavailable on pre-27 OSes. So I tried moving the macro onto an extension, e.g. struct SongEntity { ... } @available(anyAppleOS 27, *) @AppEntity(schema: .audio.song) extension SongEntity { ... } But this results in a compiler error: 'extension' macro cannot be attached to extension (extension of 'SongEntity') One other option is to create a new entity with a totally different name and mark it as isAssistantOnly but this has a lot of quite negative downstream effects that make it unworkable. For example: a lot of code duplication duplication in search indexes if we index both sets of entities awkwardness trying to use NSUserActivity when we have 2 different entity types pain in downstream AppIntent arguments which would require duplicating every AppIntent which has more cascading effects The same issues are present in AppIntent schemas too where even trying to add the most basic @AppIntent(schema: .system.open) to our existing OpenIntent doesn't seem possible for all the same reasons. I am really struggling with how to structure code so we can support schemas, currently I don't really see a path forward here until our floor raises to iOS 27. Is there a way to make this work nicely with the current APIs? What are others doing here? How can apps can ship in September and support both this and pre iOS 27 cleanly? Thinking about solutions here, my ideal would be that the macros are improved to either: be able to be applied to an extension rather than the structure itself. expand in such a way that they still build the core AppEntity / AppIntent on pre 27 OSes but then add the iOS 27 schema additions behind @available internally so they can be used with older targets as essentially no-ops on the current definitions.
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3
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41
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12h
Device Hub + Apple TV stuck on "Installing built products"
Has anybody gotten Device Hub to work with Apple TV yet? I've successfully paired a device, and can view its screen in Device Hub. But when I try to Build and Run an app, it gets stuck on "Installing Built products". Filed FB23964509 on this one.
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12
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12h